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The Cube of Fate is a static dungeon that every character can enter upon reaching level 40.
It's entered by talking to Khatru Pup (a big dog-like NPC), which is located in every main city.
To get into the Cube of Fate:
'Duty Badge'
Lv40+ players may acquire this item once a day from an Adventure Assistant.
'Dice Tickets'
Trade it for a Die. Can be made from a Mirage Celestone or Mysterious Chips.
Note:
'Do-all Card' - this item will help to pass many rooms without completing the tasks of these rooms.
'Coins' - also do not forget to bring along. You can get into the paid room, and if you don’t have any coins, you will have to wait for someone to lend them to you, or start from the very beginning.
Advanced Cube of Fate (Optional)
Rooms 51-60
Rooms 51-60 instead of getting dice you get either rabbit or turtle cards. Rabbit moves you forward two rooms, turtle moves you forwards only one.
Once you've got a Rabbit/ Turtle card from the room after 50, you can start the 51-60 run
Room 51:
This room is done in 2 parts.
1. Take the quest from the NPC and kill 6 Guardians of the Chess within 5 minutes. Once they are killed, you will be teleported to another room with a type of sudoku game inside it.
2. When taking the second quest, you will have 5 minutes to solve the puzzle by choosing the right colors for each square that does not have one. If you choose the wrong color or take longer than 5 minutes you will be teleported back to room 1 and will have failed the run. To choose a color, talk to the wooden pillar NPC, and there will be 5 options: blue, white, yellow, green, and violet. Once you have completed the puzzle, talk to the NPC in the corner of the room to receive rewards and a Rabbit or Turtle card.
Similar to sudoku, you need to have one of each color in every column and row. There are 4 different types of puzzle boards that you can get. Below is a diagram of each one and its solution. The colors listed in red are the ones you need to select yourself.
Board 1 (All Greens Given)
Board 2 (4 Violets Given Scenario A)
Board 3 (All Whites Given)
Board 4 (4 Violets Given Scenario B)
Room 52
Here you can fight up to 5 bosses - in every room you're given the option to stop the fight and get your next card. Just talk to the first NPC and he will send you to the first boss room. You are automatically teleported to the next boss room after defeating the current boss. For the first 4 bosses you get a Book Credit Card from each one, but if you defeat the last one, you get a Lucky Cube Game Coin. You don't have to fight any of them.
Room 53 - Soccer game.
Caution: if you are in PK mode and have a red name, there is a chance you may die when bringing the mobs into the goal.
This challenge is similar to a soccer game. You will have 5 minutes to finish this quest or you will fail and be teleported back to room 1. Take the quest and aggro the white ball. Bring it with you into the goal on the other side of the room. You will likely aggro mobs along the way. Stay in the goal and all the mobs including the white ball should die. Once the white ball dies, two chests will spawn. Move out of the soccer field area and dig the large green chest nearest to the NPC. Turn in the quest to receive a Rabbit or Turtle card.
Room 54 - Lottery
Talk to the NPC and 3 balls will spawn. If 3 balls of the same color spawn, you will get 300k coins. If one ball of each color spawns, you will get a Lucky Cube Game Coin. Once the balls have spawned, you automatically get your next card even if you have not won anything.
Room 55 - Lottery
Talk to one of the NPCs and in a few seconds, a quest at the other one will appear showing if you have won anything and giving your next card. You can win: 330k, 660k or 990k coins. Or in most of the cases nothing.
Note: this room has a glitch where if you don't win anything, it takes an extra 330k coin.
Room 56 - Portals.
Take the quest from the NPC. He will send you to find one of his brothers in one of the 4 rooms in this challenge and then talk to him again once you have found his brother. You can travel between the rooms using portals, and return to the main room in room 56 through these portals.
448/639 Room B
1st row 1st hole to C
1st row 3rd column to D
2nd row 1st column to E
2nd row 3rd column to A
438/659 Room C
1st row 1st column to E
1st row 2nd column to D
438/649 Room D
1st row 1st column to C
1st row 3rd column to E
438/639 Room E
1st row 1st column to C
1st row 2nd column to D
2nd row 2nd column to B
Room 57. Sector Zero.
CAUTION! Time limited! Take the quest and press Q to open your quests tab. Go to the quest and click on the NPC's green name to see where it is (or use the quest tracker window). Once you've clicked on its name, the player will start walking to wards it. You need to talk to 3 NPCs, there is one in each corner. If you get lucky, you might get the same NPC 2 or 3 times and eventually pass faster. Once you have had your third talk to an NPC, you get your next card. CAUTION! Always stick to the walls and NEVER walk through the middle to the other end of the diagonal, as you will most likely meet 3 red balls at once and die.
What do the different colored balls do:
Red ball - deals around 40% of your HP no matter how much you have
Yellow ball - Stuns you
Green ball - Slows you
VERY USEFUL STRATEGY: Once you enter the room, remove all gear and everything that gives you HP. This way the red balls will deal way less damage and it will be easier for you to heal yourself up. Do not un-equip your weapon though as you can't use healing skills without it.
Room 58
Talk to the NPC and select the option "Neither dead, nor alive", and you will get your next die. The quest will consume 10 do alls.
CAUTION! Do not choose the other quest. The objective of it is to kill another player to get their Cube Tag within 15 minutes. No other players choose this option, so it is guaranteed that you will fail the run if you choose this quest.
Room 59
Talk to the NPC. You will have 2 options, both of which cost coins:
Room 60
Once you are inside the room, talk to the middle NPC and you're done!
It's entered by talking to Khatru Pup (a big dog-like NPC), which is located in every main city.
To get into the Cube of Fate:
- you have to be at least level 40;
- you must have
- you must have some
Lv40+ players may acquire this item once a day from an Adventure Assistant.
Trade it for a Die. Can be made from a Mirage Celestone or Mysterious Chips.
Note:
- Each room will consume one dice ticket, with the exception of a few, which can be bought from other players.
1 | Fate's Beginning Talk to the Room 1 Teleport Master in the middle of the room to trade a Duty Badge for a Cube of Fate puzzle cube. This puzzle cube will expire if the player leaves the Cube of Fate. When the player is ready to begin, they can talk to the Room 1 Teleport Master again to exchange their Cube of Fate puzzle cube for a random Thrown Die. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Chest of Mystery This room is safe zone. Take the quest, and dig 5 Nectar Storages for Cube Nectar. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Slaughterhouse This room is safe zone. Take the quest. The objective of this room is to kill 5 mobs, with the type required depending on your level range. All mobs are non-aggressive. They look the same but have different names and levels. Killing mobs not required for your quest will not count.
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4 | Mice Bashing This room is safe zone. Take the quest, and kill 10 Ancient Dooms. They are level 150 non-aggressive tombstones with 10 health so they are easy to kill. This room is a popular place for venomancers to level their land pets. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | Count the Apples This room is safe zone. Take the quest, and then check your quest log or talk to the NPC a second time (without selecting an answer) to see how which color balls you need to count. The player will need to select the correct answer or they will be teleported back to room 1 and will have to start over. To count the balls, stand near one corner of the room and zoom in as much as you can so that your character is not in the way. Don't stand directly in the corner or you may not see all of the colored balls. Count the balls a few times to be sure you have the correct amount, since they move pretty often. Once you are confident in your answer, talk to the NPC and select your answer. If it is correct the player will receive a Thrown Die; if it is incorrect they will be teleported back to room 1. The below table contains possible answers depending on the choices the player has. Most cases the player will still have to manually count the colored balls. the colored balls.
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6 | Open Sesame This room is safe zone. Kill the Axis of Fate. It is a level 150 boss with over 500k health that deals little AoE damage to players. Once it is dead, the Room 6 Teleport Master will appear for 20 seconds. Take the quest before he disappears. If the NPC does disappear, the boss will respawn and the player will have to kill it again. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7 | Have a Listen This room is safe zone. Talk to the Butterfly to receive the quest. Run past the two mobs on the left side of the room and talk to the Teleport Master on the other side of the room. All other mobs are aggressive and will kill you if you approach them. They will make noises when you are getting near them, while safe mobs will not make any noise. Below is a diagram of the room from top-down view:
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8 | Try Your Luck This room is safe zone. Pay the Teleport Master 100k silver coins to take the quest. If you do not have 100k silver coins or gold coins you will not be able to complete this room. Dig 10 Lucky Chests for Gold Tickets. You will receive a Golden Box. It can be sold to a catshop in room 1 if there are any, or opened for a 10% chance of an Ecstasy Card (worth 1m silver coins) and a 90% chance of a Sadness Card (worth 1 silver coin). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9 | 100 Second Stand This room is safe zone. Take the quest and survive the next room for 100 seconds. You will be teleported into another room with a Fate Executioner in the middle and several Fate Watchers wandering around. The Fate Executioner is immune and will deal constant damage to the player. Fate Watchers are level 150 with 2k health and respawn regularly after being killed. Once the player has survived 100 seconds, they will be teleported back to room 9. If the player dies, they will be teleported to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10 | Bombs Away! This room is safe zone. Take the quest. You will get a die, and a 10 minute timed quest to defuse a bomb. To defuse the bomb you need to reach room 17-22 and talk to the NPC there to complete the Race with Time quest. Do not forget to defuse the bomb before taking the room's main quest, as you will not be able to defuse the bomb after room 22. If the timer runs out, you will be teleported back to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11 | Bored... This room is PK enabled. Take the quest from the NPC in the middle of the room and wait for 3 minutes to receive your die. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12 | Choices of Fate This room is safe zone. Take the quest. You will either receive a Judgment Mark: Life which will send you to room 16, or a Judgment Mark: Death which will send you back to room 11. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13 | Squad of Six This room is safe zone. There are two different ways to do this room, but the second method is nearly impossible to complete since not as many people do the Cube of Fate at the same time.
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14 | I Don't Wanna Leave This room is PK enabled. When teleporting in this room, there will be a monster that constantly heals all players in the room, a monster in the middle that attacks all players when provoked, and monsters in 3 corners that reduce the player's maximum health. There are two different ways to do this room, with the first method being easier since not as many people do the Cube of Fate at the same time.
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15 | Mystical Messenger This room is safe zone. There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives and rewards.
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16 | Fight the Demon This room is safe zone. There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives.
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17 | Ecstasy or Sadness This room is safe zone. Pay the Teleport Master 100k silver coins to take the quest. If you do not have 100k silver coins or gold coins you will not be able to complete this room. Dig 10 Big Lucky Chests for Gold Tickets. You will receive a Golden Box. It can be sold to a catshop in room 1 if there are any, or opened for a 10% chance of an Ecstasy Card (worth 1m silver coins) and a 90% chance of a Sadness Card (worth 1 silver coin). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18 | Not Enough Yet This room is safe zone. Take the quest. You will receive 9 Robber Cards but need 10 to proceed. You can exchange 1 Do-all Card for 1 Robber Card at the NPC to complete the quest. On rare occasions you may find a catshop selling them in the same room, or another player willing to trade 1 with you. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19 | Happy Hold-up This room is safe zone. Take the quest. You will get 5 Dice Tickets for free along with your die. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20 | Another Choice of Fate This room is safe zone. Take the quest. You will either receive a Judgment Mark: Life which will send you to room 25, or a Judgment Mark: Death which will send you back to room 18. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
21 | Beast Hunter This room is safe zone. Take the quest. You will have 2 minutes to kill 2 mobs depending on your level range. If you do not kill them within 2 minutes, you will be teleported back to room 1 and will have to start over. All mobs are non-aggressive. They look the same but have different names and levels. Killing mobs not required for your quest will not count.
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22 | Mystical Messenger This room is PK enabled. There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives and rewards.
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23 | Real or Fake This room is PK enabled. Talk to the NPC to be teleported into another room. Take the quest from the Messenger of Truth and kill a Fate Peon. The mobs will be around the same level range as you. There are fake and real ones; the fake ones have higher defenses than the real ones. Either type will count towards the quest. You will be teleported back to room 23 and will get your die once you have killed one. If you die, you will be teleported back to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
24 | Consequence This room is safe zone. Take the quest from the Lucky Messenger. You will have to dig 5, 20, or 100 chests for Tricky Cards depending on what the previous player chose when they completed the quest. Most of the time it is set to 5 cards. Once you have finished collecting Tricky Cards, hand in the quest at the Teleport Master. Talk to him again and select the amount of cards the next player should dig - it is recommended to choose 5. You will receive your die. If you are attempting to do an Advanced Cube run to get 2 cogs at once, you may not be able to finish in time if the room is set to 100 cards. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
25 | Dragon Gate This room is PK enabled. Take the quest. The room is filled with green circles (if you don't see them, turn your effects setting up) with hands that spawn occasionally and explode. You will likely die if you are caught in a circle when hands are exploding. Run through the room diagonally to the next NPC to complete the quest. You can stand in the spaces outside of circles to avoid being hit. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
26 | Death Judge This room is PK enabled. Take the quest. You must dig 5 Doom Chests in the middle of the room which are guarded by a Fate Wanderer that will kill you if it gets close to you. It moves very slowly, so you can attack it with a ranged attack, lure it close to a corner, and then run straight to the middle of the room to dig 3-4 chests. Once it gets close to the middle, run away again and repeat the process until you have dug all 5 chests. Eventually the mob will reset if you don't continue to hit it so take caution if you are in the middle of the room if it does. If there is another player in the room, you can each take turns holding the mob and running around with it while the other person digs as well. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
27 | Try to Listen EX This room is safe zone. Talk to the Butterfly to receive the quest. Find a safe path through the mobs. The path is sometimes different. To find the right path, turn up your volume, switch to walk instead of run (not necessary), and walk towards the mobs. If you hear fire when approaching a mob, back off or it will kill you. If there is no noise, you can pass through the mob. There are 3 different combinations of safe and deadly mobs that can spawn, as demonstrated in the tables below. Path 1
Path 2
Path 3
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28 | Count the Apples EX This room is safe zone. Take the quest, and then check your quest log or talk to the NPC a second time (without selecting an answer) to see how which color balls you need to count. The player will need to select the correct answer or they will be teleported back to room 1 and will have to start over. To count the balls, stand near one corner of the room and zoom in as much as you can so that your character is not in the way. Don't stand directly in the corner or you may not see all of the colored balls. Count the balls a few times to be sure you have the correct amount, since they move pretty often. Once you are confident in your answer, talk to the NPC and select your answer. If it is correct the player will receive a Thrown Die; if it is incorrect they will be teleported back to room 1. The below table contains possible answers depending on the choices the player has. Most cases the player will still have to manually count the colored balls.
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29 | Slaughterhouse EX This room is PK enabled. Take the quest. The objective of this room is to kill 5 mobs, with the type required depending on your level range. All mobs are non-aggressive. They look the same but have different names and levels. Killing mobs not required for your quest will not count.
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30 | 100 Second Stand EX This room is PK enabled. Take the quest and survive the next room for 100 seconds. You will be teleported into another room with a Fate Executioner in the middle and several Fate Watchers wandering around. The Fate Executioner is immune and will deal constant damage to the player. Fate Watchers are level 150 with 2k health and respawn regularly after being killed. Once the player has survived 100 seconds, they will be teleported back to room 30. If the player dies, they will be teleported to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
31 | Mystical Messenger This room is safe zone. There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives and rewards.
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32 | Very Bored This room is PK enabled. Take the quest from the NPC in the far corner of the room and wait for 5 minutes to receive your die. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
33 | Monster Trapper This room is PK enabled. Take the quest. You will have 2 minutes to kill 2 mobs depending on your level range. If you do not kill them within 2 minutes, you will be teleported back to room 1 and will have to start over. All mobs are non-aggressive. They look the same but have different names and levels. Killing mobs not required for your quest will not count.
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34 | Steadfast This room is PK enabled. When teleporting in this room, there will be a monster that constantly heals all players in the room, a monster in the middle that attacks all players when provoked, and monsters in 3 corners that reduce the player's maximum health. There are two different ways to do this room, with the first method being easier since not as many people do the Cube of Fate at the same time.
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35 | Life Diverged, Again This room is PK enabled. Take the quest. You will either receive a Judgment Mark: Life which will send you to room 41, or a Judgment Mark: Death which will send you back to room 32. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
36 | Crazy Chest This room is PK enabled. Take the quest, and dig 10 Honey Wine Storages for Cube Honey Wine. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
37 | Great Luck This room is PK enabled. Pay the Teleport Master 200k silver coins to take the quest. If you do not have 200k silver coins or gold coins you will not be able to complete this room. You'll receive a Sundries Pack and a Thrown Die. The Sundries Pack can be sold to a catshop in room 1 or opened for one of the following items, at random:
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38 | Dragon Gate EX This room is PK enabled. Take the quest from the NPC. This room is similar to room 25 where the room is filled with exploding hands, but this room also has bugs (Fate Devastators) crawling through the room that can kill you if aggroed. You will need to avoid both the exploding hands and the bugs to reach the NPC diagonally across the other side of the room. This is one of the most difficult rooms in the Cube of Fate. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
39 | Consequence II This room is PK enabled. Take the quest from the Trick Messenger. You will have to dig 5, 20, or 100 chests for Tricky Cards depending on what the previous player chose when they completed the quest. Most of the time it is set to 5 cards. Once you have finished collecting Tricky Cards, hand in the quest at the Teleport Master. Talk to him again and select the amount of cards the next player should dig - it is recommended to choose 5. You will receive your die. If you are attempting to do an Advanced Cube run to get 2 cogs at once, you may not be able to finish in time if the room is set to 100 cards. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
40 | Sadness or Ecstasy This room is safe zone. Pay the Teleport Master 100k silver coins to take the quest. If you do not have 100k silver coins you will not be able to complete this room. Dig 10 Big Lucky Chests for Platinum Tickets. You will receive a Platinum Box. It can be sold to a catshop in room 1 if there are any, or opened for a 2% chance of an Excitement Card (worth 5m silver coins) and a 98% chance of a Sadness Card (worth 1 silver coin). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
41 | Squad of Three This room is safe zone. There are two different ways to do this room, but the second method is nearly impossible to complete since not as many people do the Cube of Fate at the same time.
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42 | Mystical Messenger This room is PK enabled. There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives and rewards.
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43 | Take Down the Demon This room is PK enabled. There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives.
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44 | Bomber Mania This room is PK enabled. Take the quest. You will get a die, and a 10 minute timed quest to defuse a bomb. To defuse the bomb you need to reach room 50 and talk to the Cube Messenger there to complete the I have a bomb! quest. Make sure to defuse the bomb before receiving your prize, as you will not be able to defuse the bomb afterwards, possibly jeopardizing an Advanced Cube of Fate run. If the timer runs out even if you forgot to talk to the NPC at room 50, you will be teleported back to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
45 | Open Sesame... Please? This room is PK enabled. Kill the Fate Spirit. It is a level 150 boss with over 500k health that deals little AoE damage to players, but may hurt weaker players. Once it is dead, the Room 45 Teleport Master will appear for 20 seconds. Take the quest before he disappears. If the NPC does disappear, the boss will respawn and the player will have to kill it again. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
46 | Still Not Enough This room is safe zone. Take the quest. You will receive 9 Bully Cards but need 10 to proceed. You can exchange 2 Do-all Cards for 1 Bully Card at the NPC to complete the quest. On rare occasions you may find a catshop selling them in the same room, or another player willing to trade 1 with you. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
47 | The Final Stand This room is PK enabled. You can either choose to survive in the next room for 100 seconds, or skip it altogether by using 8 Do-all Cards upon taking the Trade for the Die quest. It is highly recommended for weaker characters to skip this room, as it is one of the harder rooms in the Cube of Fate. If the player chooses to try to survive in the next room for 100 seconds, take the Run Run Run quest. You will be teleported into another room with a Fate Executioner in the middle and several Fate Watchers wandering around. The Fate Executioner is immune and will deal constant damage to the player. Fate Watchers are level 150 with 2k health and respawn regularly after being killed. Once the player has survived 100 seconds, they will be teleported back to room 47. If the player dies, they will be teleported to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
48 | Chest of Memories This room is PK enabled. Take the quest, and dig 15 Remedy Storages for Cube Remedy. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
49 | Prize Raid This room is safe zone. Take the quest and kill as many mobs as you can within 2 minutes and hand it in to the NPC before the timer runs out. You must kill at least 1 mob to be able to turn it in. Each mob killed gives 5k experience and 1k spirit. There is usually enough time to kill up to 1 or 2 rounds of mobs. If the timer runs out before you can hand it in, you will be teleported to room 1 and will have to start over. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
50 | Fate's End This room is safe zone. This is the last room of the regular Cube of Fate. Talk to the Cube Messenger in the middle of the room to get your reward. Once you have selected a reward, you can choose to continue on to advanced Cube of Fate (rooms 51-60) for extra rewards or return to room 1. |
Advanced Cube of Fate (Optional)
Rooms 51-60
Rooms 51-60 instead of getting dice you get either rabbit or turtle cards. Rabbit moves you forward two rooms, turtle moves you forwards only one.
Once you've got a Rabbit/ Turtle card from the room after 50, you can start the 51-60 run
Room 51:
This room is done in 2 parts.
1. Take the quest from the NPC and kill 6 Guardians of the Chess within 5 minutes. Once they are killed, you will be teleported to another room with a type of sudoku game inside it.
2. When taking the second quest, you will have 5 minutes to solve the puzzle by choosing the right colors for each square that does not have one. If you choose the wrong color or take longer than 5 minutes you will be teleported back to room 1 and will have failed the run. To choose a color, talk to the wooden pillar NPC, and there will be 5 options: blue, white, yellow, green, and violet. Once you have completed the puzzle, talk to the NPC in the corner of the room to receive rewards and a Rabbit or Turtle card.
Similar to sudoku, you need to have one of each color in every column and row. There are 4 different types of puzzle boards that you can get. Below is a diagram of each one and its solution. The colors listed in red are the ones you need to select yourself.
Board 1 (All Greens Given)
Violet | Yellow | Blue | Green | White |
Yellow | Green | White | Blue | Violet |
White | Blue | Yellow | Violet | Green |
Blue | Violet | Green | White | Yellow |
Green | White | Violet | Yellow | Blue |
White | Green | Yellow | Violet | Blue |
Violet | Blue | Green | Yellow | White |
Blue | Yellow | Violet | White | Green |
Yellow | White | Blue | Green | Violet |
Green | Violet | White | Blue | Yellow |
Blue | Yellow | Green | White | Violet |
Green | White | Violet | Blue | Yellow |
Violet | Blue | Yellow | Green | White |
Yellow | Green | White | Violet | Blue |
White | Violet | Blue | Yellow | Green |
Yellow | Green | White | Violet | Blue |
Violet | Blue | Green | White | Yellow |
Blue | White | Violet | Yellow | Green |
White | Yellow | Blue | Green | Violet |
Green | Violet | Yellow | Blue | White |
Room 52
Here you can fight up to 5 bosses - in every room you're given the option to stop the fight and get your next card. Just talk to the first NPC and he will send you to the first boss room. You are automatically teleported to the next boss room after defeating the current boss. For the first 4 bosses you get a Book Credit Card from each one, but if you defeat the last one, you get a Lucky Cube Game Coin. You don't have to fight any of them.
Room 53 - Soccer game.
Caution: if you are in PK mode and have a red name, there is a chance you may die when bringing the mobs into the goal.
This challenge is similar to a soccer game. You will have 5 minutes to finish this quest or you will fail and be teleported back to room 1. Take the quest and aggro the white ball. Bring it with you into the goal on the other side of the room. You will likely aggro mobs along the way. Stay in the goal and all the mobs including the white ball should die. Once the white ball dies, two chests will spawn. Move out of the soccer field area and dig the large green chest nearest to the NPC. Turn in the quest to receive a Rabbit or Turtle card.
Room 54 - Lottery
Talk to the NPC and 3 balls will spawn. If 3 balls of the same color spawn, you will get 300k coins. If one ball of each color spawns, you will get a Lucky Cube Game Coin. Once the balls have spawned, you automatically get your next card even if you have not won anything.
Room 55 - Lottery
Talk to one of the NPCs and in a few seconds, a quest at the other one will appear showing if you have won anything and giving your next card. You can win: 330k, 660k or 990k coins. Or in most of the cases nothing.
Note: this room has a glitch where if you don't win anything, it takes an extra 330k coin.
Room 56 - Portals.
Take the quest from the NPC. He will send you to find one of his brothers in one of the 4 rooms in this challenge and then talk to him again once you have found his brother. You can travel between the rooms using portals, and return to the main room in room 56 through these portals.
448/639 Room B
1st row 1st hole to C
1st row 3rd column to D
2nd row 1st column to E
2nd row 3rd column to A
438/659 Room C
1st row 1st column to E
1st row 2nd column to D
438/649 Room D
1st row 1st column to C
1st row 3rd column to E
438/639 Room E
1st row 1st column to C
1st row 2nd column to D
2nd row 2nd column to B
Room 57. Sector Zero.
CAUTION! Time limited! Take the quest and press Q to open your quests tab. Go to the quest and click on the NPC's green name to see where it is (or use the quest tracker window). Once you've clicked on its name, the player will start walking to wards it. You need to talk to 3 NPCs, there is one in each corner. If you get lucky, you might get the same NPC 2 or 3 times and eventually pass faster. Once you have had your third talk to an NPC, you get your next card. CAUTION! Always stick to the walls and NEVER walk through the middle to the other end of the diagonal, as you will most likely meet 3 red balls at once and die.
What do the different colored balls do:
Red ball - deals around 40% of your HP no matter how much you have
Yellow ball - Stuns you
Green ball - Slows you
VERY USEFUL STRATEGY: Once you enter the room, remove all gear and everything that gives you HP. This way the red balls will deal way less damage and it will be easier for you to heal yourself up. Do not un-equip your weapon though as you can't use healing skills without it.
Room 58
Talk to the NPC and select the option "Neither dead, nor alive", and you will get your next die. The quest will consume 10 do alls.
CAUTION! Do not choose the other quest. The objective of it is to kill another player to get their Cube Tag within 15 minutes. No other players choose this option, so it is guaranteed that you will fail the run if you choose this quest.
Room 59
Talk to the NPC. You will have 2 options, both of which cost coins:
- 1. Select "I don't want to go back.":
- This costs 600k silver coins and allows you to teleport to room 60. Choose this option.
- 2. Select "Sounds interesting. I want to go back."
This costs 200k silver coins and sends the player to a random room between 51-60. Do not choose this option as it takes up more time and costs more money than it is worth.
Room 60
Once you are inside the room, talk to the middle NPC and you're done!
Level 40-49
Cube Crate
EXP: 220000
SP: 44000
Level 50-59
Cube Crate
EXP: 275000
SP: 55000
Level 60-69
Cube Crate
EXP: 330000
SP: 66000
Level 70-79
Cube Crate
EXP: 385000
SP: 77000
Level 80-89
Cube Crate, Lucky Cube Game Invitation
EXP: 440000
SP: 88000
Level 90-99
Cube Crate, Lucky Cube Game Invitation, Page of Fate
EXP: 1000000
SP: 230000
Level 100+
Cube Crate, Lucky Cube Game Invitation, Page of Fate
EXP: 1200000
SP: 276000
Cube Crate
EXP: 220000
SP: 44000
Level 50-59
Cube Crate
EXP: 275000
SP: 55000
Level 60-69
Cube Crate
EXP: 330000
SP: 66000
Level 70-79
Cube Crate
EXP: 385000
SP: 77000
Level 80-89
Cube Crate, Lucky Cube Game Invitation
EXP: 440000
SP: 88000
Level 90-99
Cube Crate, Lucky Cube Game Invitation, Page of Fate
EXP: 1000000
SP: 230000
Level 100+
Cube Crate, Lucky Cube Game Invitation, Page of Fate
EXP: 1200000
SP: 276000
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