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Guide Overview / Dungeon 2F

Dungeon 2F

Suggested Lv. 25–33 · Monster groups: 7 · NPCs: 0

Terrain & Entrances

Entrance: Dungeon 1F(173, 60)Entrance: Death Abyss(42, 124)Evil Centipede(96, 67)Evil Tongs(92, 100)Evil Tongs(92, 100)
● Entrance● NPC● Boss · Hover over a marker for its name and coordinates
DestinationEntrance Coordinates
Dungeon 1F173, 60
Death Abyss42, 124

Terrain follows the game’s walkable-area data. Markers show entrance or spawn centres. Temporary passages and moving monsters may not appear.

Monsters & Possible Drops

NameLevelBase HPSpawn Centre / Base IntervalPossible Drops
Evil Centipede Boss50350096, 67 · 5 min
87, 64 · 5 min
View 30 possible drops
Centipede2522092, 100 · 0.6666666666666666 min
View 32 possible drops
Black Maggot2524092, 100 · 0.6666666666666666 min
View 32 possible drops
Whimpering Bee2524092, 100 · 0.6666666666666666 min
View 32 possible drops
Giant Worm2525092, 100 · 0.6666666666666666 min
View 32 possible drops
Tongs2525092, 100 · 0.6666666666666666 min
View 33 possible drops
Evil Tongs Boss38150092, 100 · 1.3333333333333333 min
View 28 possible drops

Map NPCs

No permanent NPCs are recorded on this map.

This Map’s Item Drops

These are possible outcomes in the map’s drop tables. Quest items need the relevant quest conditions. A listed item is not guaranteed on each kill, and the list does not state its final drop chance.

Prepare for Dungeon 2F

Dungeon 2F belongs to a later progression step than the beginner cave and Mine. Its recommended range is 25–33 in the current map data. Before comparing this area with your previous route, check the actual monsters, recovery costs and equipment requirements shown in the handbook.

Entrance and return route

Use the transport table to trace the connecting maps. From Dungeon 2F, the portal at (173, 60) connects to map 1010 and (42, 124) connects to map 1101. The destination links below resolve those map names and let you plan the outward and return journey together.

What to prepare

Bring a complete set of usable equipment and enough recovery items to test the route safely. Warriors should review defensive gaps as well as weapon damage. Wizards need room and enough mana for repeated encounters. Taoists should match their attack, healing and summon tools to the fight. Take a short run first and compare the actual results with an earlier map before choosing where to spend a longer session.

Monsters, drops and your next step

The reference tables on this page list the current enemies, transport points and available drop information. Follow a monster link for its details, and compare requirements in the equipment guide and skills guide. Drops are possibilities, not guaranteed rewards for a single run.

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