Cube of Fate

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.

Cube of Fate works like a board game, where you roll a die to determine the next room you will land in. Most rooms have a different task you must finish and at the end of each task completed you're given a die. Simply right-click the die to move forward that number of rooms. Ex: if you are in room 10 and roll a 2, you will be teleported to room 12 by using the die. There are many types of rewards you can receive while running cube, and at the end of your run. If you are below lvl 96, you are probably running cube for the experience, which is listed below for the different level ranges. You get that amount of exp upon reaching room 50. If you are a high level, you probably want to run it for the cogs (Rotating Cogs of Fate), which are used in the making of the best necklaces in the game. Other rewards are listed below.

As of the Wonderland expansion, Rotating Cogs of Fate rewarded from the Cube of Fate are bound, however they can be account stashed. Pre-existing cogs can still be traded but must be exchanged before they can be used to craft necklaces. This can be done at the Fate Forge located inside room 1 of the Cube of Fate. In addition, necklaces made with Rotating Cogs of Fate can no longer be traded, until the necklace is upgraded to the Nation Wars version.

Rewards
Rooms 50-60 give you Book Credit Cards, 10 of which can be traded for a page of fate or an old book page at the forge in the middle of room 1.

Other room-specific prizes:
 * Golden Box (10% chance to win 1 million silver coins) - from rooms 8 and 17
 * Platinum Box (2% chance to win 5 million silver coins) - from room 40
 * Mysterious Chip (up to 5 per room, 20 a day max) - from rooms 15, 22, 31 and 42
 * Sundries Pack (60% 3x Mirage Celestones / 20% 10x Dice Tickets / 14% 2x Do-All Cards / 5% Ecstasy Card (1m silver coins) / 1% Excitement Card (5m silver coins))
 * Cube Crate (95% Mirage Celestone / 5% Badge of Dexterity)

Ecstasy Cards and Excitement Cards can only be sold for silver coins.

Preparation
 Note : Room 1: In the middle of the room, there is a NPC you can talk to trade one duty badge for a puzzle cube. Players often set up cat shops here selling various cube items, such as dice tickets, do alls, COF Letters. Next to the middle NPC is a forge, where you can trade your Lucky Cube Game Coins and Book Credit Cards, or NPC stuff to clear your inventory.
 * Each room will consume one dice ticket, with the exception of a few, which can be bought from other players.

Room 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, and they will not be able to do another run for the day unless they have a COF Directorate Secret Letter.

If the player is starting the Cube of Fate with a COF Directorate Secret Letter instead, they can talk to Cube of Fate Shrong in the corner of the room to receive their Cube of Fate puzzle cube.

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.

Room 2 (Chest of Mystery)
Take the quest, and dig 5 Nectar Storages for Cube Nectar.

Room 3 (Slaughterhouse)
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.

Room 4 (Mice Bashing)
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.

Room 5 (Count the Apples)
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.

Room 6 (Open Sesame)
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.

Room 7 (Have a Listen)
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:

Room 8 (Try Your Luck)
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).

Room 9 (100 Second Stand)
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 9. If the player dies, they will be teleported to room 1 and will have to start over.

Most players should be able to survive this room with ease, though lower-level players may need to bring health potions and use healing skills if they have any, including Genie Skills like Second Wind and Tree of Protection. A Guardian (HP) Charm should not be needed for this room.

There is a trick to doing this room without taking damage from the Fate Executioner, but requires another player to do it. When a player enters the room, they aggro the Fate Executioner in the middle of the room because they are close enough to it. When they leave, it will attack any other player that is close to it. If you are standing in a corner before the player with aggro is teleported out, you will be far away enough from the Fate Executioner that it will not sense and attack you. If you attack the executioner or another player enters the room, it will begin to attack as normal.
 * 1) Wait for someone to enter room 9.
 * 2) Let them teleport into the next room.
 * 3) Wait around 90 to 95 seconds.
 * 4) Talk to the NPC to teleport into the next room.
 * 5) Run to any corner of the room and kill any Fate Watchers that you have attracted.

Room 10 (Bombs Away!)
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.

Room 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.

Room 12 (Choices of Fate)
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.

Room 13 (Squad of Six)
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.
 * 1) Take the quest from the NPC and pay 3 Dice Tickets to proceed.
 * 2) Form a squad of six people. These people need to be in the same room. The squad leader should take the quest, and all squad members will receive a die.

Room 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. If you die in this room, you will be teleported back to room 1 and will have to start over.
 * 1) Talk to the NPC and pay 4 Do-all Cards to receive a die without needing to kill anyone. In the next room there will be a quest to turn in named Infighting - 【Forfeit】. Hand this quest in if you are planning to do more than 1 Cube run.
 * 2) Kill another player in the same room. The Teleport Master will appear briefly to hand in the quest. You will have 20 minutes to do this. If the 20 minute timer runs out, you cannot complete this room. If this happens, teleport out of the room or kill yourself using the monsters in the corners and middle of the room.

Room 15 (Mystical Messenger)
There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives and rewards.

Kill for Thrill
This quest is only available once per day for this room. It has a 60 second time limit and must be handed in to the NPC on time or you will be teleported back to room 1 and will have to start over.

Kill as many Mysterious Pets within the time limit. Each one killed will award the player with 1 Mysterious Chip. It is possible to kill up to 5 mobs within the time limit.

Direct Pass
You will receive a die automatically without needing to kill anything. You will have to choose this option if you have already done Kill for Thrill for the day.

Room 16 (Fight the Demon)
There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives.

Find a Path.
Kill a Fate Janitor. They are level 150 with 184k health. If you die while fighting, you will be teleported back to room 1 and will have to start over. Weaker characters should choose the Pay to Pass option instead.

Pay to Pass
Pay 3 Dice Tickets to the Teleport Master and receive a die without needing to kill anything.

Room 17 (Ecstasy or Sadness)
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).

Room 18 (Not Enough Yet)
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.

Room 19 (Happy Hold-up)
Take the quest. You will get 5 Dice Tickets for free along with your die.

Room 20 (Another Choice of Fate)
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.

Room 21 (Beast Hunter)
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.

Room 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.

Kill for Thrill
This quest is only available once per day for this room. It has a 60 second time limit and must be handed in to the NPC on time or you will be teleported back to room 1 and will have to start over.

Kill as many Mysterious Pets within the time limit. Each one killed will award the player with 1 Mysterious Chip. It is possible to kill up to 5 mobs within the time limit.

Direct Pass
You will receive a die automatically without needing to kill anything. You will have to choose this option if you have already done Kill for Thrill for the day.

Room 23 (Real or Fake)
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.

Room 24 (Consequence)
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.

Room 25 (Dragon Gate)
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.

Room 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. The Holy Path Genie skill is recommended. 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.

Room 27 (Try to Listen EX)
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.

Alternatively you can target each mob. Next to its name should be a small icon of either crossed swords or a shield. If the mob has a crossed swords icon, it will attack if you approach it. If the mob has a shield icon, the mob is safe and will not attack you.

Psychics can also use Psychic Will to evade the mobs, as they only deal physical damage and have a limited range. To do this, go to the left-most mob, or the mob second from the left. Use Psychic Will and then use the Holy Path Genie skill to run past the column of mobs and towards the NPC. Other classes can also do this if they have immunity potions that last long enough (roughly 8 to 10 seconds).

There are 3 different combinations of safe and deadly mobs that can spawn, as demonstrated in the tables below.

Room 28 (Count the Apples EX)
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.

Room 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.

Room 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.

This room is more difficult than room 9. Some players may need to bring health potions and use healing skills if they have any, including Genie Skills like Second Wind and Tree of Protection. A Guardian (HP) Charm may be needed for this room.

There is a trick to doing this room without taking damage from the Fate Executioner, but requires another player to do it. When a player enters the room, they aggro the Fate Executioner in the middle of the room because they are close enough to it. When they leave, it will attack any other player that is close to it. If you are standing in a corner before the player with aggro is teleported out, you will be far away enough from the Fate Executioner that it will not sense and attack you. If you attack the executioner or another player enters the room, it will begin to attack as normal.
 * 1) Wait for someone to enter room 30.
 * 2) Let them teleport into the next room.
 * 3) Wait around 90 to 95 seconds.
 * 4) Talk to the NPC to teleport into the next room.
 * 5) Run to any corner of the room and kill any Fate Watchers that you have attracted.

Room 31 (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.

Kill for Thrill
This quest is only available once per day for this room. It has a 60 second time limit and must be handed in to the NPC on time or you will be teleported back to room 1 and will have to start over.

Kill as many Mysterious Pets within the time limit. Each one killed will award the player with 1 Mysterious Chip. It is possible to kill up to 5 mobs within the time limit.

Direct Pass
You will receive a die automatically without needing to kill anything. You will have to choose this option if you have already done Kill for Thrill for the day.

Room 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.

Room 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.

Room 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. If you die in this room, you will be teleported back to room 1 and will have to start over.
 * 1) Talk to the NPC and pay 4 Do-all Cards to receive a die without needing to kill anyone. In the next room there will be a quest to turn in named Infighting - 【Forfeit】. Hand this quest in if you are planning to do more than 1 Cube run.
 * 2) Kill another player in the same room. The Teleport Master will appear briefly to hand in the quest. You will have 20 minutes to do this. If the 20 minute timer runs out, you cannot complete this room. If this happens, teleport out of the room or kill yourself using the monsters in the corners and middle of the room.

Room 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.

Room 36 (Crazy Chest)
This room is PK enabled.

Take the quest, and dig 10 Honey Wine Storages for Cube Honey Wine.

Room 37 (Great Luck)
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:
 * Dice Ticket x10 (20%)
 * Ecstasy Card (5%)
 * Excitement Card (1%)
 * Do-all Card x2 (14%)
 * Mirage Celestone x3 (60%)

Ecstasy Cards can be sold for 1m silver coins, while Excitement Cards can be sold for 5m silver coins.

Room 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.

There are 2 different strategies to doing this room. One is risky and not 100% guaranteed to be safe, while the other one is a slower yet safer option.

Strategy 1: Risky Option
Using the Holy Path genie skill or a speed potion, run straight through the middle of the room diagonally to the other corner without stopping. An immunity skill or potion is highly recommended to avoid being killed by hands or bugs. You should be able to avoid most hands but it is likely you will aggro some bugs. If you do aggro a bug, you can either talk to the NPC, optionally use an immunity potion, and use your die before it can hit you, or try going as far into the corner behind the NPC as you can to make it reset. If you die before you can be teleported to another room, you may fail your Cube of Fate run. If you die before you can use the die, it can be exchanged in room 1 for a Cube of Fate puzzle cube so you can start over.

Strategy 2: Safer Option
This method takes longer to do but can be safer. Look to the right row of hands by the wall, and wait for a bug to come towards you. It will stop somewhat close to the last hand and then turn around and go the opposite way after about 2-3 seconds. You will want to hug the wall and follow this bug, being careful to avoid the hands and avoid getting too close to it. Once you have reached the corner, get into it as far as you possibly can. Wait for the bug to pass the corner and back towards the way you came. Make your way across the rest of the room while still hugging the wall. Be careful to avoid any other bugs and any exploding hands during this.

Room 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.

Room 40 (Sadness or Ecstasy)
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).

Room 41 (Squad of Three)
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.
 * 1) Take the quest from the NPC and pay 10 Dice Tickets to proceed.
 * 2) Form a squad of three people. These people need to be in the same room. The squad leader should take the quest, and all squad members will receive a die.

Room 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.

Kill for Thrill
This quest is only available once per day for this room. It has a 60 second time limit and must be handed in to the NPC on time or you will be teleported back to room 1 and will have to start over.

Kill as many Mysterious Pets within the time limit. Each one killed will award the player with 1 Mysterious Chip. It is possible to kill up to 5 mobs within the time limit.

Direct Pass
You will receive a die automatically without needing to kill anything. You will have to choose this option if you have already done Kill for Thrill for the day.

Room 43 (Take Down the Demon)
There are two different ways to do this room. The NPC will have 2 different quests available which have different objectives.

Another Path
Kill a Fate Janitor. They are level 150 with 368k health. If you die while fighting, you will be teleported back to room 1 and will have to start over. Weaker characters should choose the Pay to Pass option instead.

Pay to Pass
Pay 10 Dice Tickets to the Teleport Master and receive a die without needing to kill anything.

Room 44 (Bomber Mania)
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.

Room 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.

Room 46 (Still Not Enough)
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.

Room 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.

This room is much more difficult than rooms 9 and 30. Players will need to use health potions and healing skills if they have any, including Genie Skills like Second Wind and Tree of Protection. A Guardian (HP) Charm and immunity potions or skills may be needed for this room.

There is a trick to doing this room without taking damage from the Fate Executioner, but requires another player to do it. When a player enters the room, they aggro the Fate Executioner in the middle of the room because they are close enough to it. When they leave, it will attack any other player that is close to it. If you are standing in a corner before the player with aggro is teleported out, you will be far away enough from the Fate Executioner that it will not sense and attack you. If you attack the executioner or another player enters the room, it will begin to attack as normal.
 * 1) Wait for someone to enter room 47.
 * 2) Let them teleport into the next room.
 * 3) Wait around 90 to 95 seconds.
 * 4) Talk to the NPC to teleport into the next room.
 * 5) Run to any corner of the room and kill any Fate Watchers that you have attracted.

Room 48 (Chest of Memories)
This room is PK enabled.

Take the quest, and dig 15 Remedy Storages for Cube Remedy.

Room 49 (Prize Raid)
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.

Room 50 (Fate's End)
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.

If you are level 40-79, you will receive experience and spirit depending on your level range, a Cube Crate, and a Reflective Shard. If you are level 80+ and are just running Cube of Fate for experience and not to farm a necklace, select the "Get the Reward Pack" option when talking to the Cube Messenger to receive the same rewards and a Lucky Cube Game Invitation. The Cube Crate can be opened for a 95% chance of a Mirage Celestone or a 5% chance of a Badge of Dexterity.

If you are level 80+, farming cogs to craft a necklace, and this is the first time during the run that you are completing regular Cube of Fate, select the "Get the Mysterious Cog" option from the Cube Messenger. You will receive a 60 minute timed Disabled Cog of Fate, a Lucky Cube Game Invitation, and a Reflective Shard.

If it is not your first time during the run that you are completing regular Cube of Fate, talk to Cube of Fate Trong in the corner of the room instead and select one of the two options from him to receive the same items as above.

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.

If you are running for cogs to farm a necklace and this is the first time during the run you are inside - get a Disabled Cog of Fate instead of the reward pack, once you're teleported into the other room, take the first quest and if it's a Rabbit Card, save it. If it's a Turtle Card, NPC it at the furnace in room 1 to save some space in the inventory. After taking the first quest, take the second quest to go back to 1 and talk to Shrong to give him the COF Letter and then talk to the fat middle NPC to continue your run (start 1-50 for the second time). If you have gotten from the 2 times you've been in the room at least 1 Rabbit card, use it. Never use Turtle Cards over Rabbit ones, as 52 is way easier than 51. Use one only if you don't have Rabbit ones. And you proceed to 50-60.

Advanced Cube of Fate (Rooms 51-60)
Advanced Cube of Fate is available after finishing room 50. To advance through the rooms you will need silver coins or gold coins for each room.

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.


 * Advanced Cube is not difficult, but can be costly if you are running it with only 1 disabled cog at a time.
 * You MUST be prepared to spend 1-2 million silver/gold coins every time you do these rooms, as they each cost money to do.

Once you've got a Rabbit/ Turtle card from the room after 50, you can start the 51-60 run. If you are doing a double-cog run, you can take the first card twice (free of charge) to attempt to skip room 51.

Room 51
This room is done in 2 parts. First, 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.
 * Cost: 150k silver coins
 * Reward:
 * 10000 Experience, 2000 Spirit (level 80-95)
 * Book Credit Card x1 (level 96+)

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.

Room 52
Talk to the first NPC. You will be teleported to another room with a small boss in it. For this challenge you can fight up to 5 bosses. In every room you are given the option to stop fighting and move to the next room. The reward for this room depends on how bosses you kill or where you stop.
 * Cost: 150k silver coins

When teleported to a room with a boss in it, talk to the NPC and take their quest. You can choose to take the challenge to kill the boss within 12 minutes, or to not do the challenge to get your reward and Rabbit or Turtle card.

Each boss is level 150 and increases in difficulty as you progress. If you die or do not kill a boss within 12 minutes you will fail and be sent back to room 1. It is recommended to stop before killing the fifth boss as it can steal health and is harder to kill for weaker characters.

The rewards for this room are as follows:
 * Stopping at first-fourth boss: No reward
 * Stopping at fifth boss:
 * 30000 Experience, 6000 Spirit (level 80-95)
 * Book Credit Card x4 (level 96+)
 * Killing fifth boss: Lucky Cube Game Coin

Room 53
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.
 * Cost: 150k silver coins
 * Reward:
 * 20000 Experience, 4000 Spirit (level 80-95)
 * Book Credit Card x2 (level 96+)

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

 * Cost: 100k silver coins

This is a lottery room. Take the quest from the NPC. 3 colored balls will appear in the room. If the balls are all the same color you will receive a Lucky Cube Game Coin. If the balls are all different colors you will receive 300k silver coins. If 2 balls are the same color and 1 is not you will receive nothing.

Room 55
Talk to the Teleporter in the room. You will get an Award Ticket and you will be able to talk to the Cube Prize Manager. The prize you win (or lose) is random:
 * Cost: 150k silver coins (plus an additional 330k silver coins if you lose)
 * 990k silver coins
 * 660k silver coins
 * 330k silver coins
 * pay 330k silver coins to the NPC

Room 56
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.
 * Cost: 150k silver coins
 * Reward:
 * 30000 Experience, 6000 Spirit (level 80-95)
 * Book Credit Card x2 (level 96+)

The following diagram below shows each room's layout from a top-down view, where P = player, N = NPC, and X = portals: Only one of the NPCs out of the 4 rooms will have a quest, so make sure to talk to them when you find them. If you teleport before talking to them and end up back in the main room of room 56, you will not be able to complete the challenge.

You will be teleported into the first room. Below is a diagram of which portals to go through in order. The layout of the room is top-down, where P = player, N = NPC, X = portals to ignore, and 1, 2, 3, 4 = order of portals to go through.

If you are unsure of which room you are in, check the coordinates of the room you teleport into and compare them to the list below:
 * (438, 649): 1st room. Enter portal 1 on the diagram above and continue in order.
 * (438, 659): 2nd room. Enter portal 2 on the diagram above and continue in order.
 * (438, 639): 3rd room. Enter portal 3 on the diagram above and continue in order.
 * (448, 639): 4th room. Enter portal 4 on the diagram above to be taken back to the main room.

Room 57
Take the quest. You will have a 6 minute time limit to complete this quest or you will fail and be teleported to room 1. You will need to talk to NPCs a total of 3 times at random. They are found in each corner of the room.
 * Cost: 150k silver coins
 * Reward:
 * 40000 Experience, 8000 Spirit (level 80-95)
 * Book Credit Card x2 (level 96+)

Press the Q to open your quest log and navigate to the Ground Zero quest. Click on the NPC's name to autopath and find out which corner they are in. Go to the quest and click on the NPC's green name to see where it is. You will need to do this a total of 3 times, though sometimes you may need to talk to the same NPC 2 or even 3 times. After talking to the 3rd NPC you will receive a Rabbit or Turtle card.

The diagram below shows which corners the NPCs are in: Throughout the room are colored balls that move erratically. Each ball has a different bad effect on you if it comes into contact with you: It is recommended to move slowly in the room and along the walls to avoid being hit with too many red balls, as it only takes 3 of them to kill an uncharmed player. You can also unequip your gear if you have a lot of health and use health potions and healing skills to heal less HP overall since red balls do a set 40% of damage to your health. Dying in the room results in failure and you will be teleported back to room 1.
 * Red ball: deals damage around 40% of your maximum health.
 * Yellow ball: stuns you.
 * Green ball: slows you.

Room 58
Talk to the NPC in the middle of the room and take the "Neither dead nor alive" quest. It will cost 10 Do-alls and send the player into room 59 or 60 at random.
 * Cost: 10 Do-all cards
 * Rewards:
 * 40000 Experience (level 80-95)
 * Book Credit Card x2 (level 96+)

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 silver 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
This is the last room of the advanced Cube of Fate.

If you have a Disabled Cog of Fate talk to the NPC and select the Disabled Cog quest. You will receive a Rotating Cog of Fate. If you have a 2nd cog to turn in you can confirm the popup window and wait 30 minutes until you can exchange it. Otherwise, take the Journey of Stars quest to be teleported back to room 1 and receive a Lucky Cube Game Coin.

Rotating Cogs of Fate will be bound to the character and therefore cannot be traded, however they can be account stashed.