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Old Glast Heim

Old Glast Heim

Instance for up to 5 adventurers

Glast Heim fell in a single night, and that night never finished happening. Scientist Edward opens a rift into it: you arrive before the castle collapses, watch the entire guard turn into monsters, and go down after Amdarais, what remains of Sir Heinrich's last soldier.

How to enter

  • ๐Ÿ”ธ Talk to Scientist Edward in Prontera (26, 53).
  • ๐Ÿ”ธ Choose the Instances category, then Old Glast Heim.
  • ๐Ÿ”ธ The server's other instances are listed on the Scientist Edward page.

Requirements

  • ๐Ÿ”ธ At least one completed crossing, or being in the middle of one. Old Glast Heim is content for reborn characters: whoever has never crossed cannot open the rift.
  • ๐Ÿ”ธ Level 90 or higher.
  • ๐Ÿ”ธ Party of up to 5 adventurers. You can enter solo, but see the warning about the leader right below.
  • ๐Ÿ”ธ Costs 3 Abyssalite Fragments, charged only the moment entry happens.
  • ๐Ÿ”ธ One crossing every 12 hours per character, counted at entry, not at victory. Enter and die in the first corridor, and you lose your turn.
  • ๐Ÿ”ธ The instance lasts 2 hours and disappears if it stays empty for 15 minutes.

Before entering

Worth reading once before your first crossing. Three things change the outcome a lot:
  • ๐Ÿ”ธ Almost everything is Undead. Of the instance's thirteen creatures, eleven are Undead. The exceptions are the Larva (Insect, Earth) and the Corrupted Soul (Demon, Earth 3). Anyone bringing Holy damage sails through the whole crossing comfortably, and that includes the final boss.
  • ๐Ÿ”ธ Against Amdarais, only Holy or Neutral. He's Undead level 4: Holy attacks hit for 175%, Neutral and Ghost hit for 100%, and Fire, Water, Earth and Wind drop to 25%. Shadow and Undead do nothing to him, and Poison actually heals him. Bringing fire arrows to the final boss throws three quarters of your damage away.
  • ๐Ÿ”ธ Their normal attack comes out Neutral. Elemental armor doesn't help against common damage: only elemental skills respect element. Neutral resistance is what holds up against the beating here.
  • ๐Ÿ”ธ Only the party leader can talk. Altar Boy Domun and Holgren, who unlock the second and third wing, ignore anyone who isn't the leader. Set the leader before entering, and preferably someone who isn't going to die.
Everything that lives in there
CreatureHPAttackRaceElementSize
Larva14.0001.400 to 2.600InsectEarth 2Small
Corrupted Monk18.0001.700 to 3.200UndeadUndead 4Large
Corrupted Butler20.0001.800 to 3.400UndeadUndead 1Medium
Agonizing Chamberlain22.0001.900 to 3.600UndeadUndead 2Medium
Wandering Archer24.0003.000 to 5.200UndeadShadow 2Medium
Corrupted Guard28.0002.600 to 4.800UndeadShadow 2Medium
Abyssal Knight114.0006.000 to 9.600UndeadShadow 4Large
Suffering Khalitzburg126.0005.600 to 8.800UndeadUndead 1Large
Bloody Knight136.0006.400 to 10.400UndeadShadow 4Large
Commanders of Ruin600.00010.000 to 15.000UndeadUndead 2Medium
Corrupted Soul900.00015.000 to 22.000DemonEarth 3Large
Amdarais5.000.00018.000 to 26.000UndeadUndead 4Large

The path, step by step

The crossing is linear: each stage unlocks the next, and none of them can be skipped. The whole path takes the party from the entrance courtyard to the second floor and then back to the first, where the treasure is.

1. Knights' Courtyard

Varmundt and Sir Heinrich, at the castle entrance
Varmundt and Sir Heinrich, at the castle entrance
Objective: Open the portal to the west.
You arrive in the courtyard, and there's nothing to kill here. Varmundt and Sir Heinrich argue about the invasion until Himelmez appears and turns the entire castle guard into monsters. It's the only part of the crossing where you just watch.

2. West Wing

The west corridor, overrun by the corrupted
The west corridor, overrun by the corrupted
Altar Boy Domun, huddled at the west end of the wing
Altar Boy Domun, huddled at the west end of the wing
Objective: Kill 36 of the 51 and talk to Altar Boy Domun.
The first clear. There are 51 monsters: 17 Corrupted Butlers, 17 Corrupted Monks and 17 Agonizing Chamberlains, all between 18.000 and 22.000 HP. Once you reach 36 kills the map announces that the curse has weakened, the rest die on their own, and Altar Boy Domun appears hidden at the west end of the wing.
Only the leader can resolve it. Domun ignores anyone who isn't the party leader. To everyone else, he just repeats "save me, save me". If the leader died and went back to town, nobody can open the next wing.

3. East Wing

The emblem hall, on the way to the forge
The emblem hall, on the way to the forge
Holgren the Destroyer, at the end of the wing
Holgren the Destroyer, at the end of the wing
Objective: Kill 57 of the 69 and talk to Holgren.
The forge wing, and the largest of the three: 69 monsters, 35 Agonizing Chamberlains and 34 Corrupted Butlers. At 57 kills the rest disappear and Holgren the Destroyer appears at the east end.
The bodies on the ground are a trap. There are 26 Restless Corpses scattered across the wing. Stepping on one wakes 3 to 7 Larvae on top of you. They're weak (14.000 HP) but come in droves and are Insect race, Earth element, which makes them the only thing in the whole instance that isn't Undead. Running straight through the wing usually wakes three or four nests at once.

4. Northwest Wing

The northwest corridor, on the way to the north hall
The northwest corridor, on the way to the north hall
Objective: Kill 86 of the 100.
Here the instance changes tone. There are 100 monsters, 50 Corrupted Guards and 50 Wandering Archers, and they're the first that actually hit back: they deal 1.300 to 2.600 and the Archer hits from range. At 86 kills Himelmez speaks and calls you to the north of the castle.
Pull in small groups. Guard and Archer are Shadow level 2 and aggressive. Pulling an entire corridor of Wandering Archers is the most common death in this stage, because they don't need to get close.

5. Corrupted Soul's Hall

The Corrupted Soul, boss of the first floor
The Corrupted Soul, boss of the first floor
Objective: Take down the Corrupted Soul and talk to Varmundt.
First boss. 900.000 HP, hits of 15.000 to 22.000, Demon race, Earth element level 3, the only boss in the instance that isn't Undead. Once she's dead, go back and talk to Varmundt, who stayed in the hall: he's the one who collects the spoils and hands over the first Contaminated Magic, plus 20.000.000 base experience and 8.000.000 job, before the crossing penalty. The stairs to the second floor open right after.
Her casts don't break from damage. Earthquake and Infernal Judgment go off even while taking hits. That's intentional: interrupting through damage would make the fight trivial. The way out is getting out of range, not hitting harder.

6. Second Floor

The 1st Commander of Ruin, in the west wing of the second floor
The 1st Commander of Ruin, in the west wing of the second floor
Objective: Kill elites until both Commanders appear.
The upper floor has no kill counter, and that's where most parties get lost trying to clear the map. There are seven triggers scattered across the wing: stepping on one summons five elites at once (Guard, Archer, Abyssal Knight, Suffering Khalitzburg and Bloody Knight) and the trigger rearms in 30 seconds. There's no clearing it: there's killing until a Commander of Ruin appears, which happens on average every 50 kills, at one of four fixed spots in the wing. The 1st Commander opens the east wing, where everything repeats until the 2nd Commander. Each one has 600.000 HP, hits for 10.000 to 15.000 and grants 1 Contaminated Magic to the party. Once the second one is down, the final corridor to the north opens.
Stay near a trigger, don't run around the map. Since the trigger rearms on its own every 30 seconds, the efficient way is to plant the party on top of one and let the waves come. Chasing monsters across the whole floor just piles up elites on your back: they're 114.000 to 136.000 HP each and hit up to 5.200.

7. Amdarais's Hall

Amdarais, the final boss, casting Draconic Terror
Amdarais, the final boss, casting Draconic Terror
Objective: Take down Amdarais without letting the servants pile up.
The north corridor hides Himelmez's ambush, and the final boss comes right after. 5.000.000 HP, hits of 18.000 to 26.000, Undead level 4. The fight is split into 10% health bands: at each band the map announces his health, a wave of six elites spawns around him, and a Ghost of Varmundt appears in one of the hall's four corners with a different blessing. The table right below shows exactly what happens at each band.
The summons don't disappear on their own. This is the difference that decides the fight. Each wave of six stays in the hall. Once 15 servants are alive at the same time, Amdarais drains his own servants and recovers 1% health every 30 seconds. From that point on, a party that only hits the boss never closes out the fight. Leave at least one person handling the waves.

8. Treasure Room

The Strange Rifts, each on its own pedestal
The Strange Rifts, each on its own pedestal
Objective: Talk to Hugin and go down the stairs, which lead straight to the treasure.
Once the boss falls, Hugin and the Mana Guardian appear next to the body. Talking to Hugin closes out the hunt and pays 30.000.000 base experience and 24.000.000 job, before the crossing penalty. It's this conversation that unlocks the rifts. The room isn't in the boss hall, but with Amdarais dead the stairs make a shortcut: go down through the second floor's portal and it leads straight to the corridor with the seven Strange Rifts, each on its own pedestal. If you prefer the long way, the rift in the northeast corner of the first floor leads to the same place. This is where the crossing's zeny comes from.
Hugin warns you, but double-check anyway. If you ask him to take you out with something still pending, he lists what got left behind and asks for confirmation before opening the exit: Varmundt's spoils not collected, rifts still closed, and a trade with the Guardian still possible. If nothing's left, he leaves without any fuss. The warning doesn't cover the instance's 2 hour limit, so don't leave the treasure for last.

Amdarais, phase by phase

Every 10% of health lost, the map announces the boss's health, a Ghost of Varmundt appears in one of the hall's four corners and, in most bands, a wave of servants spawns. The ghost stays there for 10 seconds. Whoever gets close to it in those 10 seconds gets the blessing, which lasts 30 seconds. Whoever doesn't, doesn't get it. The cycle repeats every 30 seconds: as long as the boss stays in the same band, that band's wave spawns again.
What happens at each health band
HealthGhost's blessingWhat it doesWave of servants
90%Stat blessing+20 to all statsnone
80%Healing blessing+100% cast healing, +50% healing received, +20.000 HP and +1.000 SP6 Suffering Khalitzburg
70%Healing blessingsame as above6 Abyssal Knight
60%Healing blessingsame as above6 Bloody Knight
50%Stat blessing+20 to all statsnone
40%Healing blessingsame as above6 Wandering Archer
30%Healing + concealment blessingsame as above, plus the concealment6 Bloody Knight
20%Healing + concealment blessingsame as above, plus the concealment6 Abyssal Knight
10%Shield + concealment blessingzeroes Amdarais's damage, +200 DEF and +50 MDEF6 Wandering Archer
below 10%same as abovesame as above6 Wandering Archer
Three important takeaways from this table:
  • ๐Ÿ”ธ The 10% shield blessing zeroes Amdarais's damage for 30 seconds. It's the window to close out the fight, and it's worth saving your healing and strong skills for it.
  • ๐Ÿ”ธ Starting at 30%, the concealment blessing joins in, from a second ghost: it cuts 90% of the damage from the Flames of Destruction, the fires that spawn across the second floor when the 2nd Commander falls. It doesn't reduce anything Amdarais himself does.
  • ๐Ÿ”ธ The waves add up to at least 48 servants over the course of the fight, all elites with 114.000 to 136.000 HP. The goal isn't to kill them all: it's to avoid reaching 15 alive at once, which is when he starts healing.

Rewards

Everything handed out by script goes to every member present, it doesn't drop on the ground to be fought over. What drops on the ground is the monsters' normal drops and the contents of the rifts.
What you get per crossing
WhatHow muchWhere from
Zeny640.000 to 1.140.000selling the gems and bars from the rifts
Blessed ExtractBlessed Extract11 to 25rifts, Corrupted Soul and Amdarais
Golden Mystic GranuleGolden Mystic Granuleabout 11monsters, bosses and rifts
Contaminated MagicContaminated Magic6 to 8Varmundt, both Commanders, Amdarais and the rifts
Golden Mystic FragmentGolden Mystic Fragmentrare, about 1 every 6 crossings2% per rift and 4% from Amdarais
Experience20.000.000 at the midpoint and 30.000.000 at the end, before the penaltyVarmundt and Hugin

Experience and the penalty

The numbers in the table are raw. All the experience you earn during a crossing goes through the rebirth penalty before it enters your bar, and that's why the values here are so high: what's left depends on how many crossings you've already done.
What's left of the 40.000.000 base from one full crossing
Your situationYou keepReaches the bar
1st crossing50%20.000.000
2nd crossing30%24.000.000
3rd crossing10%4.000.000
4th crossing10%4.000.000
For comparison, the entire stretch from level 90 to 99 requires 319.688.298 base experience. The penalty only exists while you're below level 99, so at 99 the experience here makes no difference at all: for those who've already closed it out, the instance's value is in the cards and the Contaminated Magic.

Each rift's loot

Left to right, in the treasure corridor
RiftGem (1 to 4)BarQuantity
1stAmethystAmethystSilver BarSilver Bar3 to 5
2ndAquamarineAquamarineSilver BarSilver Bar3 to 5
3rdEmeraldEmeraldPlatinum BarPlatinum Bar1 to 2
4thPearlPearlGold BarGold Bar2 to 4
5thSardonyxSardonyxGold BarGold Bar2 to 4
6thSapphireSapphireSilver BarSilver Bar3 to 5
7thOpalOpalPlatinum BarPlatinum Bar1
On top of the fixed loot, every rift also rolls its own draw:
Draw common to all seven rifts
ItemChanceQuantity
Blessed ExtractBlessed Extractalways1 to 3
Golden Mystic GranuleGolden Mystic Granule25%1 to 2
Contaminated MagicContaminated Magic15%1
Golden Mystic FragmentGolden Mystic Fragment2%1

Contaminated MagicContaminated Magic

The instance's currency, and it only exists inside it. No regular monster drops it, not even the elites that respawn on the second floor: you can't farm Magic by looping trash kills.
All sources, per crossing
SourceHow muchNote
Varmundt1when talking to him after the Corrupted Soul
1st Commander of Ruin1on death, one per crossing
2nd Commander of Ruin1on death, one per crossing
Amdarais1 per member, plus 2 on the groundon death
Treasure rifts0 to 715% per rift, drops on the ground with a golden glow
The first four are guaranteed: the three boss ones go to every member present on the map, and Varmundt's goes to everyone who talks to him. The floor is 6 per crossing and the normal range is between 6 and 8. The Mana Guardian appears next to Hugin when Amdarais falls and trades 150 units for one of the two exchange cards, which comes out to about 21 crossings per card.

Other Amdarais finds

Besides the cards, his body drops:
Final boss drop
ItemChanceNote
Chivalry Emblemalways1 per crossing
Old Purple Boxalwaysalso drops from the Corrupted Soul
Yggdrasil Berryalways
Old Card Album10%two chances per crossing
Guide of Death [2]1%two-handed sword, made for the Knight line

The Guide of Death

The two-handed sword that Amdarais drops. 200 attack, 2 slots, weapon level 4, requires level 70 and only works for Transcendent classes of the Swordman line. The Crusader can equip it, but all of its bonus is for the Knight.
  • ๐Ÿ”ธ STR +5, AGI +2 and Perfect Dodge +20.
  • ๐Ÿ”ธ Attack +10%.
  • ๐Ÿ”ธ Tyr's Impact damage +20%.
  • ๐Ÿ”ธ Damage against Boss class monsters +10%.
  • ๐Ÿ”ธ Refined to +9 or higher, Tyr's Impact gains another 10%.

Cards

The four monster cards drop at 0.02%, as a normal drop: Chewing Gum, drop potions, VIP bonus and guild bonus all count toward it. The two trade cards don't drop from anyone, they can only be obtained from the Guardian.
Instance cards
CardSlotHow to getEffect
White Knight CardWhite Knight CardWeapon150 Dark Mana at the Mana GuardianAttack +15%, damage against Medium and Large +25%, and the same against magic damage
Khalitzburg Knight CardKhalitzburg Knight CardShield150 Dark Mana at the Mana GuardianDefense +5, reduces damage from Medium and Large by 30%, applies to both physical and magic damage
Abysmal Knight CardAbysmal Knight CardArmor1st Ruin Commander, 0.02%STR +3, attack +7%, attack speed +3%, ignores 15% of Boss defense. Refined to +9 or higher, gains +3% overall damage and +7% against Bosses
Abysmal Knight CardAbysmal Knight CardGarment2nd Ruin Commander, 0.02%INT +3, magic attack +7%, after-cast delay 10% shorter, ignores 15% of Boss magic defense. Refined to +9 or higher, gains +3% overall damage and +7% against Bosses
Corruption Root CardCorruption Root CardAccessoryCorrupted Soul, 0.02%Attack +40 and 20% chance to cast an area Stone, Sleep and Curse on every attack, of any type
Amdarais CardAmdarais CardArmorAmdarais, 0.02%Damage +15% against everything and magic attack +15%, at the cost of 666 HP every 15 seconds and 6,666 HP on unequip

The five mistakes that cost you the crossing

  • ๐Ÿ”ธ Entering without picking a leader. Domun and Holgren only talk to him, and without both the instance gets stuck on the second wing.
  • ๐Ÿ”ธ Running straight through the East Wing. There are 26 Larva nests on the ground, and three nests waking up at once means people dying.
  • ๐Ÿ”ธ Trying to clear the second floor. The triggers reset every 30 seconds, it's endless. Park the party on one trigger and wait for the Commander.
  • ๐Ÿ”ธ Ignoring Amdarais's minions. Once 15 are alive, he heals, and the fight never ends.
  • ๐Ÿ”ธ Leaving the treasure for the last of the 2 hours. Hugin warns you if you try to leave with the rift still closed, but the instance's timer doesn't warn you about anything: it just closes.

See Also