Morse Cave

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Summery

Morse's Cave
  • Morse's Cave
  • Entrance, inside Dimensional Library
  • Level 220+ to enter
  • Party Instance
  • 1 day cool down, resets at 04:00
  • 60 minutes instance time

The lair a tracker spent years looking for, a cave where Demon God Morocc is hiding while he rebuilds his strength.

The run opens with a corridor ambush and a weakened Morocc, then splits the party between two rooms that each have to clear their own wave on a timer. A second arena follows before the necromancer shows up, first mortal and then restored.

Hunting Quest

Objective Reward
Defeat 5 Morocc Necromancer inside Morse Cave.

Only the final boss counts, 1 per run, so the quest takes 5 clears.

Only 1 character can do it per account on a 7 days Cool Down.

Unlock a new slot for another character for 100m zeny.

400 Chrono Coin S

10 Echo Scripture S

5 Netherglass

Guide

Step Image Details
1

Morse's Cave
Senior Tracker

  • Talk to the Morse's Cave book at the Dimensional Library. The cloaked Senior Tracker at (123,89) appears on the first talk and gives First time in Morse Cave.
  • Level 220 is required to read it, and only the party leader can create the instance.
  • Take the Hunting Quest from the same book before you enter, it cannot be accepted inside.
  • On cool down, one Voidbreaker Key unlocks the instance again.
2

Death Soul

  • The party lands at (26,181). Stepping on (27,181) spawns four copies of your own soul, one in each battle area: (34,120), (112,118), (34,48) and (112,48).
  • They carry your character name and have 99,999,999 HP with every damage type capped at 1, so they are effectively unkillable and worth no experience.
  • They do not have to be killed. All four are deleted when the final boss appears, which is also what closes out the soul mechanic.
3

Morocc's Ghoul
Grim Reaper Ankou

  • Walking into (31,181) puts Morocc's voice on the map and spawns 9 Morocc's Ghoul in three columns at x 38, 54 and 70, y 180 to 182.
  • Killing all 9 makes Grim Reaper Ankou appear at (64,181). He taunts the party, then opens three warps in the corridor at (31,181), (47,181) and (63,181), all landing at (103,177).
  • The three warps only exist once Ankou has finished his lines, so the 9 ghouls cannot be walked past.
4

Weakened Morocc

  • Stepping on (104,176) starts the scene. The Weakened Morocc NPC at (111,178) talks, then turns into the actual mob at the end of it.
  • It has 50,000,000 HP but takes only 1% damage, so treat it as 5,000,000,000 HP. It has no skills and only melees, so this is a pure damage check, and the instance will not advance until it dies.
  • The death opens four warps at (106,183), (106,172), (117,172) and (117,183). Only the leader can use them, and every member is scattered to a different cell, splitting the party between the left room (x 31 to 36) and the right room (x 109 to 114).
5

Morocc's Ghoul
Morocc's Archer Skeleton

  • Both rooms run on their own timer. Each drops 4 Morocc's Ghoul roughly every 4 seconds once someone steps in, and starts adding Morocc's Archer Skeleton in the second half.
  • At 42 seconds on the left side and 44 on the right, the room counts what is still standing. More than 19 alive and Ankou ejects the whole party through the pads at (28,125), (28,114), (39,114), (39,125) on the left or (106,123), (106,112), (117,112), (117,123) on the right, straight back to the library.
  • 19 or fewer and the leftovers are wiped. The pads then become the way up, and the leader stepping on one moves the whole party to the second arena.
6

Morocc's Verit
Morocc's Archer Skeleton

  • Everyone lands in the upper arena around (31,50). The trigger at (34,47) starts the second wave.
  • Ghouls spawn around (34,57), (43,48), (33,38) and (24,48), archer skeletons at (27,53), (27,41), (40,41) and (40,54), and from 12 seconds Morocc's Verit join at (27,53) and later at (40,41) and (40,54).
  • The same check applies at 34 seconds. More than 19 alive and Ankou ejects the party through the pads at (28,53), (28,42), (39,42), (39,53). Otherwise the leftovers are wiped and at 52 seconds those pads warp everyone to the final corridor around (102,46)-(104,49).
7

Morocc Necromancer
Morocc Necromancer

  • Walking into (104,47) removes the four soul copies and starts the scene. The necromancer talks, then the first Morocc Necromancer spawns at (112,48).
  • This form has 50,000,000 HP with no damage reduction, but 555 magic defence against 215 defence, so physical damage carries the fight.
  • It casts the full mage kit: Frost Diver, Jupitel Thunder, Thunderstorm, Cold Bolt, Fire Bolt, Fire Ball, Fire Wall, Lightning Bolt, Frost Nova, Earth Spike, Heaven Drive, Ganbantein, Napalm Vulcan, Safety Wall, Quagmire and Sightrasher.
8

Morocc Necromancer

  • The second Morocc Necromancer spawns on the same cell after another round of dialogue. 100,000,000 HP with only 10% damage taken, an effective 1,000,000,000, and it is Earth 4 with 200 magic defence.
  • Its own skills are Meteor Storm, Jack Frost, Fire Pillar and Critical Wound.
  • Every 30 seconds it checks its own HP, and anything between 1 and 3,000,000 snaps straight back to 3,000,000 with a heal animation. The last 3% has to be taken inside one 30-second window.
9

Morocc's Wraith
Morroc's Pumpkin Soul
Morocc's Osiris

  • It keeps calling adds, and how many it calls depends on how many are already alive: up to 6 at once while the arena is close to empty, 4 while the count is under 15, and only 2 to 3 once the count passes 20.
  • The pool is Morocc's Ghoul, Morocc's Archer Skeleton, Morocc's Wraith, Morocc's Verit, Morroc's Pumpkin Soul and Morocc's Osiris.
  • The Wraith casts Self Destruction the moment it attacks. The Pumpkin Soul rolls Poison, Blind, Silence, Stun, Petrify, Curse, Sleep, Hallucination and Bleeding.
  • Every Osiris drags in a hidden Morocc Hidden that heals any friendly unit under 60% HP every few seconds, the necromancer included. Kill each Osiris before those healers pile up.
10

Portal

  • On death Grim Reaper Ankou speaks a few lines and a portal appears at (112,56).
  • Talk to it. While First time in Morse Cave is still in progress the first clear pays 10 Echo Scripture S and completes the Morse Cave achievement.
  • Choosing Yes pays Chrono Coin S, 35 to 45 for the party leader and 20 to 30 for the rest, and warps everyone to (120,88). No keeps you inside.
  • Turn the Hunting Quest in at the book in the library, it cannot be completed from inside the instance.

Monster

Name HP Def/Mdef/Res/Mres Rare Drops
Morocc Necromancer 100000000 400/200/300/300 Rift Engine S
MvP Footprint A
Outer Galaxy Crystal
(MvP) Morocc's Servant Card
Weakened Morocc 50000000 413/245/200/200 Infinity Core Piece
Morocc Necromancer 50000000 215/555/200/200 Infinity Core Piece
Morocc's Ghoul 10000000 313/145/170/170 Infinity Core Piece
Morocc's Osiris 12000000 213/345/170/170 Infinity Core Piece
Morocc's Archer Skeleton 13000000 213/145/170/170 Infinity Core Piece
Morocc's Wraith 15000000 313/145/170/170 Infinity Core Piece
Morocc's Verit 12000000 313/245/170/170 Infinity Core Piece
Morroc's Pumpkin Soul 12000000 213/145/170/170 Infinity Core Piece
Death Soul 99999999 113/45/0/0 None
Morocc Hidden 295240 113/45/0/0 None