Doppelganger
The ten-minute defence for one party: tickets, the waves and bosses, the Ice Walkers, and the chests.
Doppelganger is a short defence for one party: hold a magic circle for ten minutes while monsters, bosses and copies of the classes march on it. Survive and a chest full of gear for your level appears. It is open at any time on the Normal server. Every number on this page comes from the server's own files.
Getting in
Mirror of Dimensions
Collect five Signs of Dimensions; they join into a mirror by themselves. Monsters of level 32 and up drop a Sign with a 0.1% chance. The mirror is used up.
Open Access Ticket
A ticket from the cash shop with one or ten uses; each entry uses one.
The party leader enters first; the others have 30 seconds to follow and must be in that party. If you start alone, nobody can join you. Players with PK level 4 or higher cannot enter.
The run
- 30 sParty joins
- 1 minGet ready
- 10 minHold the circle
- 1 minLoot
Hold the magic circle
Monsters walk toward the circle in a steady stream, more of them as the minutes pass and for every extra player. If three reach it, the run is lost.
Bosses at minutes 1, 4 and 7
A Slaughterer comes at minutes 1 and 4, a Furious Slaughterer at minute 7, each with a Doppelganger Dark Lord. A boss that reaches the circle comes back with the HP it had left. Each Slaughterer drops three chests.

The Ice Walkers
Just before minute 6, one Ice Walker per player appears. Kill them all within 60 seconds, or every monster after that has double HP, attack and defense.

Survive the ten minutes
Last until the clock runs out with fewer than three through and at least one player inside, and the final chest appears. If you die you are out and wake up in Elbeland; the party can still finish.
Who you will meet
Monster strength follows the highest level plus master level in the party, and the number of players. The two Slaughterers are built from the monster level formula at the level the event gives them, then made tougher for every extra player, and doubled after a failed Ice Walker check like everything else.
The chests
Interim chests
Three appear when a Slaughterer dies and vanish after a minute. Only the first one opened counts. More often than not it releases Larvae instead of a reward; otherwise it gives a Box of Luck or a Box of Red Ribbon.
Final chest
Appears on a win. It drops 5 items for a party whose highest level is up to 210, 6 up to 390 and 7 above that. Each drop is a weapon or armor piece for your level (60%), a jewel (10%), or rarely a Loch's Feather or Condor part; otherwise some zen.
What the final chest gives by level
The highest level plus master level in the party picks the list. Items come at +0 to +7, often with skill; a few percent are excellent.
| Party level | Weapons | Armor sets |
|---|---|---|
| 1–90 | Blade, Thunder and Gorgon Staff, Tiger Bow, Great Scepter, Violent Wind Stick | Sphinx, Brass, Spirit, Violent Wind, Light Plate |
| 91–190 | Lighting Sword, Bill of Balrog, Legendary Staff, Staff of Resurrection, Staff of Destruction, Silver Bow, Lord Scepter, Red Wing Stick | Dragon, Wind, Guardian, Red Wing, Adamantine, Ashcrow, Eclipse, Iris, Valiant, Glorious |
| 191–290 | Dragon Spear, Sword of Destruction, Dark Breaker, Thunder Blade, Dragon Soul Staff, Staff of Kundun, Saint Crossbow, Celestial Bow, Great Reign Crossbow, Great Lord Scepter, Ancient Stick | Dark Phoenix, Grand Soul, Divine, Ancient, Dark Steel, Storm Crow |
| 291 and up | Knight Blade, Dark Reign Blade, Rune Blade, Daybreak, Sword Dancer, Platina Staff, Arrow Viper Bow, Albatross Bow, Shining Scepter, Demonic Stick | Great Dragon, Dark Soul, Red Spirit, Demonic, Thunder Hawk |
| Rare drop | Chance per drop |
|---|---|
| Jewel of Bless, Soul, Life or Creation | 10% |
| Loch's Feather | 0.1% |
| Flame of Condor | 0.01% |
| Feather of Condor | 0.001% |
Good to know
Allowed
- Entering solo.
- Experience and drops from every monster you kill on the way.
Not allowed
- Teleport skills during the minute before the start.
- Experience for finishing: the reward is in the chests.
- A second party while yours is inside: wait until the run is over.
Tips
- Never let three monsters through: it ends the run on the spot.
- Kill the Ice Walkers inside a minute, or the rest of the run gets twice as hard.
- Open only one interim chest, and be ready for Larvae.
- The highest level in the party decides both the difficulty and the chest's item list.








