Guides · Dungeons

Cube of Fate

A 60-room dungeon for a single player. A die moves you from room to room, and each room holds a short trial: defeat monsters, dig up chests, hold out for 100 seconds or recognise an enemy by its voice. Whoever reaches room 50 gets a reward for their level, and from level 80 the lottery opens in rooms 51–60.

  • from level 40Cube entry
  • 60 rooms50 main and 10 lottery rooms
  • once a daycompletion reward
  • 13:00 and 00:00Cube Race
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13
  14. 14
  15. 15
  16. 16
  17. 17
  18. 18
  19. 19
  20. 20
  21. 21
  22. 22
  23. 23
  24. 24
  25. 25
  26. 26
  27. 27
  28. 28
  29. 29
  30. 30
  31. 31
  32. 32
  33. 33
  34. 34
  35. 35
  36. 36
  37. 37
  38. 38
  39. 39
  40. 40
  41. 41
  42. 42
  43. 43
  44. 44
  45. 45
  46. 46
  47. 47
  48. 48
  49. 49
  50. 50

Lottery from level 80

  1. 51
  2. 52
  3. 53
  4. 54
  5. 55
  6. 56
  7. 57
  8. 58
  9. 59
  10. 60
  • start and finish
  • fee or buyout
  • lot
  • hunt

01 · entry

How to get into the Cube

You need three things to enter: Mission Tokens, a Magic Cube of Fate and Dice Coupons. The first two are given once a day, the coupons are exchanged at the Furnace of Fate in the first room.

  • from level 40
  • Magic Cube of Fate once a day
  • 1 coupon per room
The first room of the Cube: the Teleport Master in the middle, the Furnace of Fate on the left
The first room: the Teleport Master, the Furnace of Fate on the left
  1. Take the Mission Tokens

    The quest “Emblem of Purpose” is offered by Land Steward Zu Long in the cities and by the Teleport Master of the Cube’s first room. It gives 2 Mission Tokens once a day.

  2. Travel to the Cube

    Ask Zu Long for “Entrance to the Hive Hideout” or press “Cube of Fate” in the “Teleportation” window. Both ways lead to the first room.

  3. Get a Magic Cube of Fate

    In the quest “Cube of Fate” the Teleport Master of the first room exchanges 1 Mission Token for a Magic Cube of Fate. Without it the rooms will not let you in.

  4. Stock up on coupons

    The Furnace of Fate next to the Master exchanges 1 Immortal Stone for 2 Dice Coupons. Almost every room needs a coupon.

  5. Roll the first die

    Quest “Start of Battle”: a Magic Cube of Fate and 1 coupon give a die from 1 to 6. The die moves you forward by that many rooms.

  6. Go through the rooms to room 50

    In every room the quest is given by its Teleport Master: complete the trial, get a die, roll it. The reward waits in room 50.

  • A die works in its own room

    You cannot carry a die out and roll it later. Roll it right away.

  • Death sends you back to the start

    Dying or failing a timed trial sends you back to the first room, and your progress is reset.

  • Lots in rooms 12, 20 and 35

    A lucky lot moves you forward by 4, 5 or 6 rooms, an unlucky one back by 1, 2 or 3. The chances are 50/50.

  • Duels in rooms 14 and 34

    You pass once someone dies in the room: defeat your opponent or buy your way out with Merchant Wan Nai for 4 Almighty Cube Cards.

Not every quest has to be taken. In rooms 6, 10, 14, 34, 44 and 45 it arrives by itself as the chain goes on: a fight or a countdown starts right away.

02 · main route

Rooms 1–50: what to do in each

Rooms of the same type repeat and get harder: first an easy version, closer to the finish the same mechanic with tougher conditions. Room names are translated from the in-game quest names.

The way in: rooms 1–16

1

Start of Battle

1 coupon

The Cube starts here. In the quest “Cube of Fate” the Teleport Master exchanges a Mission Token for a Magic Cube of Fate, and “Start of the Battle” with the cube and 1 coupon gives the first die from 1 to 6. The Furnace of Fate stands next to him: 1 Immortal Stone for 2 coupons.

  • Magic Cube of Fate
  • 1Dice Coupon
The first room of the Cube: the Teleport Master in the middle, the Furnace of Fate on the left
The first room: the Teleport Master, the Furnace of Fate on the left
2

Fragrant Honey

1 coupon

Dig up the chests in the room and hand in 5 Magic Cube Honeys.

  • 5Magic Cube Honey
Chests all over the hall
Chests to dig up
3

Test Your Strength

1 coupon

Defeat 5 bandits of fate. Their strength depends on your level: the higher your level, the tougher the bandits.

Health by your level

  • 40–495 788
  • 50–598 722
  • 60–6911 944
  • 70–7915 591
  • 80–8919 168
  • 90+24 654
Bandits of fate all over the hall
Bandits of fate
4

Not a Second to Lose

1 coupon

Smash 10 Relics of Fate. Each has only 10 health, so speed matters, not strength.

Relics of Fate: stone pillars with an eye
Relics of Fate
5

Counting Apples

no coupon

Take the quest and press “Ready to start”. Red, white and blue spheres circle under the ceiling. The Master asks how many spheres of one colour there are and offers 3 numbers to choose from. A wrong answer sends you back to the first room.

Correct answer

  • red 7
  • white 11
  • blue 9

This holds for the first 100 minutes after you enter the Cube. Then every 25 minutes the Cube changes the layout: first red 8, white 8, blue 11, then red 9, white 9, blue 8. Not sure which one is active? Count one colour: the number tells you.

Room with spheres: red, white and blue spheres under the ceiling, the Teleport Master below
Spheres circling under the ceiling
6

Take the Dice

1 coupon

The room holds the monster Fate Centre: level 150 and 513 947 health. Defeat it. The quest arrives by itself, you do not need to take it.

The monster Fate Centre
Fate Centre
7

Know the Enemy by Voice

1 coupon

Reach the Sound Messenger at the far end of the room. The way is blocked by 2 rows of 5 Fate Guards that all look the same.

Select a guard: an aggressive one has crossed swords next to its name, a peaceful one has a shield. An aggressive guard notices a player within 15 metres and kills in one hit, you can walk right past a peaceful one.

From the Master run along the wall, walk up a peaceful lane and turn towards the Messenger only after the second row. In room 7 the far left lane is always peaceful.

  • aggressive guard and the 15 metres in which it notices you
  • peaceful guard
  • path from the Master to the Messenger
Room 7 from the Teleport Master: two rows of Fate Guards
From the Master: the peaceful lane is on the left along the wall
MasterMessenger
Room 7all 3 layouts: the far left lane is always peaceful
A selected Fate Guard: a crossed swords icon next to the name
Swords next to the name: aggressive, go around
A selected Fate Guard: a shield icon next to the name
Shield next to the name: peaceful, you can pass
8

Posthumous Wealth

100 000 coins

Pay 100 000 coins, dig up 10 chests and hand in the 10 coupons you find in them. They give you a Golden Box.

The box holds one card. A Hero Card drops in 10 cases out of 100, merchants buy it for 1 000 000 coins. In the other 90 cases you get a Villain Card, worth 1 coin.

  • 10Coupons from the chests
  • Golden Box
  • 10%Hero Card1 000 000 coins
  • or
  • 90%Villain Card1 coin
A hall full of chests under blue beams of light
Chests with coupons
9

Stand Tall, Do Not Bow

1 coupon

The quest moves you to the hall of an invulnerable executioner. Hold out for 100 seconds: the executioner cannot be beaten, only the time counts. After 100 seconds you are brought back, and the Master gives you a die.

The executioner hall: the executioner in the middle, Inspectors of Fate along the edges
The executioner in his hall
10

Take the Dice

no coupon

You get a bomb with a 10 minute fuse. Defuse it with the NPC of one of the rooms 17–22. Too late, and the blast sends you back to the start.

The Teleport Master next to a character
The Teleport Master hands out the bomb
11

Gathering in Prison

1 coupon

Take the quest from the Teleport Master and hold out for 3 minutes.

Players in this room can attack each other: you can be killed, and death sends you back to the first room.

An empty hall, the Teleport Master and a character
You wait here under threat of attack
12

Lot

1 coupon

Draw a lot. A lucky one moves you 4 rooms forward, an unlucky one 1 room back. The odds are 50 to 50.

The Teleport Master and a character
Lots are drawn at the Teleport Master
13

Regiment’s Honour

3 coupons to buy out

Gather a squad of 6 players in the room or buy your way out with 3 coupons.

  • 3Dice Coupon
The Teleport Master and a character in the hall
The squad gathers here
14

Sacrifice for the Dice

1 coupon or 4 Almighty Cube Cards

A duel room between players. The Teleport Master appears here only when someone in the room dies: from the shots of the Source of Fate or at the hands of another player. So you either defeat your opponent or buy your way out with Merchant Wan Nai for 4 Almighty Cube Cards.

The Source of Fate in the middle of the room hits anyone who comes closer than 15 metres, and it cannot be killed. The Executors of Fate in the corners cut maximum health by 80% for a minute. The Fate Warden heals every player in the room.

  • 4Almighty Cube Card
Duel room: the Source of Fate and a character
Duel room
15

Reward for Labour

1 Mysterious Token per pet

Within 60 seconds defeat as many Mysterious Pets as you can and hand in the loot. Each pet has 3 000 health and gives 1 Mysterious Token.

  • 1Mysterious Token per pet
Mysterious Pets along the edges of the hall
Mysterious Pets
16

Clear the Way

3 coupons to buy out

Defeat the Warden of the Gate of Fate: 184 113 health. Or buy your way out with 3 coupons.

  • 3Dice Coupon
Warden of the Gate of Fate up close
Warden of the Gate of Fate

The middle: rooms 17–34

17

Posthumous Wealth

100 000 coins

Pay 100 000 coins, dig up 10 chests and hand in the 10 coupons you find in them. They give you a Golden Box.

The box holds one card. A Hero Card drops in 10 cases out of 100, merchants buy it for 1 000 000 coins. In the other 90 cases you get a Villain Card, worth 1 coin.

  • 10Coupons from the chests
  • Golden Box
  • 10%Hero Card1 000 000 coins
  • or
  • 90%Villain Card1 coin
A hall full of chests under blue beams of light
Chests with coupons
18

Where Is the Strongman

1 coupon

Hand in 10 Magic Cube Strongman Cards.

  • 10Magic Cube Strongman Card
The Teleport Master and a character
The Teleport Master takes the cards
19

Split the Mountain

5 coupons as a gift

Nothing to do: talk to the NPC and he gives you 5 coupons.

  • 5Dice Coupon
The Teleport Master and a character
The Master gives 5 coupons
20

Lot

1 coupon

Draw a lot. A lucky one moves you 5 rooms forward, an unlucky one 2 rooms back. The odds are 50 to 50.

The Teleport Master and a character
Lots are drawn at the Teleport Master
21

Trial of Might

1 coupon

Within 2 minutes defeat 2 monsters: Followers of Fate, or from level 70 Wardens of the Gate of Fate. They heal from your health, so attack without pauses.

Health by your level

  • 40–4917 363
  • 50–5926 165
  • 60–6935 832
  • 70–7946 774
  • 80–8957 503
  • 90+73 961
Followers of Fate with parasols all over the hall
Followers of Fate
22

Reward for Labour

1 Mysterious Token per pet

Within 60 seconds defeat as many Mysterious Pets as you can and hand in the loot. Each pet has 3 000 health and gives 1 Mysterious Token.

  • 1Mysterious Token per pet
Mysterious Pets along the edges of the hall
Mysterious Pets
23

Valley of Illusions

1 coupon

Find the real worker of fate among 5 identical ones and defeat him.

Select them one by one: their health differs. Players usually hit the one with less health: it is weaker and dies faster.

Room 23: the Teleport Master with a group of workers of fate behind him
Workers of fate
24

Whole Character or Helper

5, 20 or 100 cards

A relay between players: hand in as many Magic Cube Offender Cards as the previous player set, then choose the number for the next one yourself. You can choose 5, 20 or 100 cards.

  • 5–100Magic Cube Offender Card
The Messenger of Morals with chests behind him
Messenger of Morals
25

Relic Cube

1 coupon

Cross the minefield to the NPC in the opposite corner. The mines are visible: they are hands that rise from the floor in the middle of green circles and explode. The blast kills in one hit.

While a hand is there, do not step into its circle. There are safe passages between the circles: wait out the blasts there and move diagonally from passage to passage.

Room 25: hand mines in the middle of green circles, safe passages between the circles
Hand mines in green circles
26

Jade from the Tiger’s Jaws

1 coupon

The boxes stand right next to the Fate Reveller: it is aggressive and kills in one hit. Dig them up and hand in 5 Ancient Traces of the Magic Cube.

The Reveller walks around the room very slowly. Wait until it moves away from the boxes, then dig.

  • 5Ancient Traces of the Magic Cube
Room 26: the Fate Reveller among the boxes
The Fate Reveller and the boxes next to it
27

Know the Monster by Voice

1 coupon

Reach the Higher Order Sound Messenger at the far end of the room. The way is blocked by 2 rows of 5 Fate Guards that all look the same.

Select a guard: an aggressive one has crossed swords next to its name, a peaceful one has a shield. An aggressive guard notices a player within 15 metres and kills in one hit, you can walk right past a peaceful one.

The peaceful lane depends on the layout, and the third layout has no straight one: between the rows walk diagonally from one peaceful guard to another. The Cube changes the layout by itself. For the first 80 minutes after you enter it is layout 1, then every 20 minutes layout 2, 3 and 1 again.

  • aggressive guard and the 15 metres in which it notices you
  • peaceful guard
  • path from the Master to the Messenger
A selected Fate Guard: a crossed swords icon next to the name
Swords next to the name: aggressive, go around
A selected Fate Guard: a shield icon next to the name
Shield next to the name: peaceful, you can pass
Room 27: a selected Fate Guard and two rows of guards
A selected guard with swords
MasterMessenger
Room 27layout 1 · first 80 minutes
MasterMessenger
Room 27layout 2 · 80–100 minutes
MasterMessenger
Room 27layout 3 · 100–120 minutes, diagonally between the rows
28

Counting Apples

no coupon

Take the quest and press “Ready to start”. Red, white and blue spheres circle under the ceiling. The Master asks how many spheres of one colour there are and offers 3 numbers to choose from. A wrong answer sends you back to the first room.

Correct answer

  • red 12
  • white 10
  • blue 14

This holds for the first 100 minutes after you enter the Cube. Then every 25 minutes the Cube changes the layout: first red 11, white 10, blue 12, then red 12, white 11, blue 12. Not sure which one is active? Count one colour: the number tells you.

Room with spheres: red, white and blue spheres under the ceiling, the Teleport Master below
Spheres circling under the ceiling
29

Battle

1 coupon

Defeat 5 penguins of fate. Their strength depends on your level.

Health by your level

  • 40–4917 363
  • 50–5926 165
  • 60–6935 832
  • 70–7946 774
  • 80–8957 503
  • 90+73 961
Penguins of fate all over the hall
Penguins of fate
30

Straighten the Crooked

1 coupon

The quest moves you to the hall of an invulnerable executioner who hits harder than at the start of the route. Hold out for 100 seconds: the executioner cannot be beaten, only the time counts. After 100 seconds you are brought back, and the Master gives you a die.

The fiery executioner next to a character
The executioner in his hall
31

Reward for Labour

1 Mysterious Token per pet

Within 60 seconds defeat as many Mysterious Pets as you can and hand in the loot. Each pet has 3 000 health and gives 1 Mysterious Token.

  • 1Mysterious Token per pet
Mysterious Pets along the edges of the hall
Mysterious Pets
32

Call of Captivity

1 coupon

Take the quest from the Teleport Master and hold out for 5 minutes.

Players in this room can attack each other: you can be killed, and death sends you back to the first room.

An empty hall, the Teleport Master and a character
You wait here under threat of attack
33

Second Trial

1 coupon

Within 2 minutes defeat 2 monsters: Followers of Fate, or from level 70 Wardens of the Gate of Fate. Their strength depends on your level.

Health by your level

  • 40–4917 363
  • 50–5926 165
  • 60–6935 832
  • 70–7946 774
  • 80–8957 503
  • 90+73 961
Followers of Fate with parasols all over the hall
Followers of Fate
34

Sacrifice for the Dice

1 coupon or 4 Almighty Cube Cards

The second duel room between players, with its own Merchant Wan Nai. The Teleport Master appears here only when someone in the room dies: from the shots of the Source of Fate or at the hands of another player. So you either defeat your opponent or buy your way out with Merchant Wan Nai for 4 Almighty Cube Cards.

The Source of Fate in the middle of the room hits anyone who comes closer than 15 metres, and it cannot be killed. The Executors of Fate in the corners cut maximum health by 80% for a minute. The Fate Warden heals every player in the room.

  • 4Almighty Cube Card
Duel room: the Source of Fate and a character
Duel room

The home stretch: rooms 35–50

35

Lot

1 coupon

Draw a lot. A lucky one moves you 6 rooms forward, an unlucky one 3 rooms back. The odds are 50 to 50.

The Teleport Master and a character
Lots are drawn at the Teleport Master
36

Fragrant Liqueur

1 coupon

Dig up the chests in the room and hand in 10 Magic Cube Meads.

  • 10Magic Cube Mead
Chests all over the hall
Chests to dig up
37

Lucky Bundle

200 000 coins

Pay 200 000 coins and receive Magic Cube Assorted Parcels. A parcel holds one reward out of five, the chance of each is shown on its icon.

Merchants buy a Hero Card for 1 000 000 coins and an Aristocrat Card for 5 000 000.

  • Magic Cube Assorted Parcels
  • 60%3 Immortal Stones
  • 20%10 Dice Coupons
  • 14%2 Almighty Cube Cards
  • 5%Hero Card1 000 000 coins
  • 1%Aristocrat Card5 000 000 coins
The Teleport Master and a character
The Teleport Master sells the parcel
38

Second Relic Cube

1 coupon

The same minefield with hands exploding in green circles, but 4 Fate Devastators also crawl across it. A bug notices a player within 10 metres and kills in one hit.

The safest way is along the wall: wait for a bug and follow it at a distance, going around the circles with hands. When the bug turns back towards you, wait in a corner until it passes.

A faster but risky way: run diagonally through the middle without stopping, with a speed boost and an immunity skill.

Room 38: a minefield with beetles running across it
Beetles on the minefield
39

Whole Character and Helper 2

5, 20 or 100 cards

A relay between players: hand in as many Magic Cube Offender Cards as the previous player set, then choose the number for the next one yourself. You can choose 5, 20 or 100 cards.

  • 5–100Magic Cube Offender Card
The Messenger of Morals with chests behind him
Messenger of Morals
40

Posthumous Wealth

100 000 coins

Pay 100 000 coins, dig up 10 chests and hand in 10 coupons. They give you a Platinum Box.

The box holds one card. An Aristocrat Card drops in 2 cases out of 100, merchants buy it for 5 000 000 coins. In the other 98 cases you get a Villain Card, worth 1 coin.

  • 10Coupons from the chests
  • Platinum Box
  • 2%Aristocrat Card5 000 000 coins
  • or
  • 98%Villain Card1 coin
A hall full of chests under blue beams of light
Chests with coupons
41

Regiment’s Honour

10 coupons to buy out

Gather a squad of 3 players in the room or buy your way out with 10 coupons.

  • 10Dice Coupon
The Teleport Master and a character in the hall
The squad gathers here
42

Reward for Labour

1 Mysterious Token per pet

The last hunting room. Within 60 seconds defeat as many Mysterious Pets as you can and hand in the loot. Each pet has 3 000 health and gives 1 Mysterious Token.

  • 1Mysterious Token per pet
Mysterious Pets along the edges of the hall
Mysterious Pets
43

Clear the Way

10 coupons to buy out

Defeat the stronger Warden of the Gate of Fate: 368 225 health. Or buy your way out with 10 coupons.

  • 10Dice Coupon
Warden of the Gate of Fate up close
Warden of the Gate of Fate
44

Take the Dice

no coupon

You get a bomb with a 10 minute fuse. Defuse it with the NPC of room 50 before you collect the reward. Too late, and the blast sends you back to the start.

The Teleport Master next to a character
The Teleport Master hands out the bomb
45

Take the Dice

1 coupon

The second monster of the route: Fate Spirit, level 150 and 513 947 health. Defeat it. The quest arrives by itself.

The monster Fate Spirit next to a character
Fate Spirit
46

Search for the Supreme Ruler

1 coupon

Hand in 10 Magic Cube Hegemon Cards.

  • 10Magic Cube Hegemon Card
The Teleport Master and a character
The Teleport Master takes the cards
47

Hold Firm

1 coupon or 8 Almighty Cube Cards

The hardest trial: the quest moves you to the hall of the executioner and his guards. Hold out for 100 seconds under heavier blows: the executioner cannot be beaten.

The blows are meant for a fully geared character. If you cannot hold out, buy your way out with the Teleport Master for 8 Almighty Cube Cards. The Furnace of Fate gives 2 cards for a Cube Lottery Coin.

  • 8Almighty Cube Card
The hall of room 47: a fiery executioner and purple guards around the character
The executioner and his guards
48

Honey Medicine

1 coupon

Dig up the chests in the room and hand in 15 Magic Cube Panaceas.

  • 15Magic Cube Panacea
Chests all over the hall
Chests to dig up
49

Hunter’s Reward

5 000 experience and 1 000 spirit per beast

Within 2 minutes defeat as many Sacred Beasts of Fate as you can and hand in the loot in time. Each beast has 4 320 health.

Sacred Beasts of Fate, the Teleport Master in front
Sacred Beasts of Fate
50

Reward of Fate

once a day

Talk to the Magic Cube Messenger and collect the reward for the run. It depends on your level and is given once a day.

Experience and spirit by your level

  • 40–49200 00040 000 spirit
  • 50–59250 00050 000 spirit
  • 60–69300 00060 000 spirit
  • 70–79350 00070 000 spirit
  • 80–89400 00080 000 spirit
  • 90+450 00020 000 spirit

The Magic Cube of Fate Casket is the same at every level. From level 80 the reward adds a Cube Lottery Invitation, from level 90 also Torn Pages of the Statute of Fate, 28 Golden Statuettes and 29 Stones of Light.

  • Magic Cube of Fate Casket
  • 95%Immortal Stone
  • or
  • 5%Emblem of Skills
  • Cube Lottery Invitationfrom level 80
  • Torn Pages of the Statute of Fatefrom level 90
  • 28Golden Statuettesfrom level 90
  • 29Stones of Lightfrom level 90
Finish: the Magic Cube Messenger and a character
Finish: the Magic Cube Messenger

Room 47 stops most runs. Its blows are meant for a fully equipped character, so keep 8 Almighty Cube Cards ready to buy your way out. The Furnace of Fate gives 2 cards for a Cube Lottery Coin.

03 · second half

Lottery: rooms 51–60

The lottery opens from level 80 with a Cube Lottery Invitation. There are no dice here: instead, a Turtle Card moves you 1 room forward and a Rabbit Card 2. Almost every room has its own mini-game with a timer.

  • from level 80
  • Cube Lottery Invitation
  • from level 96 Reader’s Tickets
  • finish once a day
51

Chess

150 000 coins
  1. Take “Chess Warden Spirit” from the Chess Rules Messenger. It costs 150 000 coins and requires an Invitation.
  2. Within 5 minutes defeat 6 Checkers Spirit Wardens. Each has 16 058 health, they throw ice balls and are hardly dangerous.
  3. Then a 5 by 5 field of coloured tiles opens. Cross it so that no row and no column has two tiles of the same colour.
  4. The starting point is in the bottom right corner of the field. Work out the layout in advance: there is little time for the walk itself.
  5. A solved field gives a Chess Piece. For it, the Teleport Master of room 51 hands over the reward and a move card in the quest “Checkmate”.
  • from level 96: 1 Reader’s Ticket
  • levels 80–95: 10 000 experience, 2 000 spirit
  • 2 stages

The layout changes from run to run. Look at the field from above and plan the route with your eyes, not at random.

Room 51: a chess field of coloured tiles between stone pillars
The chess field with coloured tiles
G Y B P W orange frame: step on this tileG green · Y yellow · B blue · P purple · W white Option 1 Option 2 Option 3 Option 4 G Y B P W orange frame: step on this tile G green · Y yellow · B blue · P purple · W white Option 1 Option 2 Option 3 Option 4
4 known options. The orange frame marks the tiles to step on, the letter inside shows the colour. The schemes come from player guides to Perfect World.
52

Demon Lair

free
  1. Take “Demons” from the Challenge Messenger and summon the opponents one by one. Each fight is one on one.
  2. The demons get stronger with every fight. The last one, the Invincible Demon, has 401 459 health.
  3. You can stop after any fight: “Time to Stop” closes the room and gives the reward for the fights won. The further you get, the bigger it is.
  4. The fifth demon also brings a Cube Lottery Coin.
  • from level 96: up to 4 Reader’s Tickets
  • levels 80–95: up to 30 000 experience, 6 000 spirit
  • 5 fights
  • 12 minutes

The Invincible Demon restores health from the damage it deals, so a long fight works against you. If your damage is not enough, better take the reward after the fourth fight.

Demon Lair: the Teleport Master and a character
Demon Lair
53

Football

150 000 coins
  1. Take “Real Football”. A 5-minute countdown starts at that moment.
  2. On the field is the Football: a creature with 240 875 health. Hit it and drive it to the goal marked by a portal.
  3. As soon as the ball reaches the goal, go back to the NPC and dig up the chest with the Golden Cup.
  4. Hand in the cup and receive a move card together with the reward.
  • from level 96: 2 Reader’s Tickets
  • levels 80–95: 20 000 experience, 4 000 spirit
  • 5 minutes

Monsters chasing you die near the goal by themselves, there is no need to shake them off.

The football field, the goal with a portal on the left
The field and the goal with a portal
54

Slot Machine

100 000 per game
  1. Take “Gold Rush” from the Teleport Master: an Invitation is required.
  2. Pay 100 000 coins and start the machine. Three spheres come up.
  3. Three matching ones give a Cube Lottery Coin, three different ones return 300 000 coins, any other combination brings nothing.
  4. You get a move card with any result, so you cannot get stuck in the room.
  • Three matching spheres: a Cube Lottery Coin. Three different: 300 000 coins
Slot Machine: the Teleport Master and a character
Slot Machine
55

Lottery

150 000 coins
  1. Take the quest “Lottery” and receive a Lottery Ticket.
  2. Bring the ticket to the Prize Exchange Messenger in the same room.
  3. Of 6 equally likely outcomes, 3 pay out: 330 000, 660 000 or 990 000 coins. The rest give nothing.
  4. You get a move card with any result, there is no penalty for losing.
  • 330 000, 660 000 or 990 000 coins or nothing, 6 equal outcomes
The Teleport Master and the Prize Exchange Messenger
The Master and the Prize Exchange Messenger
56

Five Brothers

150 000 coins
  1. Take “Teleports” from the Teleport Master and remember which brother you are asked to find.
  2. The room is split into several halls connected by portals. The brothers look alike, so you will recognise the right one only by talking to him.
  3. Move through portals from hall to hall: some lead further, some take you back.
  4. Once you find the right brother, talk to him and return to the Teleport Master for the reward.
  • from level 96: 2 Reader’s Tickets
  • levels 80–95: 30 000 experience, 6 000 spirit
  • portals

The right brother changes every time, so searching the halls is the normal way through, not a mistake. Monsters that follow you die near the portals by themselves.

Room 56: glowing portal circles on the floor, the Teleport Master on the right
Portals in the halls of the five brothers
the right portal do not enter Coordinates of the arrival point in the hall 1 Hall 1438, 649 1 you NPC 2 Hall 2438, 659 2 you NPC 3 Hall 3438, 639 3 you NPC 4 Hall 4448, 639 4 you TO THE MASTER
Go through portals 1, 2, 3, 4. In each hall talk to the brother first: one of them has the next step of the quest. After portal 4 return to the Teleport Master. The route and coordinates come from player guides to Perfect World.
57

Predatory Fireflies

150 000 coins
  1. Take “Predatory Fireflies”. The whole trial lasts 6 minutes.
  2. Spheres of three colours fly around the hall. Green slows you by half for 6 seconds, yellow stuns for 4 seconds, red takes 40% of your health.
  3. Visit the three messengers in the corners of the hall: the Messenger of Resolve, the Messenger of Strength and the Messenger of Courage. Talk to each of them.
  4. After the third talk return to the Teleport Master for the reward and a move card.
  • from level 96: 2 Reader’s Tickets
  • levels 80–95: 40 000 experience, 8 000 spirit
  • 6 minutes

The spheres follow their own paths and do not chase the player. Walk along the walls and let the red ones pass, it is the calmest way through.

The hall of room 57: red, yellow and green spheres above the floor
Spheres in the hall of room 57
Dashed line: it is safer along the walls The quest shows the order of the messengers Messenger of Courage -341.1, 1162.0 Messenger of Strength -474.8, 1162.1 Teleport Master START · -342.0, 1297.5 Messenger of Resolve -474.5, 1297.4 Spheres in the centre slow stun minus 40% health
Hall layout from the server spawn data: 4 NPCs in the corners, spheres moving in the centre. The dashed line shows the safe path along the walls, the exact order of the messengers is set by the quest.
58

Room Warden

150 000 coins or 10 Almighty Cube Cards
  1. The Teleport Master offers two ways: a boss fight or a buyout.
  2. Fight: “Room Warden” for 150 000 coins and an Invitation. The Room Guardian appears at once, and there are two of them for different levels: at levels 80–95 it has 2 000 000 health, from level 96 3 996 184 health.
  3. Stun and seal work on the Guardian, so classes with crowd control clear the room much more easily. Sleep, slow, root and knockback do not work on it.
  4. After the win a Turtle Card or a Rabbit Card drops into your bag: you take the step forward with it manually.
  5. Buyout: “Right to Live” for 10 Almighty Cube Cards moves you on at once, without a fight, and returns the Invitation.
  • from level 96: 2 Reader’s Tickets
  • levels 80–95: 40 000 experience, 8 000 spirit
  • 150 000 coins
The Room Warden next to the Teleport Master
Room Warden
59

Final Trial

600 000 to leave
  1. The Teleport Master offers a choice: finish the round or go back.
  2. “Finish” costs 600 000 coins and opens the way to the Award Hall together with the biggest payout of the lottery.
  3. “Return to the Past” is free: it sends you to one of the lottery rooms and returns the Invitation.
  4. Going back makes sense when you want more tickets or experience: the rooms can be cleared again.
  • from level 96: 3 Reader’s Tickets
  • levels 80–95: 60 000 experience, 12 000 spirit
  • fork
The Teleport Master and a character
Final Trial
60

Award Hall

Invitation
  1. Take “Path to Glory” from the Cube Lottery Coordinator.
  2. Walk to the award zone: the last step of the chain requires you to actually arrive there, so the reward comes after a few dozen steps.
  3. Reward: a Cube Lottery Coin.
  • A Cube Lottery Coin, once a day
  • once a day

The hall reward is given once a day. Keep spare invitations for the next day.

The Teleport Master and a character
Award room

Reward

Completion reward

The main payout is “Reward of Fate” from the Magic Cube Messenger in room 50. Its size depends on your character’s level, and you can collect it once a day.

“Reward of Fate” by level

Magic Cube Messenger, room 50

40–49
Level 40–49main route
  • 200 000experience
  • 40 000spirit
  • Magic Cube of Fate Casket
  • 95%Immortal Stone
  • 5%Emblem of Skills
50–59
Level 50–59main route
  • 250 000experience
  • 50 000spirit
  • Magic Cube of Fate Casket
  • 95%Immortal Stone
  • 5%Emblem of Skills
60–69
Level 60–69main route
  • 300 000experience
  • 60 000spirit
  • Magic Cube of Fate Casket
  • 95%Immortal Stone
  • 5%Emblem of Skills
70–79
Level 70–79main route
  • 350 000experience
  • 70 000spirit
  • Magic Cube of Fate Casket
  • 95%Immortal Stone
  • 5%Emblem of Skills
80–89
Level 80–89and lottery entry
  • 400 000experience
  • 80 000spirit
  • Cube Lottery Invitation
  • Magic Cube of Fate Casket
  • 95%Immortal Stone
  • 5%Emblem of Skills
90+
Level 90 and aboveand lottery entry
  • 450 000experience
  • 20 000spirit
  • Magic Cube of Fate Casket
  • Cube Lottery Invitation
  • Torn Pages of the Statute of Fate
  • 28Golden Statuettes
  • 29Stones of Light

Event · daily

Cube Race

Twice a day, at 13:00 and at 00:00, the Cube becomes a race track. Whoever runs from the first room to the 50th first opens a prize chest: there are three, for 1st, 2nd and 3rd place.

  • 13:00 and 00:00
  • from level 40
  • 30 minutes per run
  • 3 prize chests
  1. Take the quest at the start

    “Cube Race” is given by the Teleport Master of the first room from 13:00 to 13:30 and from 00:00 to 00:30, from level 40, once a day.

  2. Run faster than everyone

    The usual way through the rooms to the 50th, 30 minutes in total. Leaving the Cube or the game fails the quest.

  3. Open a chest

    The Magic Cube Messenger gives a key, and the key opens one of three chests: Gold, Silver or Bronze. First come, first served.

Cube Race rewards

One chest for each place per run

1
Gold ChestCube Race Gold Chest
  • 20 000experience
  • 10 000spirit
  • 150 000coins
  • 25reputation
  • 20Immortal Stones
  • 10Mysterious Tokens
  • 10Polymaterials
2
Silver ChestCube Race Silver Chest
  • 15 000experience
  • 5 000spirit
  • 100 000coins
  • 15reputation
  • 15Immortal Stones
  • 7Mysterious Tokens
  • 7Polymaterials
3
Bronze ChestCube Race Bronze Chest
  • 10 000experience
  • 2 500spirit
  • 50 000coins
  • 10reputation
  • 10Immortal Stones
  • 5Mysterious Tokens
  • 5Polymaterials

The fourth runner and later ones get a key, but the chests are already open. You can still take the usual “Reward of Fate” from the Messenger if you have not taken it today.

Exchanges

Cube currencies and the Furnace of Fate

The Furnace of Fate stands in the first room next to the Teleport Master. It exchanges the coupons, coins and tickets the Cube gives.

  • Dice Coupon

    The Furnace of Fate exchanges 1 Immortal Stone for 2 coupons. Room 19 gives 5 more, and 10 can drop from the Assorted Parcels.

  • Almighty Cube Card

    Buyout for rooms 14 and 34 (4 cards each), 47 (8) and 58 (10). The Furnace of Fate gives 2 cards for 1 Cube Lottery Coin.

  • Cube Lottery Coin

    It comes from the slot machine in room 54, the fifth demon in room 52 and the Award Hall. The Furnace of Fate exchanges a coin for 25 Yellow Crab Dumplings, 100 Mad Blade Signs (1st grade), 100 Knowledge Spirit Signs (1st grade) or 2 Almighty Cube Cards.

  • Reader’s Ticket

    Lottery rooms from level 96. The Furnace of Fate exchanges 10 tickets for Fragments of an Ancient Book or Torn Pages of the Statute of Fate.

  • Torn Pages of the Statute of Fate

    The Furnace of Fate exchanges 30 pages for a skill book of your class, from the Good or Evil series.

  • Mysterious Token

    The hunting rooms 15, 22, 31 and 42 give 1 token per pet. Tokens are exchanged for various items at the Mystic Merchant in Archosaur.

Questions

Frequently asked questions

How many times a day can I clear the Cube?

The Magic Cube of Fate is given once a day, and “Reward of Fate” in room 50 is also given once a day. You can practise in the rooms as long as you have the cube and coupons.

I died in a room. What now?

Death sends you back to the first room and resets your progress. Start again with “Start of Battle”: you need 1 more coupon.

Where do I get coupons?

At the Furnace of Fate in the first room: 1 Immortal Stone for 2 coupons. Room 19 gives 5 more, and 10 can drop from the Assorted Parcels of room 37.

How do I get into the lottery?

From level 80 “Reward of Fate” gives a Cube Lottery Invitation. It opens rooms 51–60, and “Right to Live” and “Return to the Past” give the invitation back.

Why does the lottery give no experience from level 96?

From level 96 the lottery rooms pay in Reader’s Tickets. The Furnace of Fate exchanges 10 tickets for Fragments of an Ancient Book or Torn Pages of the Statute of Fate.

Can I open two Cube Race chests?

No. There is one key, and it is used up on the first chest. The other chests go to other players.

What are the Hero and Aristocrat Cards for?

Merchants buy them: the Hero Card for 1 000 000 coins, the Aristocrat Card for 5 000 000.

Did not find an answer? Ask in the “Guides” section of the forum.