Game version
Database version
Dungeon entrance quests
Pre-Renewal · Lighthalzen

Biolabs Entrance

Solve Fishbone’s escape room and activate the sewer route. The permit, the completed escape and the third-floor level check are separate milestones.

13 stepsClickable database referencesCopy any /navi
BEFORE YOU SET OUT

Pack for the whole quest

  • Base Level 60 or higher.
  • Floor 3 additionally needs Base Level 95, or Base Level 90 for a transcendent character.
20 × JellopyGiven to Fishbone.

The escape-room tools are puzzle state, not ordinary tradable items. Type their names exactly when the objects ask for an input.

At the finish
  • Laboratory Permit and permanent sewer access to Biolabs floors 1–2.
  • Floor 3 passage once its separate level requirement is met.
THE WALKTHROUGH

One step at a time

Click a location to copy its command, then paste it into the game chat.

Reach Fishbone in the slums

Talk to the city guard until you can pass into the slums. During a city security alert, the ordinary passage may be blocked until the alert ends. A Friendship Pass provides a separate reliable crossing.

Find Fishbone and keep asking about the laboratory until he offers to help.

Locations in this step

2 locations
  1. City guard1 lighthalzen · Guard
    Details
  2. Fishbone2 lighthalzen
    Details
Map preview lighthalzen
1. City guard · 267, 200 1

1. City guardlighthalzen · 267, 200

Open full map

Give Fishbone twenty Jellopy

Hand over 20 Jellopy and ask to enter the maze. This buys the puzzle attempt, not dungeon access.

Locations in this step

1 location
  1. Fishbone1 lighthalzen
    Details
Map preview lighthalzen
1. Fishbone · 341, 224 1

1. Fishbonelighthalzen · 341, 224

Open full map

Follow the cube-room map

Type /where immediately after Fishbone sends you into the maze. Find your coordinates in one of the three green starting rooms. The diamonds follow the 45° room layout: each red cross is a portal, and the label beside it tells you where that portal sends you.

R means a random return to one of the green rooms. Choose your starting room to highlight the five correct exits in blue and show their copying commands below. The last exit leads to the puzzle room at 248 / 184.

Follow the numbered moves in order. If you take a random exit, run /where again and select the new starting room. Use the exact /navi commands when your camera angle makes a doorway hard to identify.

Biolabs cube-room maze: all rooms and portal destinations Nine rooms drawn as diamonds in a 45-degree layout. Green outlines are the three possible starting rooms. A red X marks each portal; its neighboring coordinates name the destination. R returns to a random green room. The Lab exit leads to the puzzle room at 248, 184. 67, 193 Portal 67, 200: 10, 136 10, 136 Portal 74, 192: random starting room R Portal 67, 185: random starting room R Portal 59, 192: random starting room R 10, 193 Portal 10, 200: 66, 18 66, 18 Portal 18, 192: random starting room R Portal 10, 185: random starting room R Portal 3, 192: 10, 74 10, 74 66, 136 Portal 66, 144: random starting room R Portal 74, 136: 10, 193 10, 193 Portal 66, 129: random starting room R Portal 59, 136: random starting room R 10, 136 Portal 10, 144: random starting room R Portal 18, 136: 10, 74 10, 74 Portal 10, 129: random starting room R Portal 3, 136: random starting room R 66, 74 Portal 66, 82: random starting room R Portal 74, 74: random starting room R Portal 66, 67: 10, 18 10, 18 Portal 59, 74: random starting room R 10, 74 Portal 10, 82: random starting room R Portal 18, 74: random starting room R Portal 10, 67: 123, 18 123, 18 Portal 3, 74: 66, 18 66, 18 66, 18 Portal 66, 26: 123, 18 123, 18 Portal 74, 18: random starting room R Portal 66, 11: 10, 18 10, 18 Portal 59, 18: random starting room R 10, 18 Portal 10, 26: random starting room R Portal 18, 18: 10, 193 10, 193 Portal 10, 11: 123, 18 123, 18 Portal 3, 18: random starting room R 123, 18 Portal 123, 26: random starting room R Portal 130, 18: random starting room R Portal 123, 11: random starting room R Portal 115, 18: puzzle room at 248, 184 Lab Puzzle room248, 184 Portal · label shows its destination Possible starting room RRandom return to a green room 1Selected route · moves 1–5

Possible startPortalRRandom green roomYour route

The label beside each portal names its destination. All three correct routes finish through the Lab exit. Open full-size map ? lhz_cube in the database

Start near 67 / 193 5 moves
  1. 1Room 67 / 193Next room: 10 / 136
  2. 2Room 10 / 136Next room: 10 / 74
  3. 3Room 10 / 74Next room: 66 / 18
  4. 4Room 66 / 18Next room: 123 / 18
  5. 5Room 123 / 18Puzzle room: 248 / 184
Start near 66 / 136 5 moves
  1. 1Room 66 / 136Next room: 10 / 193
  2. 2Room 10 / 193Next room: 66 / 18
  3. 3Room 66 / 18Next room: 10 / 18
  4. 4Room 10 / 18Next room: 123 / 18
  5. 5Room 123 / 18Puzzle room: 248 / 184
Start near 66 / 74 5 moves
  1. 1Room 66 / 74Next room: 10 / 18
  2. 2Room 10 / 18Next room: 10 / 193
  3. 3Room 10 / 193Next room: 10 / 74
  4. 4Room 10 / 74Next room: 123 / 18
  5. 5Room 123 / 18Puzzle room: 248 / 184

Combine the sticks and retrieve the Cube

Search under the Bed for a Short Stick, then under the Desk for the second piece; the two combine into a Long Stick. Search under the Bed again and enter “Long Stick” to retrieve the Cube.

Locations in this step

2 locations
  1. Bed1 lhz_cube
    Details
  2. Desk2 lhz_cube
    Details
Map preview lhz_cube
1. Bed · 247, 198 1

1. Bedlhz_cube · 247, 198

Open full map

Follow the Rusty Key and Green Key chain

Examine the Goblet to obtain a Rusty Key. At Chemicals, enter “Rusty Key” to obtain a Green Key. At the Cabinet, enter “Green Key” to receive the Polygon.

Locations in this step

3 locations
  1. Goblet1 lhz_cube
    Details
  2. Chemicals2 lhz_cube
    Details
  3. Cabinet3 lhz_cube
    Details
Map preview lhz_cube
1. Goblet · 229, 184 1

1. Gobletlhz_cube · 229, 184

Open full map

Find the Jackknife and reveal your code

Search the Bundle of Files for a Red Key. At the Drawer, enter “Red Key” to get the Jackknife. Look behind the Picture and enter “Jackknife”. Record the nine digits exactly as shown.

Locations in this step

3 locations
  1. Bundle of Files1 lhz_cube
    Details
  2. Drawer2 lhz_cube
    Details
  3. Picture3 lhz_cube
    Details
Map preview lhz_cube
1. Bundle of Files · 237, 198 1

1. Bundle of Fileslhz_cube · 237, 198

Open full map

Use the Axe and enter your nine digits

Open the Chest and take the utility Axe. Examine the Barrel and enter “Axe”. Examine it again and enter the nine digits from your picture, one digit per prompt. Receive the Yellow Key.

Possible sequences in this version are 4 3 2 9 1 6 8 2 7, 3 6 4 1 2 8 7 1 5, or 4 9 3 7 6 2 8 6 6. Use the sequence assigned to you.

Locations in this step

2 locations
  1. Chest1 lhz_cube
    Details
  2. Barrel2 lhz_cube
    Details
Map preview lhz_cube
1. Chest · 248, 179 1

1. Chestlhz_cube · 248, 179

Open full map

Power the generator and retrieve the Oval

Enter “Yellow Key” at the Power Generator. Smash the Status Light to get a Black Key. At the Experiment Tube, enter “Black Key” to obtain the Oval.

Locations in this step

3 locations
  1. Power Generator1 lhz_cube
    Details
  2. Status Light2 lhz_cube
    Details
  3. Experiment Tube3 lhz_cube
    Details
Map preview lhz_cube
1. Power Generator · 224, 192 1

1. Power Generatorlhz_cube · 224, 192

Open full map

Place all three shapes in the Box

At the Box, choose each matching hole and enter “Oval”, “Cube” and “Polygon”. Inspect it again and open it to receive the Laboratory Permit. Stay in the room: you have one more required action to activate access.

Locations in this step

1 location
  1. Box1 lhz_cube
    Details
Map preview lhz_cube
1. Box · 248, 193 1

1. Boxlhz_cube · 248, 193

Open full map

Use the Laboratory Permit in the Experiment Tube

Return to the Experiment Tube, enter “Laboratory Permit” and choose Go downstairs. This action records the completed escape and opens the sewer route. Walk north through the passage to return outside.

Locations in this step

1 location
  1. Experiment Tube1 lhz_cube
    Details
Map preview lhz_cube
1. Experiment Tube · 224, 197 1

1. Experiment Tubelhz_cube · 224, 197

Open full map
ACCESS UNLOCKED HERE

Biolabs floors 1–2

Permanent sewer access is recorded when you descend through the Experiment Tube with the permit. Receiving the permit without this descent is not enough.

OPTIONAL · ACCESS IS ALREADY AVAILABLE

Enter through the sewer pipe

Click the Sewer Pipe in the slums and choose Enter. Walk north in the tunnel to enter floor 2. Use the connecting portals from floor 2 to explore floor 1.

Locations in this step

1 location
  1. Sewer Pipe1 lighthalzen
    Details
Map preview lighthalzen
1. Sewer Pipe · 313, 301 1

1. Sewer Pipelighthalzen · 313, 301

Open full map
OPTIONAL · ACCESS IS ALREADY AVAILABLE

Use the separate level-gated floor 3 passage

Go to the central passage on floor 2. The guard check accepts Base Level 95 or higher, or 90 or higher for a transcendent character. Below that level, you keep your first- and second-floor access but cannot descend here.

Locations in this step

1 location
  1. Floor 3 passage1 lhz_dun02 · lhz_dun5-1
    Details
Map preview lhz_dun02
1. Floor 3 passage · 149, 149 1

1. Floor 3 passagelhz_dun02 · 149, 149

Open full map
ACCESS UNLOCKED HERE

Floor 3 - additional level check

Floor 3 opens only when you meet the level requirement at this passage. This guide does not grant access to later Biolabs expansions or instances.

OPTIONAL · ACCESS IS ALREADY AVAILABLE

Close Fishbone’s remaining journal entry

If Fishbone still has a quest entry in your journal, return after the escape and finish his acknowledgement. The sewer route is already active; this visit completes the remaining journal conversation.

Locations in this step

1 location
  1. Fishbone1 lighthalzen
    Details
Map preview lighthalzen
1. Fishbone · 341, 224 1

1. Fishbonelighthalzen · 341, 224

Open full map

Guide notes & sources

Written as a walkthrough for Pre-Renewal. Linked items, monsters and maps stay in that database. Server-specific quest changes can differ.

MAKE IT YOURS

Your server. Your rates.

See experience and drop chances adjusted to your server.

Drop chances are capped at 100%. These are base-rate estimates; server caps, level penalties, VIP and event bonuses can change the final result. MVP reward drops have their own multiplier.

PRIVACY

Cookie settings

A functional cookie remembers your database, theme, rates and notice acknowledgement for up to 180 days. Google Analytics and Google AdSense may use additional cookies and process usage information.

You can clear your saved site preferences below. This does not change choices made in a Google consent message or remove Google cookies. Read our Privacy & cookies page for Google privacy controls.