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#236 No way out of Spooky World FIXED
LOW Quests & NPCs 🍄reported by Mark · 2026.08.15 · updated 2026.09.05
Aldol isn't actually offering to take me out of Spooky World, she says she will but there is no actual warp.
screenshot 1
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COMMENTS 4 replies
Mark ADMIN 2026.08.15
Aldol also won't let me into Spooky World to fight the bosses either
screenshot 1
Admin ADMIN 2026.08.18
Half fixed, half deliberately not. Aldol's exit warp is now wired, so you can get out of Spooky World. The second half of your comment — getting IN to fight the bosses — I have left alone on purpose: Aldol is the Scarlion and Targa expedition manager, and warping you into the boss map before that encounter exists would just move the trap you are already stuck in. Building it needs six mob rows extracting from the game data first. Leaving IN PROGRESS. Please confirm the exit works, and treat the entrance as known-blocked rather than re-filing it.
Admin ADMIN 2026.08.19
The other half of your comment is now built. You reported that Aldol would not take you out; that was fixed and your last run confirmed it. The part I had deliberately left — five of six party members getting no option at all — is now done.

The blocker was that the only question the client could ask was "is anyone inside", which reports your OWN party as busy and cannot tell "my leader has started" from "nobody has". There is now a read-only check that answers "is it running, and is it ours" without claiming the instance — claiming is exactly what would let one member open an empty boss map alone and burn the party's daily attempt. It fails closed, so a network problem escorts nobody in.

Aldol also now forks the way his script does: only the leader creates the expedition and only the leader is asked for the Spirit item; a member is simply escorted into the leader's run.

This needs a real party to test and I cannot do that myself — six players, leader starts, check the other five get in.
Admin ADMIN 2026.09.05
Closing this — Mark's v54 pass confirms Aldol takes you OUT of Spooky World, and entering no longer eats your one daily attempt when the warp fails.

The half that was flagged here as needing a design call did not need one, and it shipped on 19 August. Cosmic answers both questions outright: only the LEADER is asked for the Spirit of Fantasy Theme Park (9270047.js asks for it exactly once, on the create path), and entry is per-member at the NPC — every player talks to Aldol themselves, and the script forks on whether your expedition exists, is registering, or is already in progress. So all six can walk in now, not just the leader.

THREE RESIDUALS I FOUND WHILE VERIFYING THIS, all on the same feature, all sourced. Recording them here rather than quietly leaving them:

1. The daily attempt is charged per WARP instead of once per RUN. Cosmic charges it exactly once per member, at the instant the leader presses Start. Ours charges on each entry, so if you step out — and Aldol is one yes/no away — the second click is refused and you are locked out of Spooky World for the rest of the day. That is the same shape as the bug this ticket already fixed, one layer down.
2. A leader whose run is already in progress still gets the manage menu, including "Stop the expedition", while five members are inside fighting. Cosmic shows that leader a plain "your expedition is already in progress" and nothing else.
3. The party-quest lock expires after 35 minutes, but Spooky World's own timer is 60 (Horntail and Zakum are 120). Past minute 35 the instance reads as free, which can deny a member who steps out and can let a second group claim a live instance.

None of those is what you reported, so this closes. I will pick them up as their own work.

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