Zakum at a glance
WhereZakum's Altar (Last Mission), reached from El Nath
EntryAn expedition formed by Adobis at Entrance to Zakum Altar
Players1 to 30 (a single player may run it)
Level50 or higher to enter; Zakum and his arms are level 140
NeedsThe Council's approval, the finished trials, and an Eye of Fire for every member
Time limit120 minutes from the start
Attempts2 per character per day, counted from 00:00 UTC
Total HPArms 218,100,000 + Zakum 264,000,000
Best dropsZakum Certificate, Zakum's Tree Branch, Zakum Helmet, mastery and skill books

Zakum is the tree-like demon of the Last Mission, a three-stage fight against eight arms and a body that grows back stronger twice. It is fought by an expedition inside Zakum's Altar, and getting there takes the entry chain in Boss Prerequisite Quests. This page covers the expedition, the fight, the numbers and the rewards.

Before you go

Every member needs:

  • the Council's approval (from the chief of your class in El Nath),
  • the three trials done (Dead Mine, Breath of Lava, forging), which the forging records for good,
  • at least one Eye of Fire in the bag when passing the Door and when joining. The expedition leader also drops one on the altar to start the fight.

All of those steps are in Boss Prerequisite Quests. On the altar you cannot use Mystic Door, Summoning Sacks, mounts or teleport rocks, and you cannot jump down through platforms. Summoning skills (such as the Bishop's Bahamut or the Ranger's Silver Hawk) do work on the altar, as on every boss altar. Potions work normally.

★
Different from the original game The usual minimum for a Zakum expedition is six players. MapleVerse lets a single player run it; the maximum of 30, the level 50 minimum, the Eye of Fire and the two attempts a day are unchanged.

Forming the expedition

  1. Pass the east door of The Door to Zakum. If you lack the approval, the trials or an Eye of Fire the door says so and stays shut. If an expedition is already inside on your channel it says "The entrance is currently blocked."
  2. At Entrance to Zakum Altar talk to Adobis. Below level 50 he says you do not meet the criteria to battle Zakum.
  3. If no expedition exists on your channel, choose "Lets get this going!" to create one. You become its captain. The captain must hold an Eye of Fire ("As the expedition leader, you must have on your inventory a Eye of Fire to battle Zakum!") and must still have an attempt left today.
  4. Others talk to Adobis and are registered automatically (everyone must be standing on the Entrance map, have the approval and trials, and carry an Eye of Fire). A member with no attempts left is refused: "Sorry, you've already reached the quota of attempts for this expedition! Try again another day..."
  5. You have 5 minutes to start. After that the expedition is disbanded: "The time limit has been reached. Expedition has been disbanded."
  6. The captain talks to Adobis and chooses "View current Expedition members" (click a name to expel that player), "Start the fight!" or "Stop the expedition."
  7. On "Start the fight!" the attempt is spent for every connected member. Everyone standing on the Entrance map is moved into the altar: "The expedition will begin and you will now be escorted to the Zakum's Altar." Registered members who were not there can still talk to Adobis later and be let in.

Only one Zakum expedition can exist per channel at a time.

The fight

Calling Zakum out

The leader drops one Eye of Fire on the altar. A few moments later the altar takes it, the music changes and the game announces "Zakum is summoned by the force of Eye of Fire." Zakum's body appears together with all eight arms.

Step 1: the eight arms

Zakum's body cannot be hurt while any arm is still alive. Every hit on the body does nothing until all eight arms are dead. While any arm is alive the body is only a sealed shell: it does not chase you, attack or cast anything. The arms are drawn behind the body, and the monsters Zakum calls appear in front of it. The arms:

Arm HP EXP PDef / MDef Element Attacks
Arm 1 33,000,000 1,344,000 800 / 800 none Two magic attacks over a very wide area. The second drains 300 MP.
Arm 2 33,000,000 1,344,000 800 / 800 none The same, mirrored. The second drains 500 MP.
Arm 3 22,000,000 896,000 800 / 950 Weak to Ice, resists Fire, immune to Poison A fire magic attack. Also casts a poison cloud (80% chance, every 60 seconds; the cloud lasts 10 seconds).
Arm 4 22,000,000 896,000 800 / 950 Weak to Fire, resists Ice and Lightning A ranged hit and a lightning magic attack.
Arm 5 27,500,000 1,120,000 1,050 / 1,050 none Touch damage. Also curses players: Seal (30 s), Darkness (30 s), Curse (60 s) and Weakness (30 s), each with a 70% chance.
Arm 6 30,000,000 1,120,000 1,050 / 1,050 none Touch damage. Also strengthens the monsters around it: weapon and magic attack +115 and weapon and magic defense +85 for 30 seconds, and a small heal every 20 seconds.
Arm 7 25,300,000 1,030,400 1,050 / 750 none A wide melee swing and a long-range ranged hit.
Arm 8 25,300,000 1,030,400 1,050 / 750 none The same, mirrored.

All eight arms together hold 218,100,000 HP and 8,780,800 EXP. The arms are level 140, accuracy 200, avoidability 14.

Step 2: Zakum's body, three stages

When the last arm falls the body becomes vulnerable. Each stage is a separate monster; killing one makes the next rise.

Stage HP PDef / MDef Avoid EXP
Zakum (first body) 66,000,000 1,000 / 1,100 12 none
Zakum (second body) 88,000,000 1,100 / 1,300 14 none
Zakum (third body) 110,000,000 1,200 / 1,500 16 7,000,000 and all the drops

The arms are worth EXP but drop no loot. The first and second bodies are worth neither EXP nor loot. Only the third body pays 7,000,000 EXP and drops the loot table below.

All three bodies use the same three attacks (accuracy 250):

  • A huge-area magic attack that sets your HP and MP to 1. It reaches 800 pixels to each side and a long way up.
  • A lightning magic attack, also over a huge area, that seals you (no skills) for 30 seconds.
  • A hard close-range hit (damage stat 560, 580 and 600 on the three stages) on anyone within about 60 pixels of his body that also stuns you for 5 seconds.

The first body also casts, whenever its health is below 99%:

  • Weapon Immunity and Magic Immunity, each for 30 seconds with a 45 second cooldown. While one is up, every damage line of that kind does 1 damage, and the numbers you see are 1 too. Mixed groups simply switch to whoever is not blocked.
  • A heal on everything nearby (its arms, if any are left), 28,500 to 59,970 HP per cast, every 25 seconds.

Zakum's minions

Once a body starts losing health it calls monsters to the altar, five at a time, and faster as its health drops:

Body Below 99% HP Below 75% HP Below 55% HP Below 35% HP
First body 5 Boogie every 11 s 5 Puco every 9 s 5 Punco every 7 s 5 Cuzco every 5 s
Second body 5 Puco every 9 s 5 Punco every 7 s 5 Cuzco every 5 s 5 Opachu every 5 s
Third body 5 Punco every 7 s 5 Cuzco every 5 s 5 Opachu every 5 s –

The minions: Boogie (level 35, 14,800 HP), Puco (level 63, 20,000 HP), Punco (level 67, 40,000 HP), Cuzco (level 69, 60,000 HP) and Opachu (level 70, 80,000 HP).

✦
Tip Tamers can bind a Boogie. The Boogies the first body calls are the only monsters on the altar that a Tamer can fight as a wild battle and bind with a Binding Charm (Boogie is a Holy-type species). The usual binding rules still apply: the Boogie must be untouched by anyone else, and it must be no more than 10 levels above you. Only the first body calls Boogies, so catch one before the first body falls. See Capturing Monsters.
★
Different from the original game In the original game no monster called by a boss could be tamed. In MapleVerse the Boogies at Zakum's Altar are the one exception.

What to bring

  • Holy Water or an All Cure Potion for the 30-second seal. Stun cannot be cured by any item; wait it out or keep away from his body.
  • Healing and MP for after the HP 1 attack, and MP potions against the arms' MP drain.
  • Both physical and magical damage dealers, because of the first body's alternating immunities, and fire for Arm 4 and ice for Arm 3.
  • Accuracy: a physical attacker needs roughly 2 x (1.84 + 0.07 x the levels Zakum is above you) x his avoidability for a guaranteed hit. At level 120 that is about 104 accuracy against the third body (avoid 16), at level 100 about 148, at level 80 about 193, and at level 140 only 59. See Boss Rules.
  • A Safety Charm if you can: dying costs EXP and also removes you from the expedition (see below).

EXP

EXP is paid according to the share of the monster's total HP that you took off it, so everyone who damages an arm or a body is paid, and someone who never attacks is paid nothing. Parties get +5% per party member who damaged the monster. All the numbers above are shares of those pools: 8,780,800 EXP for the arms and 7,000,000 for the third body, 15,780,800 in total. See Boss Rules.

Rewards

Only the third body (Zakum) carries a loot table; it drops when he dies. Every drop is free for anyone on the map to pick up at once, and what is left on the ground vanishes after three minutes. Chances are the listed ones; Etc items (such as the Certificate and the Diamond) are rolled at double the listed chance, never above 100%.

Item Listed chance Notes
Dark Token 100% One per kill, from the third body only (Witch Malady collects them).
Perfect Pitch 80% The real chance (not doubled again). Only while you have Gaga's Perfect Pitch quest open and still need notes; each player rolls for their own.
Zakum's Tree Branch 100% A wand usable from level 10.
Zakum Certificate 100% Needed for the Dragon Squad quest (Boss Prerequisite Quests). Cannot be traded.
Elixir, Power Elixir, Reindeer Milk, Sunset Dew 100% each
Zakum Diamond 42% An Etc item, so in practice 84%.
Zakum Helmet 30% Also the improved helmets Zakum Helmet (8%) and Zakum Helmet (4%).
[Skill Book] Final Blow, High Defense, Combo Tempest, Combo Barrier 6% each
36 weapons, such as Fraute, Vifennis, Black Mamba, Sparta and The Beheader 17 at 4%, 9 at 3.1%, 10 at 2.3% Each weapon is rolled on its own.
22 Mastery Books (for example Infinity, Heaven's Hammer, Blizzard, Genesis, Snipe, Triple Throw) and 4 more Skill Books (Advanced Combo Attack, Advanced Charge, Angel Ray, Triple Throw) 2% each The master level 30 Triple Throw book also drops at 1%.
Chaos Scroll 60% 1.35% Plus the 0.12% chance every monster has.

The full table is on Zakum3. A world-wide message announces the victory when Zakum falls.

If things go wrong

  • You die. After you revive in El Nath you are no longer inside the altar. You keep your place in the expedition: pass the Door (you still need an Eye of Fire in the bag), stand on the Entrance map and talk to Adobis to be let back in. This costs no new attempt. Dying also costs EXP (see Boss Rules).
  • The leader leaves. The expedition carries on; it ends only when the last person inside is gone.
  • Time runs out (120 minutes): everyone inside is sent back to the Entrance.
  • After the kill talk to Amon on the altar; he sends you to The Door to Zakum. The altar has no door of its own.
  • The expedition cannot be restarted on a channel while another is inside; the Door says the entrance is blocked.

Common problems

  • My hits do 1 damage: the first body is under Weapon or Magic Immunity; switch attack type or wait 30 seconds.
  • I cannot hurt the body at all: an arm is still alive somewhere.
  • There is no exit: talk to Amon on the altar.
  • Can I use my summon on the altar? Yes. Summoning skills work there; only Summoning Sacks are barred.
  • My connection dropped: if you are back within 30 seconds the fight is kept as it was.

See also