Abduction Quest
Abductions are a rare kind quest that can occur just before starting a Time Attack quest. Unlike any other type of quest in the game, it cannot be selected from the Quest Counter, but rather, one must be abducted by a Falspawn attack within the Gateway Ship.
Requirements
As a rarely explored quest nowadays (especially in Global which gave it no official announcement), the conditions to access the mode have been covered in speculation for years. As a result, this page will only document the most basic of requirements, attempting to avoid speculation as much as possible.
To access an Abduction Quest, a party must play Time Attack. The same party must complete in succession time attacks over and over within the same block, which seems to increase the odds. At the start of each Time Attack, there is a chance an Abduction can occur after the countdown ends.
A party can change the Time Attack quest they play so long as they remain within the same block, allowing a party to play on SH to speed up the grind, and then jumping onto an XH TA at a later point to have a chance at playing an Abduction Quest on XH.
If a party wants to try, they can perform resetting, which involves opening the gate to the Time Attack but not jumping in, and instead re-accepting a Time Attack Quest within the same block. However, repeat resets seem to decrease the odds, so it's recommended to complete Time Attacks again should there be no Abduction after a few resets.
Accessing abductions, however tedious it may be, is still heavily dependent on luck. Some players can access it after merely five TAs in succession, while others can take many, many more attempts. There seems to be better luck for people attempting it solo.
Falspawn Den
Abductions send the party to the Falspawn Den. This version of the Falspawn Den is different to the Cradle of Darkness urgent quest in layout and structure. The map layout and events will always remain the same between runs and is not randomly generated. The area is large compared to other areas of the game, especially with areas being blocked off until all foes have been eliminated and the multitude of events and boss encounters.
Upon entry to the Falspawn Den, all NPC Allies will be removed from the party, including Auxiliaries. Only human players will be able to access this quest. The party will be unable to access the Gateway Ship for the duration of the quest and dying will instead give the option to abandon quest.
Enemies only spawn once per area block like in Advance Quests.
Rare variants of common falspawn appear at a much more frequent rate.
Corrupted Containers
In certain areas, mostly dead ends, a group of containers which appear normal from afar turn out to be corrupted containers. Upon proximity to a player, the container reveals a red coat around it. Not all containers in the Falspawn Den are corrupted, however.
The coat can be attacked, which will destroy the corruption and transform it back into a standard container which can be opened as usual. If the coat remains on the container for a few seconds, the entire box will detonate and deal strong damage to anyone close by, also destroying all the items the container would have held.
Clone
When reaching the Boss, you'll be confronted with Falz Hyunal, and a clone of each party member in the party. Just like Emergency Code, these clones have a chance at dropping an item with a Modulator affix.
Map
Area 1 Area 2 Area 3
Enemies
Additional Info
- There seems to be a weather system exclusive to this version of the Falspawn Den, with one of them being dark electric energy surging across the field. PSE builds up faster during weather. It is not uncommon to trigger at least one PSE Burst over the course of an Abduction.