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.
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.
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.
Compared to other versions of the Falspawn Den, the Abduction version has notably more areas filled with the damaging red liquid, with some blocks having little to no safe ground to stand on. Many of the forced boss encounters will often close to large pools of the liquid.
A notable area where no falspawn spawn is in the second area in the south east: a massive area with only two containers, initially blocked off.
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.
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.
Area 1 Area 2 Area 3
Defeating Falz Hyunal and the clones at the end of the abduction will reward all participants with some unique prizes exclusive to Abductions. Repeat completion will also grant unique titles regarding Abductions (hidden from the Title Counter until you've participated in at least one abduction, with XH titles being hidden until you've completed on XH Abduction).
|SH Clear Reward (Repeatable)||Back / Boost Aura (with Veteran's Resolve I)|
|XH Clear Reward (Repeatable)||Sub / Photon Barrier (with Veteran's Resolve III)|
|1st Clear||Escape Trophy I: Bronze|
|3rd Clear||Escape Trophy I: Silver|
|5th Clear||Escape Trophy I: Gold|
|10th Clear||Escape Trophy II: Bronze|
|15th Clear||Escape Trophy II: Silver|
|20th Clear||Escape Trophy II: Gold|
|30th Clear||Escape Trophy III: Bronze|
|35th Clear||Escape Trophy III: Silver|
|40th Clear||Escape Trophy III: Gold|
|50th Clear||Escape Trophy IV|
|1st Clear (XH)||Sub / Photon Barrier|
|5th Clear (XH)||Sub / Photon Barrier|
|10th Clear (XH)||Escape Trophy V|
- 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 common to trigger at least one PSE Burst over the course of an Abduction.
- Despite being a den of Falspawn, Toy Falspawn do not spawn within an Abduction.
- Since ARKS cannot communicate properly to your party, all Emergencies do not have an operator to announce the issue at hand and will immediately show the Emergency Code symbols on screen instead.