Ragnarok Online Landverse New Area : Somatology Laboratory (Bio Labs) 4F

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Map introduction

Deep within the hidden research wing of lighthalzen’s laboratory lies the fourth floor of the Bio Labs. This floor houses the most advanced and dangerous homunculi experiments ever created. Once brilliant adventurers and scholars, their minds and bodies were twisted into powerful battle replicas, each wielding terrifying skills that mirror their former lives.

Only the bravest adventurers dare to enter this level, where elite clones of powerful class masters await. The battles here are fierce, rewarding those who can overcome them with rare treasures, but punishing the unprepared with swift defeat.


How to access Somatology Laboratory (Bio Labs) 4F
Somatology Laboratory (Bio Labs) 4F Entrance Quest

You can enter Bio Lab 4F whether or not you complete this quest. However, if you do complete it, you’ll be able to access the Wolfchev’s Lab 4 instance in the future.

Base Level: 60+
ITEM :
Geek Glasses 1 ea – Can be purchased from the Toy Supplier at Lighthalzen 200, 162 (3rd floor)
Grampa Beard 1 ea – Can be purchased from the Toy Supplier at Lighthalzen 200, 162 (3rd floor)
Glass Bead 1 ea – Can be purchased from the Gift Merchant at Prontera 105, 87
Handcuffs 1 ea – Dropped by monsters inside Bio Laboratory 1, 2, 3
Bouquet 1 ea – Can be purchased from the Flower Lady at Prontera 113, 42
Holy Water 5 ea – Obtainable via the Priest skill

Quest Prerequisite 

Biolabs Entrance Quest


Notes

Before beginning, it’s recommended to stop by Lighthalzen Mall (lighthalzen 199, 159) to stock up on most of the needed materials.
Be mindful: if another player is standing directly on a trigger point, it may block you from activating the event.

Quest Steps

1. Gaining Entry
Access the Biolabs either by completing the entrance quest, Once inside, obtain 1x Handcuffs, which are required for the progression.

2. Triggering the First Curse
Certain marked spots inside the dungeon will activate the quest as long as you are carrying the Handcuffs. Approaching one of these areas may cause a dialog pop-up—or simply curse you, which is enough to progress.
Coordinates:

  • (lhz_dun01 147, 106)

  • (lhz_dun01 239, 135)

  • (lhz_dun01 66, 213)

  • (lhz_dun01 225, 198)

  • (lhz_dun02 244, 229)

  • (lhz_dun02 60, 293)

  • (lhz_dun02 267, 278)

  • (lhz_dun02 94, 199)

  • (lhz_dun03 244, 51)

  • (lhz_dun03 123, 191)

  • (lhz_dun03 74, 140)

Tip: Clear nearby enemies first to avoid interruptions.

3. Spirits in the Slums
With the Handcuffs in your inventory, head to Lighthalzen’s slum district (lighthalzen 266, 200). You’ll need to investigate the following spots:

  • (lighthalzen 295, 227)

  • (lhz_in03 178, 22)

  • (lighthalzen 342, 280)

  • (lighthalzen 364, 315)

4. Meeting the Elder
After encountering the spirits, speak with the Elder (lighthalzen 346, 263). She shares her knowledge of past research and offers guidance on dealing with the restless souls.

5. Following the Trail
Your mini-map will highlight your next destination: Rekenber Headquarters (lighthalzen 103, 244). Proceed as instructed.

6. Spirits Within Headquarters

  • Upon entry, another spirit will appear (lhz_in01 113, 150).

  • Continue onward to the Representative (lhz_in01 114, 181) and ask about the corporation’s history. She will send you to the Library.

7. The Library
Inside the Library (lhz_in01 27, 247), discuss both the company’s history and its business activities with the staff. She will eventually direct you to check a Guidebook on the bookshelf, which contains records of Rekenber’s dealings.

8. Second Floor Discovery
Investigate upstairs at (lhz_in01 272, 227) to trigger another spirit. On your way back, you will meet a Rekenber Guard (lhz_in01 35, 226). To pass, you must equip a Grandpa Beard and Geek Glasses.

9. Time-Slip Event
Proceed into the far-right chamber (lhz_in01 206, 129). A cutscene plays, revealing a past conversation between Doctor Varmunt and a company agent. You’ll then return to the present. After that Exit the room and head to the room on the right.

10. The Mad Scientist

  • In the lab (lhz_in01 44, 115), speak with a mad scientist.

  • He hints at needing something “round and shiny” this refers to a Glass Bead. Bring him one to continue.

11. North Laboratory
Move to the northern room (lhz_in01 43, 142). By investigating (lhz_in01 279, 168), you’ll find a hidden entrance. Inside, a scientist talks to a Peco Peco, discarding a trinket. Pick up the Old Pendant.

12. Returning to the Elder
Show the pendant to the Elder (lighthalzen 346, 263). She explains it is cursed and requests 5 Holy Water and a Bouquet (purchased in Prontera). Hand these over so she can purify it.

13. The Crippled Girl
Deliver the pendant to its owner, the Crippled Girl (lhz_in03 31, 162). Comfort her with kindness, if you fail, retry entering the house until successful. Afterward, the spirit thanks you and grants a blessing.

14. Seeking Further Truths
The investigation continues at Rekenber Corporation. Speak with Secretary Slierre (lhz_in01 286, 226) about the slums and the lab. Eventually, question her directly about Wolfchev’s Research.

  • Show her the Handcuffs as proof.

  • After repeated questioning, she admits Wolfchev conducted unauthorized experiments.

Reward: 1 Old Blue Box + 10 Speed Potions. This also unlocks the Dangerous Rumors Quest.

15. (Optional Step)
If desired, revisit the Mad Scientist (lhz_que01 94 2). You’ll find he has disappeared, leaving only research documents behind.

Notes
Items Currently Unavailable for Drop

Ghost Chill Sura’s Rampage [1] Assassin Handcuffs [1] Telekinetic Orb
Blood Thirst Berserk Stem Whip [1] Creeper Bow [2]
Sinister Energy Particle Catapult [2] High Weapon Box Mental Stick [1]
Bible Of Promise2 [1] Black Wing [1] Giant Shield [1] Rosevine
Cannon Spear [1] Geffenia Book Water [1] Ancient Dagger
Green Operation Coat [1]
Alchemy Glove [1] Green Whistle [1] Red Ether Bag [1] Mystic Bow
Dance Shoes [1]

Monster in this area


Item highlight

                    


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