Hole timetable reset: four maps, one cycle, a covering hole
✍️ Alice・愛麗沙
Do not trust a countdown card across an update; its origin rerolls at the restart. Normal-hole rules do not change: a full-map reroll every 30 minutes, 1 daily plus 7 weekly overflow. Three things do change — ① the origin rerolls, so any anchor pinned before maintenance is dead and the swap time must be logged again; ② hunting grounds go from three to four, and Cloud Wasteland’s level slots are unrecorded; ③ an Abyss hole is added that covers an existing hole’s position, 15 minutes, separate count, its own clock. One extra step when you see a hole countdown: check the type.
Unchanged: the rules themselves
The skeleton of the hole rules stands after the update:
- Exploration count 1 per day, evaporating at 06:00 if unused; 7 overflow per week, reset Monday; entry deducts the daily one first. Weekly ceiling 14, reachable only by daily players.
- Normal holes cycle every 30 minutes, rerolling the whole map; the period is official (the hunting-ground screen shows the countdown).
- Hole difficulty follows the difficulty you chose for the hunting ground.
- Wolf Forest is always zero.
Taiwan’s notice touched none of these. On Korea’s server they have held since 2025-06-19; Taiwan now uses the same table, and an English server will too.
Change one: the origin
It rerolled.
The only thing that expires is the offset, and every server restart may reroll it. Taiwan’s anchor was pinned on the evening of 8/29 with an expected shelf life of a week; the 06:00–11:30 maintenance was a restart. So the old :14/:44 pair almost certainly no longer lines up — not an error, the design. The only way to re-anchor: log the time at the moment you watch the holes swap. One person logging it re-anchors every countdown card on the site.
Korea first met “the card is wrong after maintenance” in its June 2025 week; re-pinning after every maintenance became routine from then on.
| Hunting ground | Holes / cycle | Levels | Red holes |
|---|---|---|---|
| Ice Canyon | 3 | 61/63/64 (three fixed slots) | Yes (re-rolled each cycle) |
| Goddess's Garden | 1–2 | 47–50 | Yes (re-rolled each cycle) |
| Wolf Forest | 0 | — | Never spawns (matches the KR record) |
Zone data is owner-measured (n=12, 2026-08-28/29), not an official figure. The 30-min period itself IS official — the game shows this countdown inside hole zones.Black Holes: Re-roll Countdown
Change two: the fourth map
Cloud Wasteland joins, three hunting grounds become four. The existing record — Ice Gorge’s three fixed slots at 61/63/64, Goddess’s Garden 47–50 — was counted by players on those two maps. Cloud Wasteland has not been counted yet. What can be inferred: Korea’s suggested levels are Normal 61, Hard 65. If a server’s hole level follows hunting-ground difficulty (the official rule), a Normal Cloud Wasteland hole should land near 61, overlapping Ice Gorge’s lowest slot. That is inference only; the real number is seen on the first evening. Do all four maps share one 30-minute cycle? Korea’s do. Taiwan’s three swapped in sync in August’s observations, and there is no reason the fourth differs — but unobserved is unobserved.
Change three: the hole that covers holes
The black hole to the Abyss arrives with this stage. Its own article covers the rules; here only its relation to the timetable:
When it appears, it covers an existing hole’s position. So inside your 30-minute countdown, a cell that was a red or blue hole may suddenly become an Abyss hole, open for 15 minutes. It does not use the daily count, so enter on sight — but it only appears on three maps: Goddess’s Garden, Ice Gorge, Cloud Wasteland. Not Wolf Forest, which is zero anyway.
Its clock has nothing to do with the 30-minute one: the Korean community observed 36 hours 15 minutes per hole, origin likewise rerolled after a restart. 9/14 addendum: Taiwan’s anchor has been logged by 巴哈 players (9/9 15:00 day one, then 9/10 14:10, 9/12 02:25, 9/13 14:40 — the last three exactly 36h 15m apart); the next three predicted windows are at /timers#abyss, and after each Wednesday maintenance the prediction is a guess until someone sees the next one.
Re-anchoring: once, on day one
- Enter any hunting ground and watch the countdown. Log the time (to the minute) at the second it hits zero. That is the new origin.
- From there, one cycle every 30 minutes, whole map rerolled.
- When you see a hole, check the type: underground / deep / Abyss. The first two use a count; the third does not.
- Log the level number of a Cloud Wasteland hole as soon as you see one.
One person, once; the whole server uses it afterwards.
One thing people mix up
“Fewer holes after maintenance.” Every maintenance produces this claim. The count rule and the period did not change; the origin did — the minutes you were used to no longer line up, which looks like fewer. Re-anchor; nothing shrank.
What to do now
- First hunting-ground visit after the update: log the time the countdown hits zero.
- Spend the daily one as usual; do not hold it for the Abyss hole — separate counts, no conflict.
- The Abyss hole’s anchor exists (last sighting 9/13 14:40); after a Wednesday maintenance, whoever sees the first one brings the timestamp.
What would overturn this: if the patch notes change the hole period or count rules (the maintenance notice did not), the first section is void; “four maps share the cycle” and “Cloud Wasteland slots near 61” are inferences that the first evening’s observations confirm or overturn directly.