
Chaos Pitched Accessory Box(x1)
Grindstone of Life(x1)
Jupiteroid(x1)Jupiter (유피테르, romanized Yupiterŭ, localized in English as Jupiter) is the leader of the Ancient Gods and the endgame boss of Geardrak, the level 295 area added in the third and final patch of the MapleStory CROWN update. The boss was revealed at the December 13, 2025 CROWN showcase and released on February 12, 2026 (Hard mode unlocked February 13, 7:00 PM). Unlike the two Ancient Gods released before it, Chosen Seren and Brilliant Malefic, Jupiter has no clear mythological concept tied to it in-story; it fights using a cybernetic arm given to it by Melian rather than its original power, and the fight is presented with a cyberpunk/machine aesthetic rather than a classical one.
Entry requires character level 295 and completion of the "[Geardrak] Epilogue" quest, entered through "Geardrak: Blast Furnace's Gate." The fight supports a party of 1 to 3 players, has a 30 minute time limit, and a 10 second potion cooldown. Normal and Hard mode both require a minimum of 810 Sacred Power / Authentic Force (SAC/AUT) to deal regular damage to the boss; all of Jupiter's attacks deal percentage-of-max-HP damage and ignore avoidability and damage reduction stats, so they must be dodged manually.
Community wiki sources place Jupiter Normal mode in difficulty between Hard First Adversary and Hard Limbo, and Jupiter Hard mode between Hard Limbo and Hard Baldrix, both generally recommending roughly 400 million combat power for a 3-person party. Namu Wiki separately cites a Hard mode 3-person minimum clear line of approximately 129,000 to 137,000 HEXA-converted stat per player.
Jupiter does not have discrete numbered phases in the traditional sense; instead it runs as a single continuous fight that gains new patterns and a background change at 80% and 50% remaining HP. Its health bar is drawn as three overlapping lines of roughly equal size (about 33.2% / 33.4% / 33.4%), but the phase transitions are based on total remaining HP, not on which line is currently being depleted, so the striped bar can be ignored when tracking phase changes.
The fight alternates between a separated state, where each player fights either Jupiter or its "Alchemic Matter" counterpart (연성체, also seen translated as "Symbiote") on a shared-HP but separately-instanced map, and a combined state, where the two merge into one of three combined forms depending on gauge position: Jupiter of Balance, Jupiter of Perfection, or Jupiter of Destruction.
The core system tying the whole fight together is the Magic Sync Gauge (마력 동조 게이지). While separated, getting hit by Jupiter's patterns pushes the gauge toward Jupiter's side; getting hit by Alchemic Matter's patterns pushes it the other way. The gauge is read against named thresholds: Neutral sits in the middle band, with imbalanced "Green" and "Purple" 60-point bands flanking it, and further "excessive" and "runaway" states beyond those. In Hard mode, while separated, being hit while the gauge is in the excessive or runaway state increases damage taken by an additional 5 percentage points, and non-instant-kill pattern damage is generally higher than in Normal mode.
Periodically an Objective pattern checks whether the gauge is sitting in the neutral middle band. If it is not, the party's Rupture Value goes up.
Rupture Value (파열 수치) is each player's personal death counter, starting at 0. It increases by 150 on a death while separated, by 200 on a death while combined, and can also move from certain patterns (for example, failing the Perfect Combination color-matching check adds 50, succeeding it subtracts 10). Reaching 1000 Rupture ejects that player from the fight.
Because Jupiter's Lance Protocol pattern is difficult to dodge but shifts the gauge by 70 per shot, it doubles as the fastest way to intentionally recover balance when the gauge has drifted toward Alchemic Matter; the mirror move is baiting the tracking pillar pattern on the Alchemic Matter side. Do not intentionally eat these patterns to rebalance if the Combination Initiative Gauge is already at stage 1 or higher and Rupture is already high, since the extra hit can push a death threshold.
At intervals, the merge timer expires and Jupiter and Alchemic Matter combine into a single boss on one shared map; after the combined phase runs its course the two separate again and the cycle repeats. Which combined form appears depends on where the Magic Sync Gauge was sitting at the moment of the merge: pushed toward Jupiter becomes Jupiter of Perfection (무결의 유피테르, also rendered "Jupiter of the Unsullied"), centered becomes Jupiter of Balance (균형의 유피테르), and pushed toward Alchemic Matter becomes Jupiter of Destruction (파멸의 유피테르).
One community source lists approximate combine/separate timing of a merge roughly every 2:30 in the first stretch of the fight, every 2:00 in the second, and every 1:30 from the third phase onward, with each combined state lasting about 1:40; treat these exact intervals as approximate since they come from a single secondary source and were not independently confirmed.
A separate Combination Initiative Gauge (결합 주도권 게이지) tracks momentum within the combined state: at gauge stage 1, landing hits on the party adds 5; at stage 2, it adds 10. When the gauge returns to stage 0, it drops by 40% the first time this happens, 25% the third time, 10% the fourth time, and stops dropping entirely from the fifth time onward, meaning the gauge creeps progressively higher across repeated combined phases over the course of the fight. When the gauge next reaches stage 2, it also adds a flat 100.
In Hard mode, every third combination forces Jupiter of Perfection or Jupiter of Destruction regardless of how neutral the Magic Sync Gauge was kept, and the Combination Initiative Gauge still advances even during these forced combinations. This is one of the largest differences between Normal and Hard: on Normal, keeping the gauge centered before every merge reliably produces Jupiter of Balance, while on Hard that guarantee breaks every third merge.
Bind resistance works differently depending on the transition direction. While separated, Jupiter and Alchemic Matter each track their own bind resistance independently. When they combine, the resulting combined form inherits whichever of the two had more bind resistance remaining. When a combined form splits back into the two separated bosses, both separated forms inherit the combined form's remaining bind resistance. Landing a bind in any of the five forms cancels all of that form's active patterns, including map-wide ones, and no new patterns fire while the bind holds. Because of this, parties should try to keep bind timing synced across rooms so a bind lands cleanly right after a merge rather than being wasted mid-transition.
Alchemic Matter (연성체) carries the Stigma mechanic on several of its attacks: taking a hit from a Stigma-tagged pattern builds a stack, up to 2 stacks; a third hit while stacked deals 200% damage; stacks clear after 5 seconds without being hit again.
The combo attacks used by Alchemic Matter (and by Jupiter of Destruction later) target only one random player as aggro; identifying who is being targeted makes these combos much easier to sidestep as a party.
The default combined form when the Magic Sync Gauge was centered at merge time.
The Combination Initiative Gauge in this form runs on a -7 to +7 scale and increases by 1 per hit taken by the party.
The combined form when the Magic Sync Gauge was pushed toward Jupiter at merge time (also rendered "Jupiter of the Unsullied").
The combined form when the Magic Sync Gauge was pushed toward Alchemic Matter at merge time. This form has no unique gimmick system of its own; its danger comes from its patterns being harder to read on reaction and hitting harder, largely mirroring earlier separated-state patterns from both Jupiter and Alchemic Matter, so HP management matters more here than pattern memorization.
At 80% remaining HP the background shifts and the following patterns are added on top of everything from Phase 1:
At 50% remaining HP the background shifts again and further patterns are added: