
Chaos Pitched Accessory Box(x1)
Grindstone of Life(x1)
Jupiteroid(x1)
Life Ring Box(x1)Jupiter (유피테르, Yupiterŭ) is the leader of the Ancient Gods and the endgame boss of Geardrak, the level 295 area from the third and final patch of the MapleStory CROWN update. Entry requires character level 295 and completion of the "[Geardrak] Epilogue" quest. Normal and Hard both require at least 810 Authentic Force (SAC/AUT) to deal full damage. Every Jupiter attack deals a percentage of your max HP and ignores avoidability and damage reduction, so all of it must be dodged manually. Throughout this guide, two damage figures written as "40% / 50%" mean Normal / Hard.
The fight is one continuous encounter with no discrete numbered phases; instead it gains new patterns and a background change at set HP thresholds. The health bar is drawn as three lines, each about one third.
| Phase | Remaining HP |
|---|---|
| Phase 1 | 100% - 80% |
| Phase 2 | 79.9% - 50% |
| Phase 3 | 49.9% - 0% |
When Phase 2 and Phase 3 begin, an effect plays and cracks appear in the map background.
Rupture Value is each player's personal death counter, starting at 0. Reaching 1000 forcibly ejects that player from the fight. Dying (HP reaching 0) raises Rupture by 150 while separated and by 200 while combined, and many patterns raise or lower it as well.
The fight begins on a shared entrance map, "Cycle of Order and Chaos." A boundary runs down the center: which boss you face depends on which side you stand on. The left side puts you against the separated Jupiter, the right side against the separated Alchemic Matter (연성체). Each map holds up to 2 players.
Summary of the whole fight: while separated, or combined into Jupiter of Balance, focus on keeping the gauge balanced; while combined into any non-Balance form, just focus on not getting hit.
The core system is the Magic Sync Gauge, which runs 0-1000 and starts at 500 (neutral). It is shared by the whole party. Getting hit on the Jupiter map moves it left (decrease); getting hit on the Alchemic Matter map moves it right (increase). The gauge is divided into named bands, and the band you are in at merge time decides which combined form appears:
| Magic Sync Gauge | 0-200 | 201-300 | 301-399 | 400-600 | 601-700 | 701-800 | 801-1000 |
|---|---|---|---|---|---|---|---|
| Band | Runaway | Excessive | Slight | Neutral | Slight | Excessive | Runaway |
| Combine into | Perfection | Perfection | Perfection | Balance | Destruction | Destruction | Destruction |
Jupiter issues a Command every 50 seconds in Phase 1, every 40 seconds in Phase 2, and every 30 seconds in Phase 3. When the Command fires, your Rupture Value changes based on whether the gauge is in the Neutral band.
If the gauge is not neutral when the Command fires, battlefield imbalance is detected and Rupture rises by 60 / 80 / 100 for the Slight / Excessive / Runaway bands. In Phase 3 the Command additionally forces the gauge outward: a gauge in 0-399 is pushed by -150, and a gauge in 601-1000 is pushed by +150.
If the gauge is neutral when the Command fires, balance is maintained and Rupture falls by 10. In Phase 3 the Command still forces the gauge even on a success: 400-499 is set to 350, 500 is set anywhere from 350-650, and 501-600 is set to 650 - so keeping Balance every cycle is no longer guaranteed in Phase 3.
A separate Combination Initiative Gauge runs across stages 0-2 (shared, starting at 0). When a combined form splits back apart, splitting from Jupiter of Balance drops the gauge one stage; splitting from any other form raises it one stage. While the gauge is above 0, taking a hit (separated or combined) raises Rupture: +5 at stage 1, +10 at stage 2.
| Current Initiative Gauge | Stage 0 | Stage 1 | Stage 2 |
|---|---|---|---|
| Rupture per hit | none | +5 | +10 |
Rupture gained this way can be recovered on the next combined-to-separated transition if the next Initiative Gauge is at stage 0; if it is at stage 2 instead, nothing is recovered and Rupture rises by 100. The recovery ratio shrinks each time the gauge sits above 0: roughly 40% the first couple of times, ~25% the third, ~10% the fourth, and 0% from the fifth onward - so the gauge and its Rupture cost creep upward over the fight.
Using the NPC / gather key casts Ether Warp, moving you between the separated Jupiter and Alchemic Matter maps. You cannot cross if the target map already holds 2 players. The cooldown is 15 / 20 / 30 seconds for a party of 1 / 2 / 3.
In the separated state the bosses merge on a timer: every 2:30 in Phase 1, every 2:00 in Phase 2, and every 1:30 in Phase 3. A warning appears 7.5 seconds before the merge, and the remaining time is shown under the death counter at the top of the map. The combined boss is fought by the whole party together.

Which form appears is set by the Magic Sync Gauge band at merge time (see the table above). In Hard mode, every third combination forces a non-Balance form even if the gauge was kept neutral - odd-numbered forced merges become Jupiter of Perfection, otherwise Jupiter of Destruction. If the gauge is off-neutral it combines normally into Perfection or Destruction.
Only Jupiter of Balance shows a combined-state gauge: a personal Magic Bias Gauge running -7 to +7 (starting at 0, tracked per player, not shared). Your bias at separation raises or lowers your Rupture Value.
| Magic Bias Gauge | -7 to -4 | -3 to -2 | -1 to +1 | +2 to +3 | +4 to +7 |
|---|---|---|---|---|---|
| State | Severe bias (3) | Slight bias (2) | Balanced (1) | Slight bias (2) | Severe bias (3) |
A warning appears 7.5 seconds before splitting, and the combined state lasts about 1:40 regardless of phase. Players are returned to their original maps. Splitting from Jupiter of Balance drops the Combination Initiative Gauge one stage; splitting from any other form raises it one stage.
Patterns 3 and 4 share a detection check: if the target is outside Jupiter's detection range he uses the teleport attack (Pattern 3); if inside, he uses a telegraphed ground explosion (Pattern 4).
Alchemic Matter (연성체) uses the Execution Stigma mechanic from Phase 3: its combo hits (Patterns 3-6) each apply 1 stack, up to 2, and the stacks change how much damage its finishers (Patterns 7, 8) deal. Stacks clear when the combo ends. Its combos target one random player as aggro - identifying who is targeted lets the rest of the party ignore the pattern.
Pattern 2 - Combo: a linked sequence. It opens with Pattern 3 (teleport), then plays three of Patterns 4/5/6 at random, and from Phase 3 finishes with Pattern 7 or 8.
Pattern 3 - Combo Starter: teleports to a player and leaps from a telegraphed zone. 25% HP, gauge +25; from Phase 3 also +1 Stigma.
The form when the gauge was pushed toward Jupiter's side at merge time.
Pattern 2 - Side Attack: hits left and right with knockback. 45% HP, cooldown 6s.
Pattern 3 - Minion Summon: summons 3 / 5 / 7 minions for a party of 1 / 2 / 3, cooldown 30s. Each minion aims a player and fires two projectiles 0.4s apart (30% HP, cooldown 5s). If not killed within about 7s the survivors leave scaling floor zones.
Pattern 6 - Overhead: hits nearby players; crouch to avoid. 65% HP, cooldown 15s.
Pattern 7 - Wide Ring: hits a wide area except the center. 80% / 90% HP and a 2s Weakness debuff, cooldown 15s.
If every player reaches the correct zone the check passes and Rupture falls by 10; failing to reach it within about 5 seconds raises Rupture by 50.
The default form when the gauge was neutral at merge time. This form uses the personal Magic Bias Gauge (see Combined State above); several patterns push it green (-1) or purple (+1).
The form when the gauge was pushed toward Alchemic Matter at merge time. It has no gimmick of its own; its patterns largely mirror the separated forms but hit harder and are harder to read, so HP management matters more than memorization. It also carries the Execution Stigma mechanic on its combo (Patterns 5-8 stack it, up to 2, scaling the finishers 9 and 10).
Pattern clips sourced from the Naver blog seotbeo.