Code Dungeon is where equipment and promotion materials come from: every run pays Injectors and Advanced Licenses. Unlike Firewall, a run is not pass or fail. It is graded by how much of the boss's health you take, so a weaker team still earns something and a stronger one earns more.
What Code Dungeon pays
Two materials come out of every run. Injectors are spent on equipment enhancement. Advanced Licenses are spent on promotion, and since the launch build there is only one kind, where there used to be a Black, a Blue and a Prism version. Everything you earn now works on every character.
The rework also shrank the numbers across the whole game while keeping their value, so 50 Injectors today buy what 500 did before. A clear adds 8 guild Contribution, the most of any single activity. Spend Injectors on the gear of characters you plan to keep, since enhancement only comes back through a Migration Core.
InjectorEquipment enhancement
Code Dungeon Entry Ticket3 free + 2 bought a day
Grades and rewards
Each run is graded S to D. S means the boss died. Below that, the grade follows how much of the boss's health bar you took away: 80% or more for A, 60% for B, 30% for C, and anything less is D. Red Plus was raised across the board on 23 September, while Red stayed the same. Pushing for the next grade is worth more than sweeping early, because the grade you hold is what every later entry pays.
| Grade | Boss health taken | Red (Injector / Adv. License) | Red Plus (Injector / Adv. License) |
|---|---|---|---|
| S | Boss defeated | 145 / 10 | 200 / 16 |
| A | 80% or more | 115 / 7 | 180 / 14 |
| B | 60% or more | 90 / 4 | 165 / 12 |
| C | 30% or more | 70 / 3 | 145 / 10 |
| D | Less than 30% | 50 / 2 | 100 / 6 |
Red Plus

Red Plus is the second difficulty, added with the launch build, with a new boss named Doeokshini. It has an entry requirement Red does not: 1,200,000 Combat Power and at least eight characters. A C grade on Red Plus pays the same Injectors and Advanced Licenses as an S on Red, so a partial Red Plus run can match a perfect Red one. Keep farming Red until the account meets the entry bar, then switch, since even a weak Red Plus run matches a perfect Red one.
When to move up to Red Plus
Meeting the entry requirement is not the same as being ready. A Red Plus D grade pays 100 Injectors and 6 Advanced Licenses, which is less than a Red A grade and well below a Red S. Red Plus only overtakes Red once you reliably take 30% of Doeokshini's health for a C grade, and that C pays exactly what a perfect Red run does.
So the switch point is a C grade you can repeat. Try Red Plus once when you first meet the 1,200,000 Combat Power line; if the run ends at D, keep sweeping Red and try again after your next round of upgrades. Because Sweep pays your best recorded score, one good Red Plus run is enough to switch every sweep after it.
Sweep and tickets
Code Dungeon can be swept, and a sweep pays out at your best recorded score. Pushing one real run to a higher grade therefore raises every sweep after it. Entries follow the shared rule of three free a day plus two bought, and a bought entry yields the same as a free one.
Injectors go into equipment enhancement, which has a level range per equipment grade. An item can move up a grade only at its grade's maximum enhancement, and enhancing a Legendary item from +21 to +25 succeeds 5% or 2% of the time depending on the step. Exodium, from Net Mining, is the separate material for the grade-up itself.
Push a grade before you sweep
Sweep repeats your best score, so the grade you hold is worth five entries a day. Moving Red from B to A adds 25 Injectors and 3 Advanced Licenses to every run, which over five entries is 125 Injectors and 15 Licenses a day for the same tickets.
When your team has improved, spend the day's first entry on a real run instead of a sweep. A new character, a finished skill step or a gear tier-up are all good reasons to try. If the run scores lower, nothing is lost: the sweep keeps using your older, better score.
Save Injectors where the success rate is high. Enhancing a Legendary item from +21 to +25 succeeds only 5% or 2% of the time. Bring every piece your team wears up to its grade's maximum so each can tier up before you spend on the last few Legendary levels.
Who to bring
Every Code Dungeon fight is one boss. Siren, the Code Dungeon boss, is Bio, so Power characters hit it for advantage; Doeokshini, the Red Plus boss, is Power, and Plasma has the edge there. Area skills hit that one boss and nothing else, so judge a hitter here by its single-target damage.
For Siren, Drax and Tsuki are the XA Power pair. For Doeokshini, Plasma is the deepest element on the roster, with Lain, Persa, Sol and Baeksa at XA. Red Plus also asks for 1,200,000 Combat Power and eight characters owned before it opens.
TsukiPower JackerPower, edge on Siren
DraxPower VanguardPower, edge on Siren
LainPlasma SlaughterPlasma, edge on Doeokshini
Debuffs that raise the grade
The grade is set by the damage you do before the fight ends, so anything that lowers the boss's DEF raises every hit after it. Sol's Lotus Flash cuts DEF by 10% from skill Lv. 10 and its passive adds Penetration, a good fit for the Plasma team against Doeokshini. Muro's passive lowers DEF by 10% with an 80% chance on each attack and suits either boss, since Network sits outside the main element cycle.
Gear stats scale by class. A Slaughter gets 1.15 times the ATK from the same equipment and a Jacker 1.05 times, so a Slaughter carry gains the most from the Injectors this dungeon pays. Put them into the carry's gear first.
SolPlasma SlaughterDEF down, Penetration
MuroNetwork JackerDEF down on every attack
ReynaPower JackerPower, Bleed and Pierce