> For the complete documentation index, see [llms.txt](https://axiomemu.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://axiomemu.gitbook.io/docs/data/event/doublegoer.md).

# DoubleGoer.dat

Double Goer event: entry timing, per-difficulty AI unit references, and the per-level-band scaling table that controls monster strength based on the top player's level and party size.

## File Location

```
Data/Event/DoubleGoer.dat
```

Loaded once at GameServer startup. Gated by [Event.dat](/docs/gameserver/event-dat.md#double-goer) `DoubleGoerEvent`. Changes require a restart.

## Sections

### Section 0 - Timing

```
0
//NotifyTime   EventTime   CloseTime
1              10          4
end
```

Minutes. `NotifyTime` is the pre-match stand window after a player enters and the entrance gate locks. `EventTime` is the wave length; monsters must be prevented from reaching the final tile for this long. `CloseTime` is the post-match result window.

There is no separate warning / alarm window; the event is player-initiated, not scheduled.

### Section 1 - AI Unit References

```
1
//MonsterAIUnitNumber1   MonsterAIUnitNumber2   MonsterAIUnitNumber3   MonsterAIUnitNumber4
74                       75                     76                     77
end
```

One AI unit per difficulty level (1 to 4). The entered party is randomly dropped onto one of four sub-maps and the matching AI unit drives the stage bosses and spawned mobs. Each referenced unit must exist in [MonsterAIUnit.xml](/docs/data/monster/monsteraiunit.md).

### Section 2 - Per-Level-Band Scaling

Row `Index` selects a level band of ten character levels: band 0 covers levels 1-10, band 1 covers 11-20, ... band 59 covers 591-600. Selection uses the highest combined (level + master level) among party members, capped at 600. Each row holds five multipliers per stat (Level, MaxLife, Damage, Defense); the applied column is `party size - 1` (1 player uses column 1, 5 players use column 5).

```
2
//Index  Level1..5  MaxLife1..5  Damage1..5  Defense1..5
0        1.00 1.00 1.00 1.00 1.00   1.00 2.00 3.00 3.80 4.80   1.00 2.00 3.00 3.70 4.70   1.00 2.00 3.00 3.70 4.50
...
59       ...
end
```

| Block        | Columns | Effect                                                                                     |
| ------------ | ------- | ------------------------------------------------------------------------------------------ |
| `Level1-5`   | 5       | Monster level multiplier, by party size 1 to 5                                             |
| `MaxLife1-5` | 5       | Monster HP multiplier, by party size 1 to 5                                                |
| `Damage1-5`  | 5       | Monster physical damage multiplier (min and max use the same column), by party size 1 to 5 |
| `Defense1-5` | 5       | Monster defense multiplier, by party size 1 to 5                                           |

Multipliers compound with the monster's base stats from [Monster.xml](/docs/data/monster/monster.md). Event.dat `DoubleGoerDifficultRate` applies after the table as a final percentage scale on Life, Damage, and Defense (`100` = no change). Level multiplier is not affected by `DoubleGoerDifficultRate`.

The shipped file ships 60 rows (Index 0 through 59) covering the full 1-600 level span. All five party-size columns must be present per row.

Inside the match the server spawns three waves of bosses: Slaughterer at 75% time remaining, Mad Slaughterer at 50%, and Ice Walker at 25%. Background mobs spawn roughly every five seconds. Reaching the final tile counts against the party (raises the reached counter); 3 such breaches ends the match as a loss. Killing Ice Walker before any monster breaks through yields the Golden reward chest; Slaughterer and Mad Slaughterer drop Silver chests on kill. Chest tier is chosen by the highest-level player's band (`(highest - 1) / 100`, clamped to tiers 1-5).

## Cross-File Dependencies

| Value                                                | Related in                                                                       |
| ---------------------------------------------------- | -------------------------------------------------------------------------------- |
| Enable flag                                          | [Event.dat](/docs/gameserver/event-dat.md#double-goer) `DoubleGoerEvent`         |
| Final difficulty scale                               | [Event.dat](/docs/gameserver/event-dat.md#double-goer) `DoubleGoerDifficultRate` |
| AI units                                             | [MonsterAIUnit.xml](/docs/data/monster/monsteraiunit.md)                         |
| Reward bags (Silver tiers 37-41, Golden tiers 42-46) | [EventItemBag](/docs/data/eventitembag.md)                                       |
| Maps 65-68 (DoubleGoer1-4)                           | [MapManager.xml](/docs/data/mapmanager.md)                                       |

## Common Issues

* **Event feels too easy / too hard** - adjust `DoubleGoerDifficultRate` in Event.dat first (global scale on Life/Damage/Defense), then tune individual rows if specific level bands stay off
* **AI unit errors at startup** - section 1 references an AI unit number that does not exist in MonsterAIUnit.xml
* **Monsters have wrong stats** - per-band rows not aligned with shipped Monster.xml base stats after an item or monster rebalance; multipliers stack on top of whatever Monster.xml reports
* **Entry fails with "map not ready"** - one of the four DoubleGoer sub-maps (65, 66, 67, 68) is not configured in MapServerInfo; all four must be available on the calling GameServer
