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Floor 2 - Urbus
April 26, 2026 at 05:17 PM
Expand Floor 2 - Urbus with full settlement list, biome correction (savanna with mesas), and Floor 2 progression context (2026-04-26)
Floor 2 is the second and, in Echoes of Aincrad, the final playable floor of Aincrad. Its hub is the city of Urbus, which takes over from the Town of Beginnings as the main city of the late game.
Urbus. The hub city of Floor 2.
Marome Village. A smaller settlement on Floor 2.
Taran Village. Another Floor 2 village.
Floor 2 is the second of the two playable floors in this entry of the series, and the final floor in the campaign as it ships. The game is intentionally scoped to the opening pair of floors of Aincrad, with the second floor functioning as the back half of the main story rather than as a brief epilogue to the first. Once the player and their partner have cleared the first floor's labyrinth boss, Urbus replaces the original starting town as the campaign's home base, and the rest of the main quests, side missions, and end-of-game preparation are anchored to this floor.
The producer of the game has stated that recreating all one hundred floors of the castle would have taken roughly a decade of development, which is why the team chose to ship Floors 1 and 2 in detail rather than spreading the experience thin. Floor 2 is therefore not a smaller second helping; it is the back half of a deliberately curated two-floor campaign, with full hub services, multiple settlements, and the floor labyrinth that gates the climax of the story.
Three settlements on Floor 2 have been named in coverage of the game. The hub city anchors the floor, and two smaller villages sit out in the surrounding overworld. Each plays a distinct role in the floor's traffic pattern.
Urbus is the hub city of Floor 2 and the floor's only named settlement framed as a full city rather than a village. It is where the smithy, the merchants, and the main Floor 2 quest givers are concentrated, and it is the stop that the player returns to between excursions into the rest of the floor.
Marome Village sits roughly three kilometres southeast of the hub. It is described as a smaller settlement rather than a service hub, so players who need serious crafting, gear upgrades, or restocking are still expected to swing back through the city.
Taran Village is positioned as the closest settlement to the floor's labyrinth, which makes it the staging point for assaults on the floor's dungeon and the boss that gates further progression. Where the hub is the city for civic recovery, this village is the forward camp at the end of the road.
In the established Aincrad fiction the second floor is a savanna region rather than a uniformly rocky one. The terrain is dotted with table-topped mountains, the flat-topped mesas that give the floor its characteristic skyline, and is broken up by scattered caves and underground rivers running below the plains. The hub city itself sits inside one of those flat-topped formations, carved into the top of a mesa and seated in a natural crater.
It is worth correcting a framing that sometimes appears in external write-ups: the floor is not best described as a primarily rocky or mountain floor. The canon picture is grass and savanna at ground level, with the mesas rising out of the plains, and caves and underground waterways threading underneath. That mix gives Floor 2 a very different feel from the green, more conventional countryside of the opening floor, while still keeping it well clear of the harsher dungeon biomes that the floors above would have introduced if the game had reached them.
The exact in-game look of Floor 2 has not been formally captioned with these dimensions, so the broad strokes above sit as canon context rather than as confirmed in-game measurements. What can be said with confidence is that the floor's geography is varied enough to support a hub city, two outlying villages, an overworld worth exploring, and a labyrinth approach at the far end of the road.
The player reaches Floor 2 by clearing the first floor in full, including the floor's labyrinth and its raid boss Illfang the Kobold Lord at the top of the tower. Defeating that boss is what opens the stairway up from the opening floor and lets the player and their partner step onto the second floor for the first time. The transition is not just narrative: it is the exact moment the campaign's home base shifts from the original starting town to the new hub city, and most of the systems the player is already familiar with are simply rehoused inside the new walls.
Once on the floor, the rhythm carries straight over from Floor 1. Players prepare in the hub, warp out to the relevant Floor 2 mission zone, run the mission, and return to the hub to bank loot, upgrade gear at the smithy, and pick up the next thread. The two outlying villages are part of the floor's overworld loop rather than stops on the warp network out of the hub, which means the trip to either of them is itself a mission rather than a fast-travel hop.
Floor 2 enemies are framed as harder than their first-floor counterparts, so the time spent at the hub between expeditions is part of the intended difficulty curve rather than a detour. Coverage of the floor is consistent on this point: the player is expected to return to the hub frequently, lean on the smithy as gear upgrades start to compound, and tune up their loadout before taking on the labyrinth approach. For an introduction to the underlying combat rhythm see the combat system article.
Like the opening floor, the second floor culminates in a labyrinth tower, with the floor boss waiting at the top. In the established Aincrad fiction the second floor's boss is Asterius the Taurus King, a humanoid bull-themed boss rather than the stone-giant framing that appears in some external write-ups. The labyrinth and the fight at the top of it are positioned as the gateway from this floor to the floors above in the broader fiction.
Because this game stops at Floor 2, the labyrinth at the top of this floor is the structural climax of the campaign, not a stepping stone toward higher floors. The specific in-game roster for the floor's boss fight, including who exactly fills the boss role in this title, the names of any boss-room minions, the move set, and any phase transitions, has not yet been formally broken out in primary material. The fight should be treated as the floor's final mainline content without committing to specific stat values, ad-spawn rules, or move-set details until the game ships and that information becomes observable.
The full castle of the in-fiction game is built as a one-hundred-floor structure, with each floor described as covering roughly ten square kilometres. A faithful recreation of all one hundred floors at that scale was estimated by the producer to require around ten years of development, which would have stretched the project well past any reasonable shipping window. The team's response was to scope this entry to the first two floors and build them out completely, rather than thinning the experience across the entire tower.
Together the two playable floors supply roughly thirty hours of main story content plus another twenty hours of side content on top of postgame activities, for a completionist run on the order of fifty hours. A meaningful share of that runtime sits on the second floor thanks to its role as the back half of the campaign and the home of the floor's labyrinth, which in practice makes Floor 2 the second of two regions where the player spends the most time across the whole campaign. For the high-level scope picture see the overview article.
Several pieces of information that would normally fill out a floor article have not yet been broken out in primary material. The list below records what is open so the article does not over-claim. Future updates should add specifics only when an official source shows them.
The specific Floor 2 enemy roster in this game, including which canon creatures appear, any new species introduced for the second floor, and the level bands they sit at.
The full list of Floor 2 quests and side quests, including the names, the quest givers, and which settlements those givers are anchored to.
The exact identity of the Floor 2 boss in this game's roster, including the boss's move set, any boss-room ad-spawn rules, and any phase transitions. The canon boss for the second floor is Asterius the Taurus King, but the in-game roster has not been formally captioned with that name yet.
The exact size of the Floor 2 overworld, the specific warp graph that connects the hub city to the rest of the floor's mission zones, and the in-game position of any non-named landmarks beyond the three confirmed settlements.
Specific NPC names tied to the hub city or to either of the smaller villages, including shopkeepers, smiths, innkeepers, and quest givers.
For the dedicated hub-city page with services and layout context, see the city's own article. For the two outlying villages on the same floor, see the village pages above. The first-floor counterpart to this article, with its hub town and overworld shape, is on the Floor 1 page, and the boss fight that opens the road up to this floor is covered on the floor-one raid boss article.