Gaming How-To

Architect: How to Complete the Clan Expedition Unbending Will (Level 1)

Unlock requirements, activation cost, the four-wave torch defense, and every reward for the Level 1 run.

Unlock requirements, activation cost, the four-wave torch defense, and every reward for the Level 1 run.

Architect: How to Complete the Clan Expedition Unbending Will (Level 1)

Unbending Will is a cooperative clan dungeon in Architect where a squad defends a single objective against timed monster invasions. The Level 1 run is a defense mission: the whole team protects the Torch of Atrahasis while four waves of enemies push toward it, and the challenge ends the moment the final wave boss falls. It rewards clan currency, an attunement item, and shared Clan Treasury materials.

Quick answer: At Clan Level 5, spend 1,000 Clan Ancient Coins to activate Unbending Will Level 1 under Clan > Activities, then defend the Torch of Atrahasis through four invasion waves inside the 10-minute limit.

Image credit: DRIMAGE via YouTube/@(Swordie) Sarah

Requirements to unlock and start Unbending Will

Access sits under the Clan menu, and each difficulty tier is gated behind an overall Clan Level. Every activation draws 1,000 Clan Ancient Coins directly from the Clan Treasury, so the clan needs coins banked before anyone can open the dungeon.

Expedition tierClan Level requiredActivation cost
Level 1Clan Level 5 or higher1,000 Clan Ancient Coins
Level 2Clan Level 15 or higher1,000 Clan Ancient Coins
Level 3Clan Level 20 or higher1,000 Clan Ancient Coins

Those coins come from the same clan loop that feeds the treasury. Running the Angbar Arena boss and clearing tesseract hunting grounds both return currency and materials to the group, which is what keeps enough Clan Ancient Coins on hand to fund an expedition.

Angbar Arena Clan Interface21:54Angbar Arena Clan Interface
The Angbar Arena clan panel, one of the activities that refills the Clan Treasury coins an expedition spends. Shown at 21:54 in IceXgame’s video. Image: Nexon

Prepare the clan squad and activate the dungeon

Assemble active members into a dedicated Clan Squad, ideally at the Leyline Tree, and coordinate through clan chat. Bring a mix of high single-target damage and area-of-effect classes so you can cover both the wave packs and the final boss.
Battle Priest Showcase01:05Battle Priest Showcase
A mixed squad with damage and support classes handles both the fast runners and the wave boss more reliably. Shown at 01:05 in JUZO 96TH’s video. Image: Nexon
Open the menu from the top-right icon, select Clan, then move to the Activities tab in the left sidebar and click Clan Expedition.
Inventory & Starfall Plateau Lesser Tesseract01:31Inventory & Starfall Plateau Lesser Tesseract
Clearing summoned monster waves from a Lesser Tesseract is another way clans stock the coins and materials this expedition uses. Shown at 01:31 in IceXgame’s video. Image: Nexon
Select Level 1 beneath Unbending Will to check its level requirement, cost, and rewards, then click the golden Activate Dungeon button. Accept the warning that a failed challenge will deactivate the dungeon.
Choose Enter or Move to send the squad by teleportation to the Desolate Citadel. The mission opens with this objective banner: “Defend the Sacred Torch of Atrahasis against the enraged monsters.”
Starting the Expedition00:08Starting the Expedition
On entry the HUD locks the goal to Defend Desolate Citadel with the Torch of Atrahasis as the target you must keep alive. Shown at 00:08 in (Swordie) Sarah’s video. Image: Nexon

The defense objective and time limit

At the arena’s center, the Torch of Atrahasis stands on a raised platform. Perimeter stairs and walkways, along with elevated grated bridges, surround it. Your sole task is to keep the torch standing until the run is over.

  • The countdown starts at 10 minutes and shows “9 m 58 s left” as it begins.
  • When enemies get to the torch, its integrity falls and this alert flashes: “Atrahasis’ Torch is under attack”.
  • The run fails and the dungeon deactivates if the torch is destroyed, the team wipes, or time expires.

Split the squad into two roles. Send one group to the outer bridges and ramps to stop enemy packs before they descend, and keep a second group on the base near the torch to pick off fast runners such as boars and charging beasts and to pull aggro away from the objective.


Clear the four invasion waves

Each wave is announced by a system banner. Difficulty ramps from basic packs to elite monsters and a final boss, so hold your strongest cooldowns for the last push.

Wave 1 – First Invasion

Basic mob packs enter from the main bridges near the citadel gate, including Thorn Boars. Use wide area-of-effect skills to clear them quickly while the perimeter group locks down the entrances.

Wave 2 – Second Invasion

The banner warns, “Second Invasion will begin. Beware of monsters going after the torch.” Faster charging beasts and vanguard packs led by the Ironhorn Ape Alpha rush down the pathways, so the base group must intercept anything that slips past the bridges.

Second Invasion Notification01:23Second Invasion Notification
The Second Invasion banner is your cue that runners will now break for the torch, so pull the base group tighter. Shown at 01:23 in (Swordie) Sarah’s video. Image: Nexon

Wave 3 – Third Invasion

Mixed ranged and melee units swarm together, including Kiguru Master Archers, Kiguru Master Warriors, and more Thorn Boars. Concentrate area damage on the chokepoints and have ranged players pick off the archers standing on the outer walkways.

Wave 4 – Final Invasion

A red banner reads, “Final Invasion will begin. Stop the powerful monsters.” Elite enemies and heavy hitters spawn, including the Ancient Tree Giant, then the wave boss Kurkazu appears at the central dais. Collapse the whole squad onto the boss, taunt it away from the torch, and burn it down with high single-target damage to end the run.


Confirmation and rewards

Once Kurkazu and the remaining hostiles are down, the “Challenge Successful!” screen appears with your total time consumed and the line “You have passed Atrahasis’s Trial.” That screen is the confirmation the clear registered. A coordinated Level 1 run typically finishes in around five to six minutes, well inside the 10-minute cap.

RewardQuantityRecipient
Clan Ancient Coin700Each participant
2★~4★ Expedition Card Box1Each participant
Unattuned Records: Ragnar1Each participant
Expedition Enchanted Quill60Each participant
4-Star Heart of the Star1Clan Treasury
2-Star Heart of the Star2Clan Treasury

The private rewards land in each participant’s inventory, while both Heart of the Star materials go to the Clan Treasury for the group. Unattuned Records: Ragnar is used to unlock and transcend the Ragnar Attunement Page, and Expedition Enchanted Quills level up Character-type Attunement Pages, so completing Unbending Will feeds directly into your attunement progress on top of restocking clan currency.

Channel Disclaimer00:09Channel Disclaimer
A reminder that clan content in Architect rewards coordination over solo play more than any single build choice. Shown at 00:09 in JUZO 96TH’s video. Image: Nexon