A full walkthrough of how to AFK every Sailor Piece dungeon — Minitour Raid, CID, Double Dungeon, Room Dungeon, Boss Rush, Infinity Tower, and Crystal Defense — with weapon cycling configured for continuous DPS.
The Sailor Piece Dungeon Macro handles every dungeon currently in the game on full auto. That includes the older rotations — CID Dungeon, Double Dungeon, Room Dungeon, Boss Rush, Infinity Tower, Crystal Defense — and the newest addition, the Minitour Raid, which is now the most popular farming target. Whether you want to learn how to AFK Minitour Raid in Sailor Piece or how to AFK Crystal Defense Sailor Piece overnight, the same configuration flow covers all of them.
This page walks the dungeons tab field-by-field. If you want the higher-level macro tour first, see the Sailor Piece Macro Guide.
The left-hand panel of the macro is a hover-expanding sidebar. Drag the mouse onto the column of icons and the labels reveal themselves — the tabs in order are Dashboard, Bosses, Dungeons, Miscellaneous, and Settings. Click Dungeons and the panel switches to the dungeon configuration screen.
At the top of the Dungeons tab is a dropdown that lists every dungeon currently supported:
Pick one entry from the dropdown and the macro will path to that dungeon's entrance, activate it, and farm it on a loop until you stop it.
Most dungeons need a consumable item — a key, a sigil, or a charge — to start or activate. The macro assumes you have an unlimited supply of whichever item the selected dungeon needs. Most of these are cheap and easy to stockpile, but if you launch a 12-hour session with only two hours' worth of keys, the macro will start to break.
The failure mode looks like this: a run finishes, the macro tries to start the next one, the item is missing, the game drops you back to the main spawn island. Without a fresh activation the macro is no longer inside the dungeon, and the loop falls apart. This is firmly user discretion — stockpile your activation items before long sessions.
For now, the macro only fully supports Easy difficulty. The setting is exposed in the UI so users know which option to pick, but harder tiers are not on the supported list yet — running them will produce unreliable results.
Configuration alone does nothing. To actually run dungeons, find the pill-shaped slider in the top-right corner of the dungeon category panel and click it. The slider animates to the right and turns red — that is the macro's "active" state. ExoPanda uses a black-and-red palette (white-and-red in light theme), so red here means "on", not "warning".
With the toggle on, hitting Start tells the Sailor Piece Dungeon Macro to prioritise the configured dungeon over anything else. The macro pathfinds to the dungeon NPC — if you are in Sea 1 it stays in Sea 1, if you are in Sea 2 it can cross-route to find the right summoner. Never start the macro while you are already inside the dungeon — it has to walk to the summoner NPC to spawn the instance, so it must be started in the normal overworld.
The simpler farming mode uses a single move on a single weapon. Inside Settings there is a farming key field that maps to your hot-bar slot — set it to 1, 2, or 3 depending on where your weapon sits. If your sword is in hot-bar slot 2, set the farming key to 2; the macro will press 2 to equip the sword, then use the configured AOE key (typically the widest-range move on that weapon) on repeat.
Single-move farming is restricted to one key per session. It works well with weapons that have a big AOE move — the Dragon Goddess V move is a common pick because its swing covers a wide cone and clears Minitour Raid waves quickly.
Single-move farming has dead time — most sword moves take roughly 6 seconds to land, while their cool-down sits around 12 seconds. That leaves a 6-second gap where no damage is going out. Weapon cycling fixes the gap by alternating two weapons of the same category.
Open the dungeon-category panel and find the Weapon Cycling sub-tab. You can cycle swords or melee weapons, not both — the category lock is intentional, the macro will not mix the two. Use the search bar to find a weapon, click to add it to the cycle, and pick the move it should fire (Z, X, C, V, or F).
The canonical example: configure the Dragon Goddess V move and the Ice Queen V move on the sword cycle. The macro enters the dungeon, walks to the centre of the map, opens inventory, equips Dragon Goddess, fires V. Six seconds of damage tick, animation lands, Dragon Goddess goes into its 12-second cool-down. The macro immediately swaps to Ice Queen and fires its V. By the time Ice Queen's six-second window finishes, Dragon Goddess is fully off cool-down and ready to fire again. Continuous DPS, no dead time.
Just like the dungeon toggle, weapon cycling has its own pill slider in the top-right of the cycling sub-tab. It has to be turned on — configuring weapons without flipping the slider does nothing.
The macro reads your in-game hot-bar by index and assumes a fixed order:
If your in-game order is different, the macro will swap to the wrong item and break. Open inventory, drag your gear into the right slots, and confirm the macro's hot-bar preview matches before starting a long session.
The most reliable Sailor Piece Dungeon Macro setup for long AFK runs today:
The hub for every Sailor Piece feature and per-tab walkthrough.
Read guide →Manual-spawn bosses, pity drops, and instant boss detection.
Read guide →AFK Sea 2 sea beasts from a fixed starter-island spawn point.
Read guide →Get the hub installed and ready to launch the macro.
Read guide →Download ExoPanda and start the Sailor Piece Dungeon Macro on Minitour Raid, Crystal Defense, Boss Rush, and the rest.
