Combat Guides

Hilbert's Hotel Guide

Silver Palace's weekly combat mode: the Merit ladder, Weekly Earnings rewards, difficulty stages, and how it stacks up against other games' weekly content.

Based on Hands-On Dichotomy Beta Testing

Hilbert's Hotel is Silver Palace's roguelike endgame mode and the first of three endgame modes you unlock as you progress. Where Thought Experiment is a story-gated gauntlet you climb once and revisit for harder tiers, Hilbert's Hotel is a room-by-room crawl you re-enter on a weekly cycle, drafting a fresh set of run buffs every time and paying out through its own Merit ladder rather than a tier-by-tier crystal drop.

The name is a small joke worth knowing: the in-game title card reads "Gilbert's Infinize: Hilbert's Hotel," referencing the Hilbert's Hotel thought experiment about a hotel with infinitely many rooms that can always fit one more guest. The lobby itself leans into it, presented as an endless wall of numbered key-boxes behind the front desk.

Silver Palace Hilbert's Hotel title card reading Gilbert's Infinize: Hilbert's Hotel over a clock-tower motif

This guide is built from a single hands-on testing session during the Dichotomy Beta, so treat the numbers below as a snapshot of one build rather than a locked spec. Pair it with the Thought Experiment guide for the other endgame mode, the Combat Mastery guide for the fight fundamentals both modes share, and the Gem Rewards guide for how this fits into the wider Reactor Crystal economy.

Quick Answer

Hilbert's Hotel is a roguelike weekly mode built around three rooms, each running six difficulty tiers, and a Weekly Earnings Merit ladder with six thresholds: 500, 1000, 1500, 2000, 2500 and 3000 Merit. Each threshold pays a flat 150 Reactor Crystals alongside Ounce and Insight material, and sweeping all six in a week totals 900 Reactor Crystals, about 2.5 Revelations. Inside a run you pick one main character plus three teammates, clear rooms one at a time, and draft a buff after each. Two permanent tracks run underneath: Membership Privileges, a skill tree paid for with Membership Stamps, and Points Exchange, a level track that pays out weapons and materials.

The lobby: Membership Privileges and Weekly Earnings

The Hilbert's Hotel front desk tracks your Membership Privileges count (2/22 observed), your Weekly Earnings Merit total against the 3,000 cap, and your progress on the mode's level track.

Silver Palace Hilbert's Hotel front desk showing Membership Privileges 2/22, Weekly Earnings 700/3000 and Lv.1 30/100 against a wall of numbered keys

The wall of keys behind the desk is mostly decorative flavor for the infinite-hotel theme, though a locked keyhole icon in the corner is marked "This will be made available in future," suggesting Elementa has more planned for this screen than the beta build exposes.

To enter, talk to the receptionist in the hub rather than launching the mode from a menu.

Weekly Earnings: the Merit ladder

Every clear inside Hilbert's Hotel adds Merit points toward a six-step claim ladder. Points scale with difficulty, so higher tiers clear rungs faster.

Merit threshold Reactor Crystals Other rewards
500 150 50,000 Ounce
1,000 150 5 Insight books
1,500 150 100,000 Ounce
2,000 150 8 Insight books
2,500 150 150,000 Ounce
3,000 150 10 Insight books
Silver Palace Hilbert's Hotel Weekly Earnings ladder with six Merit thresholds from 500 to 3000, the first three claimed, each paying 150 Reactor Crystals plus Ounce or Insight books

The Weekly Earnings ladder mid-week, with the 500, 1,000 and 1,500 rungs already claimed and a 4-day-11-hour countdown to reset.

Add the six thresholds together and a full sweep pays 900 Reactor Crystals in a week, about 2.5 Revelations at 360 crystals per pull, on top of 300,000 Ounce and 23 Insight books. The ladder resets on the same weekly cycle as the Merit total itself.

The three rooms

Hilbert's Hotel is not one stage list. It is three rooms, each with its own enemy types and its own pool of run buffs and debuffs. Room 1 is "A Most Irrational Number" and Room 2 is "Algebraic Topology." The third room was still locked during the Dichotomy Beta.

Each room runs six difficulty tiers, numbered with Roman numerals. The selector reveals them as you clear the tier below, so a fresh account sees the lower tiers first and the ladder opens up over several weeks of play.

Silver Palace Hilbert's Hotel difficulty selector for A Most Irrational Number, a ballroom with a row of Difficulty I through Difficulty V tabs along the bottom

The difficulty selector for "A Most Irrational Number." Each tier is its own run with its own suggested team level and first-clear rewards.

Rewards scale with the tier you pick. Difficulty V of "A Most Irrational Number" is what a late-beta clear looks like:

Silver Palace Hilbert's Hotel Difficulty V panel for A Most Irrational Number showing suggested Level 60, plus 200 points, plus 100 Membership Stamp, plus 1500 Weekly Merits, and first-clear and check-in reward rows

Difficulty V of "A Most Irrational Number," with the first-clear row paying 800 Reactor Crystals, 10 Insight books and 100,000 Ounce.

Field Value
Suggested team level 60
Points gained +200
Clear Membership Stamp +100
Clear Weekly Merits +1,500
1st Clear Rewards 800 Reactor Crystals, 10 Insight books, 100,000 Ounce
Check-In Incentives 75 Fate Clippings, 200 Reputation, 5,000 Ounce and two more slots

First-clear rewards scale sharply across the ladder: the opening tiers pay 300 Reactor Crystals, the middle ones 500, and Difficulty V pays 800. Because those are one-time bonuses, pushing a tier you can barely hold is worth more than farming a tier you have already cleared.

Team building uses the same Edit Team screen as Thought Experiment, including Recommended Partners suggestions.

Membership Stamps and the Privileges tree

Every Hilbert's Hotel clear pays a Membership Stamp, a currency whose only use is activating nodes on the Membership Privileges tree.

Silver Palace Membership Stamp currency tooltip reading a stamp gained upon completing Hilbert's Hotel, use the stamp to activate Membership privileges

The Membership Stamp tooltip. Difficulty V paid +100 stamps per clear.

The Privileges tree is the mode's permanent upgrade track, and it works the way a roguelike meta-progression tree does in any other gacha: spend the run currency you bank on flat, always-on combat bonuses. Nodes branch across several parallel lines, and each is a single named effect rather than a stat allocation. Emergency Response, for example, increases Healing Received Bonus by 35%.

Silver Palace Hilbert's Hotel Membership Privileges tree showing unlocked and locked nodes across branching lines, with the Emergency Response node selected and described as increasing Healing Received Bonus by 35 percent

The Membership Privileges tree. Solid lines connect nodes you can already reach; dotted lines lead to nodes still locked behind stamp costs.

The tree runs a long way past the early nodes. At the far end sit gated picks behind a 1/3 selector, where you commit to one of three mutually exclusive premium perks rather than eventually buying all of them.

Silver Palace Hilbert's Hotel Membership Privileges tree scrolled to its far end, showing a 1 of 3 selector node surrounded by locked premium nodes

The far end of the Privileges tree, where a 1/3 selector gates the premium perks. The red labels are the tester's own annotations, not part of the game UI.

Points Exchange: the long-term track

Alongside the stamp tree, Hilbert's Hotel runs a Points Exchange level track fed by the Points you gain per clear. Levelling it walks a numbered reward row that pays Reactor Crystals, Insight books and Ounce, and ends on a weapon.

Silver Palace Hilbert's Hotel Points Exchange screen showing Points Level 12 at 30 of 100 with a numbered reward row of Insight books, Ounce, Reactor Crystals and other items below

Points Exchange at Level 12, 30/100, with rewards 10 through 17 visible. The claimed nodes carry green ticks.

The final node pays a 4-star Mystery, the game's weapon class. The build's reward was The Duplicity Mystery, a Witness-type weapon whose Resonation Tier 1 effect grants the holder 10% Max HP and, on Ultimate damage, raises the whole team's ATK by 4% for 40 seconds, stacking twice.

Silver Palace weapon detail for The Duplicity Mystery at Level 1 of 20, showing 192 HP, 19 ATK, and a Resonation Tier 1 effect for Witness characters

The Duplicity Mystery, the Points Exchange track's end reward in the beta build. Expect the weapon on offer to rotate by patch.

Building a run team

A run takes one main character plus three teammates. Selecting your main shows their Reactor Attribute, what they are strong against, and the Resonance Effects that attribute can trigger; then you pick the other three and hit Check In to start.

Your main character's attribute is the single most important choice you make, because it decides which Resonance Effect the run can build toward and therefore which buffs and Catalysts are worth drafting later. Running Cinderella as your main, for instance, locks the run into Ignis and its Extreme Heat Resonance, which makes every Ignis-tagged buff offer worth taking.

Silver Palace Resonance Effect panel showing an attribute wheel with highlighted available effects beside descriptions of Extreme Heat, Zero Degrees, Superconductor, Dark Star and Decay

The Resonance Effect wheel. Highlighted segments are the effects your current team can actually trigger, which is what your main character's attribute determines.

The full attribute and Resonance breakdown lives in the Resonance guide.

Inside a run

A Hilbert's Hotel run is not a single fight; it plays out as a room-by-room crawl. A Progress counter tracks how many rooms you have cleared out of the run total, a separate currency accrues as you go, and at each step you pick a room door to enter, with an optional Vitality cost to receive bonus rewards from that room.

Silver Palace Hilbert's Hotel room-crawl screen for A Most Irrational Number Difficulty IV, showing a Progress counter at 5 of 12, a currency total of 625, and a prompt to select a room door to enter

The room-crawl screen for a Difficulty IV run of "A Most Irrational Number," showing the Progress counter and room-door selection prompt.

Combat rooms

Most doors lead to a fight. Rooms carry an explicit clear condition and a timer, and the mix varies by room: some are mob waves, some are a single boss, some are both.

Silver Palace Hilbert's Hotel combat room in a ballroom, showing a Defeat all enemies 2 of 6 objective, a 4 minute 53 second timer, and an enemy taking Ignis damage

A combat room with a "Defeat all enemies 2/6" objective on a five-minute clock.

Fights use the same Parry-Stun-Execution-Tactical Assault loop as the rest of the game, covered in the Combat Mastery guide. The one addition is the energy ring at the centre of your party portraits. It fills as you deal damage, and each segment pays for one tag-in. Fill the ring completely and you can fire every tag-in at once, which both buffs your incoming characters and stacks debuffs on the enemy. Holding the ring for a full discharge on a boss is usually better than spending tag-ins one at a time on trash.

Catalysts

Clearing a room offers you a buff to carry for the rest of the run, and how many you walk away with varies by room. Most rooms give you one, some give two, and on rare occasions you get three.

The first and second offers are Catalysts. You are shown a choice of three and must select one to add to your run. Each Catalyst costs a flat amount of the run's currency (10 was the observed cost against a pool of 295), starts at Lv. 1 of 3, and carries filter tags describing what it affects, such as Main Character, an attribute name like Alba, or an effect category like Buff or HP.

Silver Palace Select Catalysts screen offering a choice of three Lv. 1 Catalysts, Selenite, Kunzite and Hydro Tanzanite, each costing 10 against a currency pool of 295

The Select Catalysts screen, offering a choice of Selenite, Kunzite or Hydro Tanzanite for the current run.

Catalysts are scoped, and the tags at the bottom of each card tell you how: Main Character Catalysts apply only to the character you are actively controlling, some are keyed to a specific teammate, and others key off an attribute or an effect category. Read the tags before picking. A card that reads well in isolation is worth little if it is bound to a teammate you rarely tag in.

These run-scoped Catalysts are a completely different system from the permanent Reactor Catalysts covered in the Reactor Energy & Tactical Assault guide. Reactor Catalysts are equipped outside of combat and persist across every fight; Hilbert's Hotel Catalysts are drafted mid-run, apply only for that run, and disappear once the stage ends.

The third pick: universal buffs

On the rare rooms that offer a third pick, that one is a universal buff applying to the entire team rather than a Catalyst bound to a character or an attribute.

Silver Palace Hilbert's Hotel three-buff offer showing Matrix Multiplication I granting all team characters 20 percent ATK, Series Expansion I granting 40 percent Skill DMG Bonus, and Linear Regression I granting 15 percent Healing Received Bonus

A rare three-buff roll. Matrix Multiplication, Series Expansion and Linear Regression all read "All characters on the team," so any of them is a safe pick.

Universal buff names follow the mode's mathematics theme, and the Roman numeral after the name is the buff's tier rather than a stack count. Because they carry no character or attribute binding, they are the one category you can take on autopilot when the run has drifted away from your main character's attribute.

Base and Refined Catalysts

Most Catalysts have a Refined upgrade: a distinct, more powerful named Catalyst rather than a simple fourth level. The tables below list each Catalyst's strongest observed base effect (its Lv. 3 value) alongside its Refined effect where one was observed.

Character-bound Catalysts convert a portion of the holder's Ultimate damage into stronger Skill or Charged Attack damage, plus a secondary resource-driven effect that the Refined version builds on:

Catalyst Refined Catalyst Character Base effect (Lv. 3) Refined effect
Aurum Sand Pyroxene Lorin Reduces Ultimate DMG by 50%, increases Charged Attack DMG by 400% Also increases charge speed by 100% and unleashes a Shocking Current dealing 10% DMG
Azure Shell Tridacna Gratia Reduces Ultimate DMG by 50%, increases Shield Energy recovery speed by 100%, Shield DMG Multiplier by 200% Shield Energy recovery speed becomes 200% and Shield DMG Multiplier becomes 100%; each attack while Shield is up grants 20 Shield Energy and triggers a counterattack dealing 15% of Max HP as DMG
Azurite Larimar Argos Reduces Ultimate DMG by 50%; Charged Attack DMG reduces targets' Glacies RES by 22.5% for 10s, stacking 5 times Unleashes a Blade Array dealing a total of 600% Glacies DMG
Benitoite Linarite Gratia Reduces Ultimate DMG by 50%, increases Charged Attack DMG by 400% Adds a 3rd stage to Charged Attacks, increasing DMG and AoE of each stage by 100%
Blaze Salts Galmei Ashley Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 18 Vengeful Flame on DMG (2s cooldown) Increases Skill Speed by 100% and greatly increases skills' AoE
Blue Quartz Star Quartz Bentham Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 18 Funds on DMG (2s cooldown) Skill combos unleash an extra Frost Shard dealing 53.67% DMG
Cinnabar Pearl Rubellite Detective Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 3 Ammunition on DMG (2s cooldown) Ammunition gain cooldown drops to 1s; Skill is replaced with 5 rapid-fire shots, each dealing 60% Gravitas DMG as Skill DMG
Clear Acetum Lethal Acetum Firtho Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 0.9 Special Serum on DMG (2s cooldown) Skill deals bonus DMG based on enemy HP, dealing 7% of Max HP as DMG
Crimson Iron Sand Rosickyite Alf Reduces Ultimate DMG by 50%, gains 3 Reserve Ammo on DMG (2s cooldown) Also increases Skill DMG by 225%; adds a 2nd stage to her skill, increasing its DMG and AoE by 100%
Jet Obsidian Rex Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 18 Rage on DMG (2s cooldown) Adds a new Charged Skill stage, increasing DMG and AoE by 100% and unleashing 5 Shocking Currents on landing, each dealing 120% DMG
Phosphophyllite Neptunite Firtho Reduces Ultimate DMG by 50%, increases Charged Attack DMG by 400% Adds a 2nd and 3rd stage to Charged Attacks, increasing DMG and AoE of each stage by 100%
Pigeonblood Ruby Carnelian Red Rose Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 3 Rose Petals on Skill DMG (10s cooldown) Gains 1 extra Rose Petal on Skill DMG (0.5s cooldown)
Prehnite Distilled Spirits Argos Reduces Ultimate DMG by 50%, increases Charged Attack DMG by 400% Adds a 2nd and 3rd stage to Charged Attacks, increasing DMG and AoE of each stage by 100%
Sapphire Ammolite Gratia Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 18 Muscle Memory on DMG (2s cooldown) Unleashes an extra Frost Blast on Skill DMG, dealing 1125% DMG (10s cooldown)
Smoky Citrine Amethyst Detective Reduces Ultimate DMG by 50%, increases Skill DMG by 450% Skill DMG increases by 1000% after 10s without a Charged Shot
Tourmaline Refined Tourmaline Lorin Reduces Ultimate DMG by 50%, increases Skill DMG by 225%, gains 18 Street Smarts on DMG (2s cooldown) Increases Skill DMG and AoE by 100%

Ultimate-focused Catalysts go the other way, doubling down on Ultimate charge speed and multiplier instead of converting it away:

Catalyst Refined Catalyst Character Base effect (Lv. 3) Refined effect
Boltsteel Midnight Iron Rex Increases Ultimate Charge Efficiency by 225%, Ultimate Multiplier by 45% Ultimate Multiplier becomes 40.5%; reduces Ultimate cooldown to 50% and increases its hits by 100%
Muscovite Moissanite Bentham Increases Ultimate Charge Efficiency by 225%, Ultimate Multiplier by 45% Increases Ultimate Charge Efficiency by 225%, Ultimate Multiplier by 40.5%
Sunrise Ruby Garnet Red Rose Increases Ultimate Charge Efficiency by 225%, Ultimate Multiplier by 45% Reduces Ultimate cooldown to 50% and increases Rose Petals it grants to 100%
Fire Opal Realgar Ashley Increases Ultimate Charge Efficiency by 225%, Ultimate DMG by 225% Also increases Ultimate Speed by 100%
Rose Quartz Rhodonite Alf Increases Ultimate Charge Efficiency by 225%, Ultimate DMG by 225% Also increases Ultimate Speed by 100% and greatly increases its AoE

Attribute Catalysts add bonus Reactor Attribute damage and Resonance on hit, one per Reactor Attribute observed:

Catalyst Refined Catalyst Attribute Base effect (Lv. 3) Refined effect
Autunite Carbon Radiatio Deals additional 5% Radiatio DMG, gains 180 Radiatio Resonance on DMG Greatly enhances Resonance Effect: Decay
Malachite Cyanotrichite Fulmen Deals additional 5% Fulmen DMG, gains 180 Fulmen Resonance on DMG Triggers an additional empowered Resonance Effect: Superconductor
Pale Sapphire Starbrite Gravitas Deals additional 5% Gravitas DMG, gains 180 Gravitas Resonance on DMG Greatly enhances Resonance Effect: Dark Star
Red Agate South Red Agate Ignis Deals additional 5% Ignis DMG, gains 180 Ignis Resonance on DMG Greatly enhances Resonance Effect: Extreme Heat
Rime Ice Antarcticite Glacies Deals additional 5% Glacies DMG, gains 180 Glacies Resonance on DMG Greatly enhances Resonance Effect: Zero Degrees
Selenite Chrysoprase Alba Deals additional 5% Alba DMG, gains 180 Alba Resonance on DMG Greatly enhances Resonance Effect: Purification
Extracted Cobalt Polarite Any (Resonance trigger) Inflicts 5% corresponding attribute DMG and gains 450 corresponding Resonance on Resonance Effect trigger Corresponding Resonance gain rises to 900

Main Character Catalysts are generic stat buffs that trigger for the active character on a Tactical Assault, with no character or attribute binding and no Refined tier observed:

Catalyst Base effect (Lv. 3)
Black Agate On Tactical Assault, gain +9 Resilience for 300s, stacking up to 10 times
Blasting Nitre On Tactical Assault, gain +45% ATK for 300s, stacking up to 10 times
Carborundum On Tactical Assault, gain +45% DEF for 300s, stacking up to 10 times
Carnelian On Tactical Assault, gain +45% Max HP for 300s, stacking up to 10 times
Naphtha Oil On Tactical Assault, gain +36% DMG for 300s, stacking up to 10 times
Moonstone On Tactical Assault, recover 15% of Max HP
Tortoiseshell On Tactical Assault, gain a Shield equal to 45% of Max HP for 10s, stacking up to 10 times
Sunstone On Tactical Assault, recover 3% of Max HP per second for 10s, stacking up to 10 times

Note the name collision: this generic Carnelian is a separate Catalyst from the Refined version of Red Rose's Pigeonblood Ruby, which is also named Carnelian in the source data.

The remaining Catalysts proc off other combat triggers, from crits and parries to defeating an enemy:

Catalyst Refined Catalyst Base effect (Lv. 3) Refined effect
Corrosive Salt Flux Salt 50% chance on DMG to inflict Vulnerability, increasing DMG taken by 20%, stacking up to 10 times for 10s Increases DMG taken by 40%, unchanged stacks and duration
Erythrite Crystal Erythrite Cluster 50% chance on DMG to gain a buff increasing Amplitude Multiplier by 67.5% per stack, up to 5 stacks Increases Amplitude Multiplier by 135% per stack
Fuming Sulphur Molten Sulphur 20% chance on DMG to detonate 3 clusters of Burning Sparks, each dealing 180% AoE Ignis DMG Chance increases to 40%
Goshenite Red Beryl 20% chance on DMG to trigger 1 heavy attack ignoring DEF, dealing 540% Heavy DMG Chance increases to 40%
Plagioclase Crystal Crystal Cluster 10% chance on DMG to gain a buff increasing Max HP by 50%, stacking up to 10 times for 10s Chance increases to 20%
Raw Mercury Refined Mercury 5% chance on DMG to recover 20% of Max HP Chance increases to 10%, recovery increases to 15%
Smelted Quartz Cracked Quartz On crit, CRIT DMG increases by 450% for 10s Increases to 900% for 10s
Snake Lime Serpentine Gains ATK equal to 20% of current Shield; on DMG, gains a Shield equal to 90% of Max HP for 10s (10s cooldown) Same ATK and Shield values; cooldown drops to 5s
Calomel Heavy Black Lead Increases ATK by 20% of DEF; below 50% HP, DEF increases by 0.5 per HP lost Increases DEF by 50% of Max HP, ATK by 20% of DEF
Immaculate Gold Wrought Gold While at full HP, ATK increases by 338% Above 80% HP, ATK increases by 338%
Hydro Tanzanite Spring Tanzanite Increases ATK by 11.25% of Max HP on entering battle Increases ATK by 22.5% of Max HP on entering battle
Cat's Eye Star Rose Quartz Below 50% HP, Stun Buildup Bonus increases by 225% Increases the holder's Stun Bonus by 225% at all times
Kunzite Glowstone 90% chance to trigger Resonance Effect: Dark Star on defeating an enemy Always triggers Resonance Effect: Dark Star on defeating an enemy
Phantom Quartz Seasons Quartz Increases Amplitude Coefficient by 22.5%, plus other unknown uses Increases Amplitude Coefficient by 50%
Phantom Quartz (Tactical Assault variant) None On Tactical Assault, the next Tactical Assault is greatly enhanced Not observed
Vibrathrite Ultra Vibrathrite On Resonance Effect trigger, Amplitude Multiplier increases by 450% for 10s Increases to 900% for 10s
Gypsum Rubrum Borneolum Unleashes a Frost Blast on Execute, dealing 1125% Glacies DMG Counts as execution DMG
Ruby Blende Dark Ruby Silver Unleashes a Scorching Strike on Parry, dealing 450% Ignis DMG Unleashes 2 Scorching Strikes on Parry, each dealing 450% Ignis DMG
Peacock Ore Fulgurite Copper On DMG, unleashes a Shocking Current dealing a total of 225% AoE Fulmen DMG (2s cooldown) Cooldown drops to 1s
Boiling Alum Blazing Vanadium On Ultimate, consumes 50% of current HP to gain 2.25 ATK per 5 HP lost, lasting 15s Duration extends to 30s

One Catalyst stood apart from the rest with no Refined tier observed: Shadowflame, which revives the main character on death, restoring 20% of Max HP, once per battle. It is the single best insurance pick in the mode, and it also turns up for sale in the Catalyst Shop.

Random Events and Mementos

Not every door is a fight. Some open onto a Random Event: a short dialogue scene with a branching choice, such as a luggage attendant asking which of two lost cases is yours.

Silver Palace Hilbert's Hotel Random Event where the Luggage Storage Staff asks whether a lost case was the fancy suitcase or the old leather case, with both replies offered

A Random Event. The branch you pick decides which reward the room pays out.

Events pay Mementos, run-scoped artifacts that either buff your team or debuff enemies for the rest of the crawl. They come in two flavours: economic ones that compound your run currency, and combat ones that change how you fight.

Silver Palace Obtained Memento screen showing Hotel Souvenir Coin granting 100 Hilbert's Hotel Vouchers plus 100 for each Memento held, and Aromatic Essence granting plus 100 percent damage on every fifth attack

Two Mementos. Hotel Souvenir Coin scales with how many Mementos you already hold, so it is worth more the later you take it.

The Supplies Shop

One door in each run leads to a Supplies Shop, the crawl's rest stop.

Silver Palace Hilbert's Hotel corridor with a door marked Supplies Shop

The Supplies Shop door, marked in the corridor alongside the run's other room options.

Inside are several interactables at once: a Catalyst Shop vendor, a Restore HP point that heals the team back to full, and an Elite Battle door for players who want the harder fight.

Silver Palace Hilbert's Hotel Supplies Shop interior with markers for Catalyst Shop, Elite Battle and Restore HP, and a Purchase prompt at a banquet table

The Supplies Shop interior. Restore HP is free, so take it before stepping through the Elite Battle door.

The Catalyst Shop sells Catalysts outright for the run currency rather than making you draft blind, which is the only place you get to choose a specific Catalyst instead of picking from a random three.

Silver Palace Hilbert's Hotel Catalyst Shop offering Shadowflame, Ruby Blende and Phantom Quartz at 200 each against a currency pool of 830, with the Shadowflame revive effect described

The Catalyst Shop, with Shadowflame on the shelf at 200 against a pool of 830.

Elite Battles

Elite Battle doors put a named boss in front of you instead of a mob wave.

Silver Palace Hilbert's Hotel Elite Battle with a Defeat the Medallion Knight objective and a Start Battle prompt in front of a mounted knight boss

An Elite Battle against the Medallion Knight. Heal at the Supplies Shop first if the option is available.

Check-In Incentives

Scattered through the crawl are Check-In Incentives, chest rooms that convert Vitality into materials.

Silver Palace Hilbert's Hotel room selection at Progress 5 of 12 with 1160 run currency, showing a Check-In Incentives chest and a Battle door as the available options

A Check-In Incentives chest offered as one of the room options at Progress 5/12.

Claiming costs 40 Vitality for a single payout or 80 Vitality to double it. The rewards are Fate Clippings, Reputation, Ounce and a random Level 60 Epiphany.

Silver Palace Check-In Incentives claim screen reading spend Vitality to obtain Check-In Incentives, with a 40 Vitality single claim and an 80 Vitality double claim

The Check-In Incentives claim prompt. The double claim is a straight 2x on both cost and reward, so take it whenever you have the Vitality to spare.

Saving and resuming

You do not have to finish a run in one sitting. Exiting offers Save Progress, which parks the run at whatever room you reached; re-entering Hilbert's Hotel drops you back at that room with your drafted buffs, Catalysts and Mementos intact. There is no penalty for stepping away mid-crawl.

What a run pays out

Hilbert's Hotel feeds almost every progression currency in the game at once, which is what makes clearing it weekly worth the Vitality.

Reward What it is for
Reactor Crystals The pull currency, at 360 per Revelation
Ounce The general-purpose currency for character and gear upgrades
Insight books Character Insight material; The Science of All Things: Volume III grants 10,000 INS each
Fate Clippings Gear currency, salvaged from Epiphanies
Reputation Detective progression currency earned across the city
Random Epiphany A sealed Lv. 20 to 60 Epiphany, the gear piece itself
Silver Palace Reactor Crystal currency tooltip with a reward count of 300

Reactor Crystals are the headline reward, paid by first clears, the Weekly Earnings ladder and the Points Exchange track alike.

Silver Palace Ounce currency tooltip describing a currency issued by the Royal Families, with a reward count of 50,000

Ounce, the in-game coinage. The Weekly Earnings ladder alone pays 300,000 of it per full sweep.

Silver Palace item tooltip for The Science of All Things Volume III, an advanced Insight material granting 10,000 INS, with a reward count of 5

Insight books are the level-up material for your characters, and Hilbert's Hotel is one of the better weekly sources.

Silver Palace Fate Clippings material tooltip describing torn parts of Epiphanies sourced from salvaging them, with a reward count of 75

Fate Clippings unlock from Difficulty II onward and are what you spend on gear.

Silver Palace Reputation currency tooltip describing reputation built from cracking cases and running errands in Silvernia, with a reward count of 200

Reputation, the detective-progression currency, also drops from Check-In Incentives.

Silver Palace Random Lv. 60 Epiphany consumable tooltip stating it has a chance to grant a random Lv. 20 to 60 Epiphany

A Random Lv. 60 Epiphany from a doubled Check-In Incentive claim. It rolls anywhere in the Lv. 20 to 60 band.

Hilbert's Hotel and the daily loop

Hilbert's Hotel clears aren't isolated to the mode itself. The City Roaming Agenda lists "Clear Hilbert's Hotel x1" as one of its own weekly objective cards, worth 80 progress toward the Agenda's separate reward ladder on top of whatever Merit points the clear pays inside Hilbert's Hotel.

Silver Palace City Roaming Agenda showing a Clear Hilbert's Hotel x1 objective worth +80 steps alongside Case Review, Vitality and Property-purchase objectives

That makes Hilbert's Hotel one of the rare pieces of endgame content that pays out twice for the same action: once through its own Merit ladder, once through the Agenda's daily/weekly task list.

How it compares to other games' weekly modes

Hilbert's Hotel's 900 Reactor Crystals a week (about 2.5 pulls) sits ahead of the weekly modes in two of its closest genre peers, at least on beta-era numbers. Wuthering Waves' weekly Tower of Adversity reset paid roughly one pull's worth of crystals a week at launch, and Honkai: Star Rail's weekly Simulated Universe merits land around 1.5 pulls a week once converted. Silver Palace's 2.5-pull weekly figure reads generous next to both, though all three numbers are subject to retuning as their respective games mature past launch, and Silver Palace's is drawn from a single beta build rather than a live server.

Frequently Asked Questions

What is Hilbert's Hotel in Silver Palace?

Hilbert's Hotel is Silver Palace's weekly combat mode, a set of numbered difficulty stages cleared once per week for a Merit-based reward ladder. Its full title, "Gilbert's Infinize: Hilbert's Hotel," references the Hilbert's Hotel infinite-rooms thought experiment.

How do Hilbert's Hotel rewards work?

Clears add Merit points toward a Weekly Earnings ladder with six thresholds (500 through 3,000 Merit), each paying a flat 150 Reactor Crystals plus Ounce and Insight books. A full sweep of all six totals 900 Reactor Crystals, about 2.5 Revelations, and the ladder resets weekly.

How many difficulty tiers does Hilbert's Hotel have?

Each room runs six Roman-numeral difficulties, revealed a few at a time as you clear the tier below. Difficulty V of "A Most Irrational Number" suggested a Level 60 team and paid +200 Points, +100 Membership Stamp and +1,500 Weekly Merits.

How many rooms are in Hilbert's Hotel?

Three. Room 1 is "A Most Irrational Number," Room 2 is "Algebraic Topology," and the third was still locked during the Dichotomy Beta. Each room has its own enemy types and its own pool of run buffs and debuffs.

What are Membership Stamps for in Hilbert's Hotel?

Membership Stamps are earned for completing Hilbert's Hotel and spent to activate nodes on the Membership Privileges tree, the mode's permanent upgrade track. Nodes grant flat combat bonuses such as Emergency Response, which increases Healing Received Bonus by 35%.

Is Hilbert's Hotel the same as Thought Experiment?

No. Thought Experiment (previously covered on this site as Deep Cognito) is a story-gated tiered gauntlet climbed once. Hilbert's Hotel is a separate weekly mode with its own Merit ladder and Membership Privileges track. Both share the same Parry-Stun-Execution-Tactical Assault combat loop.

Does clearing Hilbert's Hotel count toward dailies?

Yes. The City Roaming Agenda lists a "Clear Hilbert's Hotel x1" objective worth 80 progress on its own reward ladder, on top of the Merit points earned inside Hilbert's Hotel itself.

Hilbert's Hotel is the clearest weekly-reset content Silver Palace has shown so far, and its 900-crystal Merit ladder is worth clearing in full every week before it resets. Push the highest difficulty you can actually hold rather than farming a tier you have already beaten: first clears pay up to 800 Reactor Crystals each and never repeat, and the Membership Stamps from a higher tier buy Privileges nodes that make the next tier easier. Pair it with the Thought Experiment guide for the mode's story-gated counterpart, the Combat Mastery guide for the shared fight fundamentals, and the Tier List to decide who to bring.