Access, however is much easier in the new dungeon, where Dimensional Fragments are no longer necessary for entering. Just talk to the Pathfinder Worker in any town - he will teleport you directly to the Chasm of Dreams.
The hunting rules in the Chasm of Dreams are more or less the same as in the Dimensional Rift. After you have entered a sub dungeon (Northern Chasm, Southern Chasm etc.), you have 40 minutes time. Like in the Dimensional Rift, there are several rooms per sub-Chasm, bigger ones as well as smaller "side rooms", and a party is teleported at random from one room to another every 8 minutes.
If you should not succeed in killing the Raid Boss within the 8 minute time limit, you can re-enter at any time and take up the challenge again. What is different from the Dimensional Rift is that there you have different zones, separated by level, while the Chasm of Dreams just has the restriction that one must be lvl 80 or above, or in other words, it's a break-through dungeon for the highest level players.
Now let's not talk any more about the similarities with the Dimensional Rift but take a detailed look at the Chasm of Dreams. The Administrator of Dreams that can be found in the center of each room there. The party leader has to talk to that device when you want to change rooms. You can give up the fight at any time.
The Chasm of Dreams  consists of the Western Chasm, the Eastern  Chasm,  the Northern Chasm,  the Southern Chasm, the Great  Plaza Chasm and the  Chasm of the Tower. 
               
                The 6 zones are separately set up for Nukers,   Polers, Archers, and general Damage Dealers, so that ladies  and  gentlemen of all classes can play there:
- Northern Chasm -> Poler  Party
 -  Southern Chasm -> Mage  Party
 - Eastern Chasm -> Damage  Dealer Party
 - Western Chasm -> Archer  Party
 - Great Plaza Chasm ->  Damage Dealer party
 - Chasm of the Tower ->  Damage Dealer Party
 
The Guardians of each Chasm will tell you what kind of hunting ground the respective place is.
The Eastern, Western,  Southern and Northern Chasm
               
                  The Eastern, Western, Southern and Northern  Chasm are places where  mainly small parties of 3  persons will go hunting. Healer-Damage Dealer   duos - the minimum number for entry is 2 persons - are  also a common  sight, but with such a set-up the difficulty is a little  high, so 3  person parties are to be preferred. 
The monsters respawn relatively fast, and if you can not keep up a sufficient killing speed, death is looming ahead. When you bring a Shillien Saint who can both buff and heal, together with 2 Damage Dealers, the hunt will progress most smoothly.
Especially with the new skill link system where Shillien Saints can, by wisely choosing their 4 additional skills, become unified buffers/healers, they are expected to become the only support a small party will take along into the Chasm of Dreams. However, it might still take some time untill all players have become aware of the full implications of the skill link system (this does not include the Southern Chasm for mage parties).
The Great Plaza Chasm
                The Great Plaza Chasm is typically done  with a party of 5~6 persons: 1  Buffer, 1 Healer, 1  Singer, 1 Dancer and 2 or 3 Damage Dealers will be  enough for the hunt.  However, the degree of difficulty is a bit  different in every room;  you should pay special attention to the rather  extraordinary ranged  magical attacks of the Shamans and the Healers.  Root and Sleep from the  support classes and clear communication between  party members ensure  your safety and help to avoid casualties. All the  monsters in the Great  Plaza Chasm, the "Emptiness Invader"  series, have  a Dark attribute.
When you are doing the Great  Plaza Abyss you may meet halfways through  the lvl 84 Raid Boss  Aenkinel, who is as easy to overcome as Anakazel  in the Dimensional  Rift. When you kill the "Corruptor of Dreams" you  have  a chance to get a full S-Grade item as a drop, and you  will get a  Treasure Chest as bonus. And you can level  on her a Soul Crystal to  Stage 14.
               
If you do not have sufficient fire power, you can have a Wolf assist   the Grand Khavatari and the Doombringer and hunt under  the protection  of a well armed Tank and a Healer. Don't let the respawn  speed of the  monsters get the better of you!
The Chasm of the  Tower
                The Chasm of the Tower is a place where  only the best Damage Dealers  should  go hunting. Drops and  exp gained by hunting in there are also not bad.  Therefore it is  expected that many players will take up the challenge  of the Tower  Chasm.
Generally speaking, all the monsters in the Chasm of the Tower have a very high P.Atk. and P.Def; be especially wary of the Ghost Invader Soldiers and the Ghost Invader Archers. When a Ghost Invader Soldier is splitting into 5 clones who are attacking the players, eliminating them is very difficult. In the screenshot below you can see 5 Soldiers and 1 Ghost Invader Warrior all attacking at once. Such a situation means de facto that you will have to give up your Tower campaign.
A Ghost Invader Archer was inflicting on a lvl 82 Spectral Dancer who was wearing a Dynasty Heavy set with 180 Dark resist a damage of more than 4000 per arrow. Mage classes often get fatally hit while the monster itself never is in serious danger. The Song of Wind Storm of a Sword Muse and the Dance of Blade Storm of a Spectral Dancer, which both increase resistance against bow attacks, are absolutely necessary in that dungeon.
The side rooms of the Tower Chasm are relatively safe. But no matter whether a large room or a side room, a great number of Warrior monsters always means death. With Tanks who dont have the very best P.Def. or with a Soul Hound who has not learned the lvl 83 skill Lightning Shock it will be almost impossible to clear out the dungeon. Keep that in mind.
Although relatively weak mage monsters  appeared, the Damage Dealers'  fire power was not sufficient to keep up  with the respawn rate of the  monsters. The monsters became more and  more and they couldn't get a  grip on the situation.
               
               
                Exp and Drops
Below you can see the exp obtained from killing a Nightmare Invader   Warrior in the Eastern Chasm. On the Korean PTS, with an exp bonus of  400%  and at Vitality 0 In a 2 person party 245,688 exp. On a   live server, also at vitality 0, this would mean 61,422  exp per person  in a duo.
From killing an Emptiness Invader Warrior with a 6 person party in the Great Plaza Chasm On the PTS and with a Vitality bonus of 200%, i.e. with a x8 bonus, 1,132,536 exp. On a live server at Vitality 0 this would be 141,567 exp per person in a 6 person party.
This kind of exp can be called excellent.  In fact, on the Korean PTS  the Chasm of Dreams  was extremely popular . The exp is similar to the one you get with a Tully's   Workshop party on Hellbound, but  since you can teleport to the Chasm of  Dreams  via the Pathfinder Worker in any  major town, and then you are  directly at the dungeon, it is much more  convenient. But keep in mind  that this is all based on PTS data. The  status of the Abyss may be  downgraded any time (which would of course  lead to a severe reduction  in its popularity).
               
As far as the dropped items are concerned, there are key materials for  Dynasty  armor and other materials. In the Eastern Chasm  u can get Sealed Dynasty Leather  Glove Parts and Sealed  Dynasty Gauntlets  Parts as well as Cokes and High Grade Suede.
In the Chasm of the Tower there were Sealed  Dynasty Tunic Parts and  Sealed Dynasty Gauntlets Parts as  well as Leonard, Adamantine and a lvl  80 Life Stone.
In addition to that there have been observed in all rooms of the Chasm   of Dreams full drops of Dynasty armor pieces as well as  drops of key  materials for S-Grade and S80-Grade weapons.
                Elemental Attributes
                You should have on your armor a combination of resist  Dark and resist  Fire. First of all the monsters are all Demons and  Undead, with a  strong Dark attribute which requires appropriate  protection. Apart from  that the mage type monsters in every room are  attacking with Fire magic  against which you also need protection. They  are using the same type of  skill as a Sorcerer with Rain of Fire or an  Archmage with Volcano.