MapleStory/Party Quests

Party quests ("PQ's") are organized quests in which a party of several people must be created in order to enter. Unlike regular quests, they can be done again and again. Party quests are extremely popular because they give items and thousands of experience points.

Amoria Premium Wedding
Requirements: Wedding Invitation, attendance at a Premium Wedding
 * The Amoria Premium Wedding's Afterparty, while technically not a Party Quest, operates in many ways like one. It can occur in either the Chapel or Cathedral weddings. This guide will illustrate a Cathedral Wedding in GlobalMS.

Entry
If you are a guest at the wedding, the first stage will be in a waiting room outside the Cathedral. NPCs here will take gifts for the couple. By speaking to a nun, one can enter the main Cathedral. a timer counts down to the next stage.

Cathedral Altar
If you are the one getting married, you will immediately start at the Altar. In order to enter, you must only be in a party with your fiancé. Once the couple is waiting, guests may start to enter and take their seats. After all the guests are seated, the partners-to-be can start the ceremony at their discretion, but it must be before the timer expires. The Priest will begin speaking, and guests are given the option of "blessing" the couple. For each successful bless, the newlyweds will receive EXP. The music in this map is very unique and this area is renowned as one of the most beautiful in the whole game.

Cherished Visage Photos
After the ceremony is completed, both the couple and the guests are warped to a new map. Beyond this point, both Chapel and Cathedral weddings are identical. A one minute timer appears, and the players must arrange themselves on the cake. Typically, the Bride and Groom stand at the top of the cake, and everyone smiles. Once the timer reaches 0, a picture is taken that will be posted on the MapleGlobal website. Next, a 5 minute timer appears, to allow players to take their own pictures. Often the favored guests will take turns posing with the couple. This map, being very small, has a tendency to lag people out, especially when all 50 invites are used.

Untamed Hearts Hunting Ground
Once the photo time is over, all players will be warped to the Untamed Hearts Hunting Ground. Here, each member, Guests and the newlyweds alike, must collect 5 keys from the Cake and Candle Monsters that roam the area. These monsters are worth 0 experience. At this point, the married couple receives the EXP from the blessings and their prizes for getting married. The keys are not too difficult to find, but they each take up an ETC slot, which can pose problems to first time guests. Also, the Cake Monsters can be rather dangerous to lower leveled guests. The map is rather large, but with 52 people hunting on it in a limited amount of time, kill stealing can be a problem. It is recommended that higher levels help their friends and leave once they have enough keys, so that everyone can finish.

The Love Piñata
When each person has acquired 5 keys, they can progress to the next stage on their own. Once Inside, there are numerous boxes that can be broken by hitting them. After they are broken, an item called Onyx Chest appears. These items will disappear, so only break one box. Each player can only pick up one, and there are already not enough for every guest at the wedding. The timer on this map has the same time as the outside hunting grounds map, so whether you have entered or not, all players are ejected at the same time. The Onyx Chests and Amoria Heart Keys expire approximately 20 minutes after the wedding ends. After getting your chest, or, if they have already all been taken, the players can talk to Robin the Huntress to exit the wedding party. They are returned to Amoria main town. By talking to Pila Present at the top of the map, the players can get their prize. Prizes range from Miso Ramen Soup to Pineapple Candies, and for the Bride and Groom's special chests, Scrolls. Wedding Invitations will remain in each guest's inventory until they drop it.

Henesys Party Quest
Requirements: Level 10 and up The Henesys PQ is a new Party Quest originating in KoreaMS. A party of any number greater than 3 is needed, as long as they are all over the level of 10. It is especially great experience between levels 10 and 15, as the EXP is a constant 800, a not insignificant amount at low levels. The time limit is 10 minutes. Some of the monsters and platforms plus the background originate from Korean Folk Town, despite its location in Henesys. An NPC named Usachan is located in Henesys Park wearing a bunny suit, and lets you inside. It is currently only available in KoreaMS and TaiwanMS. JapanMS released the party quest in patch v1.21, but retired it for some unknown reason in patch v1.25.

First Stage
In the first portion, the players run around hitting brown plants and collecting seeds. Approximately one seed is found for every 5-10 plants hit. These seeds must be dropped on each platform surrounding the center of the map to proceed. A flower will sprout on a platform after the seed disappears. Once this has been done, a bunny will spawn in the middle of the map.

Second Stage
The bunny that spawns has a health bar like an ordinary party member, and must be protected. Waves of flying enemies comes towards the center of the map. Your party must move to the center of the map to protect it. Ranged characters have an advantage here. It is recommended that lower leveled party members stand in the center so as to avoid being hit as well. the monsters range from Flyeyes and stirges to the unmorphed Blin of Korean Folk Town. These monsters drop a white cake from time to time which the Party leader must collect. Once enough cakes have been collected, the PQ is over. Also, if the Bunny dies or Time expires before acquiring enough cakes, the PQ is failed.

Bonus
There is a bonus stage full of pigs. It is similar to that after Kerning PQ.

Rewards
The reward for Henesys PQ is a Golden Coin, which acts as a safety charm. It has an expiration date, so higher levels will probably want to do this PQ every few days.

Kerning City Party Quest
Requirements: Level 21-30

The first party quest is in Kerning City. A party of 4, ranging from levels 21 to 30, progresses through 5 stages in fewer than thirty minutes by solving puzzles and killing monsters. At the end, a prize is given to each participant; these range from ores, equipment, scrolls, or potions. Only one party can be inside the party quest at any given time on one channel.

The Kerning City Party Quest is one of the fastest ways to gain experience during levels 21-30. To complete the party quest, one must complete the following stages under the 30 minute time limit.

Party Makeup
Following are suggested party setups for the Kerning accompaniment. Keep in mind that there are many ways to go about selecting a party, depending on what the leader finds is most important.


 * Party #1 - Offensive Tactic: This party setup allows players to move through the first and last stages of the Kerning accompaniment through brute force.
 * One Warrior (Level 23+)
 * Two Rogues (Level 25+)
 * One Magician (Level 25+)


 * Party #2 - Defensive Tactic: This party setup is friendlier to people of lower levels who wish to participate in the Kerning accompaniment. Using a Cleric with the Heal skill, lower-level characters can remain in the fray without having to worry too much about death. Although haste at level 1 is nearly useless, it has more benefit for the whole group over any of the other skills.
 * 1 Assassin (Level 30 with Haste)
 * 1 Cleric (Level 30 with Heal)
 * Any other two people (Level 21+)

Starting a party quest


Because only one party can enter at a time in each channel, parties can not enter the quests whenever they want to. In the Kerning PQ, the party leaders must constantly click on Lakelis, or other party leaders may enter before them once the other party has finished. Because the party leader must constantly click on Lakelis, some leaders use an Auto-Clicking hack, although it is clearly illegal.

Often the quests can be difficult enter due to the high popularity of the party quests. Channel 1 would not be recommended if you want to do a party quest. Also, Scania would be the world with the most demand for the party quests, since it has the most people. Khaini is easiest to get into PQ's.

Make sure you have the required number of members in your party. You can not do the PQ if there are less than the minimum (Though some PQs allow you to have more), and they must not die or quit party/game in order to complete the quest.

Try not to be bored while waiting. If you are not the leader, you may do something else for 5 minutes, but make sure you know what is going on in the game. Leaders should not leave the computer and closely watch. Try to track the party that has just entered and see which stage they are at by locating them (using /find).

Kerning Stage 1
This is the first part of the Kerning City Party Quest/Accompaniment. It is a combat section, where you are asked a question by Cloto and slay monsters based on the answer. Once you have the answer, slay that many Ligators to get that many coupons. When you have obtained the correct amount of coupons, talk to Cloto to receive a pass and give the pass to your party's leader. After all three passes are collected, have your leader click on Cloto, to open a portal to Part 2.

Questions
 * Level needed to become a Magician: 8 (Stated as "Wizard")
 * Level needed for any of the other classes: 10
 * Experience needed to level from 1 to 2: 15
 * INT needed to become a Magician: 20
 * DEX needed to become an Archer or a Thief: 25
 * STR needed to become a Warrior: 35

Kerning Stage 2
This part of the Accompaniment/Party Quest consists of 4 ropes. The objective is to arrange 3 of your members on these ropes to try to find the right combonation, while the leader clicks Cloto to determine if the combination is correct. It is wise to have only 1 member move at a time, in a clockwise or counter clockwise direction, as this will prevent confusion. After discovering the correct combination, continue through the portal for yet another puzzle.

Kerning Stage 3
This area consists of 5 platforms labeled 1-5, indicated by the number of cats on the stump. The objective is to arrange 3 of your members on these platforms to try to find the right combination, while the leader clicks Cloto to determine if the combination is correct. It is recommended that you follow this pattern to prevent confusion:

123 - 124 - 125 - 134 - 135 - 145 - 234 - 235 - 245 - 345

Now continue through the portal for the final puzzle area of the Accompaniment/Party Quest.

Kerning Stage 4
The final puzzle consists of 6 barrels labeled 1-6. The objective is to arrange 3 of your members on these platforms to try to find the right combination, while the leader clicks Cloto to determine if the combination is correct. It is recommended that you follow this pattern to prevent confusion:

123 - 124 - 125 - 126 - 134 - 135 - 136 - 145 - 146 - 156

234 - 235 - 236 - 245 - 246 - 256

345 - 346 - 356

456

Now continue to enter the final stage.

Kerning Final Stage
This is it, the final stage. Once again, it is a combat stage. Here you must kill 3 Curse Eyes, 6 Jr. Neckis (modified with less avoidability) and the King Slime to obtain the passes they drop. The "corner kill glitch" has been fixed, and therefore even if you corner kill the monsters will still drop passes. The first 9 enemies will be easier than the King Slime. Once you have the 10 passes, click on Cloto to finish the main section of the Party Quest. King Slime
 * Note: Sometimes the game is glitchy, and will only spawn 8-9 monsters, including the King Slime. If this happens, your party cannot complete the Accompaniment/Party Quest. Most of the said 'glitches' are because of an earlier problem in which a corner kill would lead to a lack of a pass. The glitches have been dramatically reduced. There is, or was, the chance that if only 8-9 monsters spawned another would spawn after the King Slime. Theres also the large possibility that a party member has your passes.
 * HP: 8000
 * MP: 100
 * EXP: 1000 (shared)
 * Primary Attack: Its primary attack is to jump, causing an earthquake which does 200 or so damage to anyone on the ground within a certain distance. As long as you keep a fair distance away, and have your HP over 300, this attack will not be a problem. (Note to Magicians: If you get hit and you don't have Magic Guard activated, you will likely die.)
 * Supportive Skill: The King Slime also has a supportive skill, which summons Slimes. As you can most likely one hit kill them, there will be no difficulty in eliminating them. A large number of Slimes are also spawned when the King Slime is defeated.
 * The Slimes mentioned above can also drop slime drops.
 * Soloing King Slime is often quite useful if you are at least Lv. 26. You'll probably get upwards of 490 exp if you kill it. Remember to ask for permission from your party first though.

Kerning Bonus Stage
This Bonus Stage is filled with Horny Mushrooms and Green Mushrooms. It is a good place to train while waiting for your timer to run out, or to prepare for a "rush". Talk to Nella when you wish to leave the party quest. However, if you don't plan to train here, leave quickly so that you can be nice to the next group. The party quest can only be started when you leave, and it is generally rude to stay too long.

Ludibrium Party Quest
Similarly to the Kerning PQ, the stages are beaten by collecting a certain amount of passes by doing specific tasks and only one party is allowed to enter the PQ on any channel. However, there are several key differences between this PQ and the first one. First off, you need a full party (6 members) that are between levels 35 and 50 to get in. It is also a longer to complete PQ with 11 stages rather than 5, and you get an hour to complete it. This is a much more difficult PQ than the Kerning PQ.

To enter the PQ, you must travel to the Eos Tower, found to the left of where you arrive in Ludibrium. The tower has 101 floors and you enter the tower on the 100th floor. Climb up and go through a door to get to the 101st floor. You will find the PQ NPC here; a red stop-sign. You need a party of 6 to enter the PQ. Only 1 party member can die on stages 1 to 8, and the last stage can be finished with no less then 2 people. The party leader must not die at all.

A party of 6, ranging from levels 35 to 50, progresses through 9 stages in less than one hour by solving puzzles and killing monsters. The skills specific character classes possess, such as Haste, Heal, Dark Sight, and Teleport, are eminently used to help pass some of the stages. The skills Dark Sight and Teleport are required to complete the accompaniment. Prizes consist of potions, ores, equipment, scrolls, or summoning bags.

Probably the best party is the following (with all characters 40+):
 * 1 Assassin
 * 1 Cleric
 * 1 Bandit
 * 1 Bowman / Crossbowman
 * 1 Spearman
 * 1 Ice/Lightning Wizard


 * NOTE: To hit Alishar, the Party Quest boss monster, at least 80% of the time, you will need to have

Warriors and Thieves at level 40 will typically have about 80 DEX and 140 LUK/STR. Along with a maxed Mastery skill, the accuracy of Warriors would be approximately 84 and thieves 115 (if max nimble body). This means that warriors will almost always miss Alishar and thieves will only hit it about 65% the time. Bowmen at level 40 will have accuracies of around 125. Therefore, it is imperative for any PQ team to have at least 1 bowman that is above level 40, or a higher level assassin because double stab does too little damage without critical, and savage blow will suffer too much weapon defense penalty.

Ludibrium Stage 1

 * Enemies: Ratz From Another Dimension (3700 hp, 260 exp), Black Ratz From Another Dimension (4300hp, 280 exp)


 * Required classes: Mage OR Thief with max Haste
 * Completion: 25 passes required to finish this stage. Each monster drops a pass, passes can be Stolen.

Kill, kill, and more kill. This is kind of like a Jump Quest but where you have to fight monsters to claim passes. The monsters are spread all around the map, from the bottom to top. Everyone kills the mice, and the leader collects the passes they drop. Note that they are passes, not coupons. The mages need to teleport to some mice, and any Bandits with Steal should be trying to steal passes. Once all the passes have been collected, click the red balloons to advance to the next stage.


 * Note: Have 2 people go into the next stage and have 4 others wait. In stage 2 one of the party members needs to attack the 2nd box from the top. Once it breaks, the members in Stage 2 will be teleported to Towers Trap. At this time there should be 4 members in Stage 1 and 2 in Towers Trap. After entering Towers Trap the 2 people will have to party chat to the party and tell the 4 people to enter Stage 2.

Ludibrium Stage 2

 * Enemies: None.
 * Etc.: Boxes
 * Required classes: None.
 * Completion: 15 passes required to finish this stage.

The 2 members of the party that goes through first should go down to the second box from the top, and break it. Once you're moved to the other map, tell the rest of the party it's okay to come through. All party members should now break the boxes open for passes. After collecting enough passes between Tower's Trap and Stage 2 map, double click the Orange Balloons at the top. NOTE Be sure you get all 4 passes from Tower's Trap, if you go out without all of them you'll have to restart the PQ.

Ludibrium Stage 3

 * Enemies: Bloctopus from another dimension(4900hp,288 exp)
 * Etc.: Summoning Boxes
 * Required classes: None
 * Completion: 32 passes required to finish this stage. Each monster drops a pass, passes can be Stolen.

In Stage 3 you must defeat monsters for the passes. Breaking the boxes will spawn 3 more Blocktopuses. It is recommend sending Warriors, Clerics, and Bandits to the bottom and Ice Wizards, Fire Wizards, Sins and Archers to the top. Bandits should attempt to steal passes. Double click the Yellow Balloons after collecting the passes to advance.

Ludibrium Stage 4

 * Enemies: Dark Eye from Another Dimension (Room 4,5), Shadow Eye from Another Dimension (Room 1-3)
 * Required classes: 1 Mage, 1 Non-Mage
 * Completion: 6 passes required to finish this stage. Each monster drops a pass.

In Stage 4 there are 5 different rooms. Every room contains a shadow monster, except room 4 which has 2, each of which drops a pass. Rooms 1-3 feature Shadow Eye from Another Dimension, who have high Weapon defense and low Magic defense. Mages go against those. Rooms 4 and 5 have the opposite, Dark Eye from Another Dimension, who have high Magic defense and low Weapon defense. Everyone else takes them out. Pick your door and tell pq members you are already in the door so they dont come in yours. Another way instead of telling pq members is to drop 10 mesos in front of the door to tell them there is already someone in the selected door. The rooms are completely dark, and only the enemies eyes are visible, so you must wait until they open their eyes in order to hit them. Talking to the Green Balloons after collecting the passes to continue.

Ludibrium Stage 5

 * Enemies: King Block Golem from another dimension( semi-invincible, 1 exp )
 * Etc.: Boxes
 * Required classes: Mage with Teleport, Thief with Dark Sight, Thief with haste (Recommended, but not required)
 * Completion: 24 passes required to finish this stage.

There are 6 individual rooms in this stage. The Thief goes down to room #6 using Dark Sight to pass through Invincible King Block Gollems that are rigged to do about 8000 damage. One mage goes up to to room #1 using Teleport to get there. The mage will need to use Teleport and the Thief will need to use Dark Sight in their rooms to obtain the passes. Everyone else chooses a room and destroys boxes to collect passes (tricky jumps abound). Each room contains four boxes. Once all the passes have been collected talk to the Dark Green Balloon to advance to Stage 6.
 * Actually, it is possible to kill the King Block Golems. However, to do so, you will need an HP Warrior (A warrior with lots of points in HP) that has max or close to max Power Guard. Since Power Guard never misses, it will damage the King Block Golems. Make sure to lure the Golems to the left side so a Cleric can jump down and heal the warrior. It is risky but rewards about 3000 Experience that is dispersed throughout the party.
 * Passes also will drop from killing these golems.

Ludibrium Stage 6

 * Enemies: None
 * Etc: Numbered Boxes
 * Required classes: None
 * Completion: Follow boxes in order to reach the top.

This map contains many boxes in sets of 3 with the numbers 1 through 3 written on each box. Standing on the correct box and pressing UP will teleport you to the next set. Other boxes will teleport you back to the bottom. The balloon NPC will say the order, which doesn't change. The correct order is: 1, 3, 3, 2, 2, 1, 3, 3, 3, 1, 2, 3, 1, 1, 1. After getting to the top, go through the portal to advance to Stage 7.


 * NOTE: If that above combo was hard to follow use this format
 * 133, 221, 333, 123, 111

Ludibrium Stage 7

 * Enemies: Black Ratz, Ratz, Bloctopus, Rombot all from another dimension
 * Etc:Pass Boxes
 * Required classes: Assassin or Archer with maxed Keen eyes or Eye of Amazon
 * Completion: 3 passes required to finish this stage.

The Assassin or Archer (recommended) goes up to kill the enemies by the boxes on the wall on the right, one at a time, or all at the same time if the party wants a challenge. When the pass touches the box, one Rombot will spawn. While the sin or archer is getting the Rombot to spawn, the rest kill the Rombot at the bottom of the map, who can cause a ground-impact and spawn Block Golem monsters. Repeat for all 3 boxes at the top, each Rombot drops a pass. After collecting the passes, talk to the Light Blue Balloon to advance to the next stage.

Ludibrium Stage 8

 * Enemies: None
 * Etc.: Numbered Boxes
 * Required classes: None
 * Completion: Standing on correct combination of boxes

Similar to Kerning Stage 4, except it's 9 boxes and 5 people per combination. Each character apart from the leader stands on a different box. If the characters are standing on the correct combination of boxes, you will be able to progress to the next stage. It is suggested that you begin with characters on boxes 1-2-3-4-5, then continue with 1-2-3-4-6, 1-2-3-4-7, 1-2-3-4-8, 1-2-3-4-9, 1-2-3-5-6, 1-2-3-5-7, 1-2-3-5-8 and so on until you get to the right combination. Check if it is the correct combination each time you try a combination. For people who hate this type of stage it'll be hell for them IF they get a totally random and deep value. So just be patient and make sure you don't skip any number otherwise you will usually end up with either no time left or frustration enough to leave the pq.

There are 126 combinations in total: 12345, 12346, 12347, 12348, 12349, 12356, 12357, 12358, 12359, 12367, 12368, 12369, 12378, 12379, 12389, 12456, 12457, 12458, 12459, 12467, 12468, 12469, 12478, 12479, 12489, 12567, 12568, 12569, 12578, 12579, 12589, 12678, 12679, 12689, 12789, 13456, 13457, 13458, 13459, 13467, 13468, 13469, 13478, 13479, 13489, 13567, 13568, 13569, 13578, 13579, 13589, 13678, 13679, 13689, 13789, 14567, 14568, 14569, 14578, 14579, 14589, 14678, 14679, 14689, 14789, 15678, 15679, 15689, 15789, 16789, 23456, 23457, 23458, 23459, 23467, 23468, 23469, 23478, 23479, 23489, 23567, 23568, 23569, 23578, 23579, 23589, 23678, 23679, 23689, 23789, 24567, 24568, 24569, 24578, 24579, 24589, 24678, 24679, 24689, 24789, 25678, 25679, 25689, 25789, 26789, 34567, 34568, 34569, 34578, 34579, 34589, 34678, 34679, 34689, 34789, 35678, 35679, 35689, 35789, 36789, 45678, 45679, 45689, 45789, 46789, 56789.

Another way is to start with players on boxes 1-3-6-7-4, and have them follow the pattern 136748259 rather than 123456789. This potentially makes jumping between boxes easier. This sequence is known as JMS (it was invented there), while the above is called GMS. A third sequence (SMS for 'Simplified MapleStory') follows the pattern 637148259. This pattern is even more diagonal than JMS, the non-diagonal jumps are easier, and the pattern is simpler for newbies to learn.

NOTE The Boxes work in a diagonal pattern. For example, to get to 8 you'll have to go from 1 to 4 to 8 or 4 to 8. If you are a beginner at Ludibrium PQ let the other members handle it and you will slowly catch on.

Ludibrium Crack on the Wall

 * Ludibrium PQ Boss: Alishar
 * Summoned By Alishar: Chronos, Platoon Chronos, Master Chronos
 * Required classes: Ranged hitter with maxed Keen eyes or Eye of Amazon(or a magician or a well hasted 2-handed weapon warrior will do), Cleric with maxed Heal highly recommended
 * Completion: Obtain Key Ring from Alishar

Alishar
 * HP: 125000
 * MP: 2500
 * EXP: 4800 (shared)

This is a very difficult and long boss fight. Having a Cleric in the party is very highly recommended. If the party members are all level 50 then it isn't required, although it will make the fight much easier. A ranged person kills the Black Ratz to open the box and Alishar will spawn. If there is a Cleric in the party, they should begin spamming heal. Everyone else attacks the boss and tries to stay alive. Based on his health, the boss will spawn different types of Chronos. Near 3/4 HP he will spawn regular Chronos, at 1/2 HP he will spawn either Chronos or Platoon Chronos, and when he is near death, he will spawn Master Chronos along with Platoon and regular Chronos. Clerics are able to damage these with heal as well, though it will slow down their healing of party members. While fighting the boss, characters may be afflicted with various status ailments. Everyone will need either Eyedrops and Holy Water or only All-Cure potions. Mages don't have to worry about losing accuracy so they only need Holy Water, though All-Cure potions work as well. When he dies, he drops a Key Ring. The leader should pick that up, and talk to the Purple Balloons to exit.

The combination of party members can greatly affect the difficulty of beating Alishar.


 * Combination 1: Healer Combo - This one is for people who don't mind taking slightly longer or shorter on Alishar due to the fact that with two clerics you can split the party up on two sides with a spearman on the left and hunter/crossbow(wo)man on the right with clerics healing both sides.
 * 2x Cleric - Level 38+
 * 2x Assassin - Level 38+
 * 1x Spearman - lv. 40+ with Hyperbody or else replace with a Bandit also lv. 40+
 * 1x Crossbowman/Hunter - Level 38+


 * Combination 2: Fast Destroyer - This Combination is to speedily move through Alishar due to the Multiple hitters and the high power hitters.
 * 1x Cleric - Max Heal or level 45+
 * 2x Warrior Classes - Spearman or Fighter recommended
 * 1x Assassin - Level 40+
 * 1x Bandit - With savage blow doing at least 3 hits
 * 1x Crossbowman/Hunter - Level 40+ with Iron Arrow/Arrow Bomb would be so useful here


 * Combination 3: Fast Destroyer (also) - This combination defeated Alishar in less than 1 minute, if you fight quickly.
 * 1x Cleric - Max Heal
 * 3x Warrior Classes - Spearman or Fighter (Page isn't nearly as useful)
 * 1x Bandit - Maxed Savage Blow
 * 1x Bandit-Assassin Hybrid - Maxed Keen Eyes and Lucky Seven, has at least 1 full set of stars, any decent Savage Blow

TIP: Before killing the ratz you should have someone go all the way to the right and then kill ratz, that way, the person can backstab alishar without getting hurt or inflicted by any status.

TIP 2:While killing the Ratz don't make the pass it drops fall off the platform.

Ludibrium Bonus Stage 1

 * Time limit: 60 seconds!
 * Etc: Money Boxes 

Everyone choose a direction and heads that way, up or down. Break boxes as fast as you can, you should be using a "fast" or "faster" weapon. The boxes shoot out mesos (usually less than 50 mesos per coin), and various potions. A full list of drops can be found below.

However, note that unlike the Kerning PQ, other parties can enter the first stage once the timer is on 50 seconds. Hence, on a crowded server like Scania, it may be a good idea to skip the stage entirely to attempt to get back in before anyone else.

Ludibrium Bonus Stage 2

 * Time limit: None

When you're ready to leave, climb to the top and talk to the NPC. You'll get your prize for finishing the PQ, and you'll be returned to the PQ Lobby in Eos Tower, where you can try the PQ again If no one got in while you are in the bonus stage

Prizes

 * Equips:
 * Any color Justice Cape (Level 55)
 * Any color Napoleon (Level 50)
 * Blue Moon Earrings
 * Skull Earrings
 * Red hearted earrings


 * Use Items:
 * 100 White Potions
 * 100 Blue Potions
 * 30 Unagi
 * 10 Elixirs


 * Scrolls:
 * 10% Bottomwear DEF
 * 10% Glove DEX
 * 10% Helmet DEF
 * 60% Bottomwear DEF
 * 60% Bow ATT
 * 60% Claw ATT
 * 60% Crossbow ATT
 * 60% Cape DEX
 * 60% Cape INT
 * 60% Cape LUK
 * 60% Cape STR
 * 60% Cape HP
 * 60% Earring INT
 * 60% Glove DEX
 * 60% Helmet DEF
 * 60% Helmet HP
 * 60% Overall DEF
 * 60% Overall DEX
 * 60% Overall INT
 * 60% One-Handed Axe ATT
 * 60% Two-Handed BW ATT
 * 60% Polearm ATT
 * 60% Shoe DEX
 * 60% Spear ATT
 * 60% Staff MATT
 * 60% Topwear DEF
 * 60% Wand MATT
 * 100% Glove ATT


 * Etc. Items: (Numbers may vary)
 * Aquamarine Ore (15)
 * Black Crystal Ores (3-6)
 * Diamond Ores (4-6)
 * Garnet Ores(15)
 * Gold Ores (5)
 * Mithril Ores (12-15)
 * Sapphire Ores (12)
 * Silver Ores (15)
 * Steel Ores (15)
 * Topaz Ores (15)
 * Screws (5)


 * Bonus Stage Prize
 * Pop Soda (2000 HP)
 * Watermelon (1000 HP + 1000 MP)
 * Red Bean Sundae (2000 MP)
 * Orange Juice (450 MP)
 * Grape Juice (900 MP)
 * Sunrise Dew (4000 MP)
 * Sunset Dew (5000 MP)
 * Power Elixirs (Full HP/MP)
 * Napoleon (any color)
 * Skull Earrings
 * Heart-Shaped Earrings
 * Blue Moon Earrings

EXP Chart
EXP is awarded for completing each stage. Throughout this entire PQ you can accumulate 30,309 exp just for clearing all the stages, plus the experience from killing monsters. In truth you earn about 10 ~ 20% when your lv. 42 ~ 45 and around 5 ~ 8% when your lv. 46 ~ 50 however for an average of 40 minutes of training that's actually pretty good seeing as some people just don't know how to train until they are higher levels.


 * Stage 1: 2100 EXP
 * Stage 2: 2520 EXP
 * Stage 3: 2940 EXP
 * Stage 4: 3360 EXP
 * Stage 5: 3779 EXP
 * Stage 6: 0 EXP
 * Stage 7: 4620 EXP
 * Stage 8: 5040 EXP
 * Stage 9: 5950 EXP

Amorian Challenge Party Quest
This party quest takes place in Amoria, requires 6 people over the level of 40 who are married, and the party must be made up of both genders (though not necessarily in equal proportions). Bringing the spouse is optional, but recommended. All party members must fit these criteria. This is by far the most difficult party quest, with one of the strongest bosses for a Party Quest. To enter, collect 10 Liplock keys from Indigo Eye at Purplewood Forest 1 or 2, and trade them in to Amos for an Entrance Ticket. Be warned, however, that the ticket can be exchanged without a full party, and if this happens then the player will not be able to attempt the Party Quest again until 6 hours have passed.
 * A minimum time of 6 hours must pass between each attempt, successful or otherwise.

Stage 1: Magik Mirror
This is the first stage, which can seem quite confusing at first. Don't go through the glowing blue portals, as they lead nowhere. instead, have the leader of the party talk to Amos. He will explain something, and 3 portals will open up. Only one works, however, and it leads down to the central area of the "pyramid" like map. From there, talk to Glimmer Man. There are signs pointing to two warps: One for females and one for Males. Defeat every monster on both sides, and then talk to Glimmer Man again. He will allow you to warp up to the magik Mirror located in the center. By pressing up, it will inform the party that they have missed one Magik Fiarry, the giant one. It is easily distinguished because it is the only monster in this stage which gives EXP when killed. Kill it, and it will drop the Wing Hammer. Place the Wing Hammer on top of the mirror, and the mirror will shatter; grab a shard of the mirror and hand it to the Glimmer Man. Talk to him again, and he will warp you back to the top of the Pyramid with Amos the Strong. Speak to him once more to progress to the next stage.
 * Note that the screen will go black during these warps; this is normal.

Stage 2: Heart Strings
This stage is very much like Kerning City's stage 2. However, the ropes that must be hung on are far into the sky, suspended from a Star, Moon, and Sun. To reach them, go through one of the three blue warps. Then, jump and press (and hold) the up button. The player will be warped high into the sky and fall past the rope. By holding up, the player can grab onto the rope. The best strategy for this stage is to send 5 people on the star rope, then gradually move them outwards. After a certain number of failures, a huge number of monsters are summoned, however they are incredibly weak and can be defeated with ease. Numbers of people for each rope are often called out, in the form "032", which would mean for 0 people to be on the star rope, 3 people to be on the moon rope, and 2 people to be on the sun rope. While this stage can be time consuming, it isn't particularly difficult. The leader will receive hints that indicate how many, if any, of the ropes have the right number of people on them. Also, this stage can change, between Daytime, Twilight, and night time, and with these changes, the stage layout also changes.
 * This stage awards 4000 EXP.

Stage 3: Twisted Switcher
It is like an enhanced version of Ludibrium PQ's stage 8. There are a number of spring loaded platforms which the players must stand on. These aren't only numbered, but lettered as well. They are, from top left to bottom right,
 * A 2 B 3
 * C 6 D 9 5
 * The reasons for this number and letter arrangement aren't clear, but the same strategy as Ludi PQ can be used, though it's incredibly time consuming with this many boxes. This is generally known as the "Brute Force" method. Also, with each failure, a large number of monsters are summoned. 4 colors of slimes can appear, however these slimes are incapable of dealing damage; the real threat comes from the Crystal Boars, which knock players off of their platform causing them to lose track of where they are in the pattern. Don't go out of your way to defeat the slimes, since they are harmless. Large area attacks are very helpful, like a Dragon Knight's roar or a Crusader's Shout. Haste is also a useful as the platforms are higher than a normal jump can reach.
 * A GM commented that in Stage 3, the number of slimes that appear indicate how many players are standing on correct platforms. Have one person then move off their platform. If the number of slimes decrease, then that person was standing on the right one. If the number of slimes remain the same, then that person was on the wrong platform, or it could also mean that both of them were right. If the number of slimes increases, then the one they moved to is right. The most slimes that can appear is 4. The lowest possible is 1 slime, because there are only 9 platforms and 5 must be correct. Since 5 people must stand on them, it's impossible that every player is on an incorrect platform.

It's best to check all the platforms on the bottom before moving people on to the correct boxes that are down there, since the leader could be moving that person off of a correct box. Once the party knows how many correct platforms there are on the bottom, move people from the beginning boxes first (A, 2, etc.) to the correct ones that were found on the bottom. Once again, if the number of slimes goes down then that person was moved off of a correct box, and thus they should be sent back to where they were. Using this method it's possible to pretty much finish the combination in a few turns. This is a lot more like a stage from Orbis PQ than it is Ludibrium PQ's stage 8.
 * This stage awards 6000 EXP.

Stage 4: Last Man Standing
This is by far the easiest stage. Merely defeat the monsters present and collect 50 Cupid Code Pieces. Various monsters spawn here, including Curse Eyes, Zombie Lupins, and Toy Trojan Soldiers.

Stage 5: Fluttering Hearts
This stage is rather confusing and has a very intense feeling to it. After passing through Stage 4's gate, it has suddenly become night time, and dozens of monsters have begun pouring out. First come Blocktopus, Dirty Ratz, and Wraiths capable of flight. Players must hit the gate with their regular attacks to bust it open in time, before an army of angry Rombots come and destroy them. These Rombots are not the pushovers found in Eos Tower or Ludibrium PQ; They can inflict 10,000 touch damage. Open the gate quickly by having each member of the party hit the gate, and run toward the exit. After the first gate, lava plumes begin to appear, which can deal about 300 damage each. These aren't much of a threat, nor do they slow down the PQ very much. However, mages will need to be careful as Magic Guard doesn't protect from environmental damage. Everyone must survive this stage to progress on.
 * This stage awards 9000 EXP upon completion.

Stage 6: Love Hurts
After dashing through the gate in stage 5, the party spawns on an isolated platform where an invisible barrier marked by trees stops them from dropping down to where the Balrog is waiting. Once the leader is done talking to Amos, the whole party will be sent down into the area where the Balrog spawned. The bottom of the map is filled with spikes on the ground, dealing about 40 damage on contact. Several platforms are floating, each with one or two spikes which are warp points linking to each other. After defeating the Jr. Balrog, a Crimson Balrog will spawn. Once this is defeated, the Balrog changes into the Geist balrog, signaled by a color change from dark to purple and white. The Balrog does no more than 700 bump damage and around 1,400 with a magic slash attack. A slash is signaled by the Balrog 'Disappearing', immediately followed by the attack. Upon defeating it, it drops the Geist Fang and by turning it in to Amos, the party can proceed to the bonus.
 * This stage awards 11000 EXP upon completion.

Stage 7: Amos' Vault for Couples
This is the Bonus Stage for a party that is made up of three couples. In this stage, the three couples are split up and must compete to see who can kill 35 monsters first. The monsters are summoned from boxes, and drop cupid code pieces from stage 4. The couple must collect all 35 and turn them in. Each couple to accomplish this receives 4000 EXP. If no couple gets all 35, then EXP is awarded according to which couple gathers the most. The couple that finishes collecting first and has all 35 will earn a special chance to get something besides EXP, which is currently theorized to be the following capes:
 * Legendary Elias Cape 1 (untradeable, 7 slots)
 * Legendary Elias Cape 2 (untradeable, 7 slots)
 * Legendary Elias Cape 3 (untradeable, 7 slots)
 * Cecelia Cloak 1 (untradeable, 7 slots)
 * Cecelia Cloak 2 (untradeable, 7 slots)
 * Cecelia Cloak 3 (untradeable, 7 slots)

Unfortunately, in order for one member of the couple to get a prize, the other must sacrifice their chance. This is to honor the story of Elias and Cecelia, detailed on the Amoria towns page.

Stage 7: Amos' Vault
Another bonus stage room. This follows the preceding one in an all-couples Party, or the boss fight if the party is not made up exclusively of couples. Items can be found by popping boxes, just like in Ludibrium PQ and the Guild Quest.
 * Rewards include:
 * Celestial Earrings
 * Cecelia Earrings
 * Moonstar Earrings
 * Amos Royal Cape
 * Amos Spirit Cape
 * Onyx Apple
 * Amorian Rice Cookie
 * Crystallized Pineapple Chew
 * Gold Plate
 * Diamond
 * Black Crystal Ore
 * Power Elixir
 * Victoria's Amorian Basket
 * Grape Juice
 * Reindeer Milk
 * Mushroom Miso Ramen
 * Scrolls:
 * 60% Glove ATT
 * 30% Cape LUK
 * 10% Helmet HP

Sharenian Guild Quest
This Quest requires a guild (parties don't matter but are recommended) to complete.


 * Requirements
 * Many strong (level 80+ recommended) players to fight.
 * Thief with dark sight
 * Magician with maxed teleport AND Hermit with flash jump.
 * One character under level 30

Sharenian Entry Stage
You must wear the earrings from this stage or your character will instantly die.

Sharenian Stage 1
A big map with lots of statues. They will flash in a certain order, and your party must hit the statues in the same order. People in the group will have to split up and watch different statues. Whenever someone sees a statue flash, they should call it out and remember which it was.

Once the statues finish flashing, your party hits them in the same order again. Each person calling out after hitting a statue, and the next person hitting theirs.

This must be done 3 times, first with 4, then 5, and finally 6 statues flashing.

Sharenian Stage 2

 * Required classes
 * Magician with Teleport
 * Thief with Dark Sight
 * Hermit with max Flash Jump or Magician with max Teleport

You have to collect 4 Spears of Longinus to pass this stage.

For the first spear:
 * You have to kill Muscle Stone Golems
 * The magician teleports past the rubble to get some keys
 * Then the thief with dark sight has to take the keys past some super strong monsters (similar to the high damage monsters in the Ludibrium PQ) and go through the door

The other spears are reached after passing some jumping quests. Then they need to be put in another room that requires MORE jumping.

Sharenian Stage 3
You need to collect four items by:
 * Killing Black and Myst Knights
 * Breaking boxes and bottles

The next part is similar to a game of Mastermind. You have to place the items, one in front of each statue, until you find the correct ordering. If you get it wrong, the NPC will tell you how many items are in the correct location, and a few enemies will spawn. Failing 7 times will reset the ordering required to something else, and many enemies will spawn.

Tips:
 * Correct means item is in right spot
 * Incorrect means item is in the combination but in the wrong spot
 * Unknown means that the item is not in the combination at all.
 * Only the GPQ leader can see what is wrong or right.

Sharenian Stage 4
Collect 4 items for a skeleton to pass this stage Room requirements:
 * Required classes: Character less than level 30
 * 1) Character less than level 30 has to enter and kill enemies (Devil Slimes)
 * 2) Jumping puzzle
 * 3) Killing enemies
 * 4) * Gargoyles on the bottom will continue to spawn until the top gargoyle is killed
 * 5) Another jumping puzzle

The items have to be dropped in front of the skeleton one at a time, waiting between each for the skeleton to wear the item. They have to be dropped in the following order: Shoes, Pants, Jacket, Crown, but its been tested that you don't need to drop them in that specific order, Sharen III's Skeleton is now smart enough to rightly consume the things in order.
 * The top gargoyle can be reached not only by flash jump, but also by a sin with maxed haste and Keen eyes, as well as an archer with maxed Eye of the Amazon. This method takes a bit longer but is useful if a hermit is not available. Haste is also unnecessary, provided the character has the equivalent amount of speed and jump from their equipments or potions (The new item, Victoria's Amorian Basket, adds 40 speed.).

Sharenian Stage 5
One character drops their earrings for the door (dying in the process). It is recommended that the character below level 30 is used for this since EXP will be lost, and it will have the least impact on them since they can't aid in the boss fight anyway. Unlike most PQs, The character that dies may walk back to the throne room to continue fighting.

Sharenian Boss Stage
Ergoth
 * Level: 115
 * HP/MP: 1,700,000/150,000
 * EXP: 150,000

To summon the boss, destroy the crystal above his throne. Then kill him.

As long as one character is still alive in the boss room, other party members may return. Tips:
 * Four statues surround the boss, killing these is not mandatory but will make your life easier.
 * Each of the statues has a special attack. For example Knight Statue B has an attack that reduces HP and MP to 1.
 * If you have a Level 110+ Chief Bandit with Meso Explosion, your Guild can spare about 700,000 mesos for him to use Meso Explosion. Drop them in sacks of 25,000 mesos, but it might take some time. Almost guaranteed to kill Ergoth in about 5 seconds.
 * There is a special "mouse hole" that appears in the room directly outside the Throne room, and can be used to access a special safe platform that is located in the boss room. Low level players can stay safe up here and be used as the last character in the throne room should all attackers die. Additionally, the low levels can knock down a chandelier to damage the boss.
 * Note: If you smuggled a Rubian into the Sharenian Guild quest, you can bypass the boss altogether.

Sharenian Bonus Stage
30 seconds to break boxes in the bonus stage, just like the Ludibrium party quest. Prizes are similar to the Ludi PQ bonus prizes, except that the boxes may drop scrolls and boss summoning sacks. In versions with 4th job advancement, they can sometimes drop Mastery books which are required to raise the skill level cap for skills.

Orbis Party Quest
The portal to this quest is located at the map "Entrance to Orbis Tower" just to the right of the portal into the actual tower. Completing each stage will award you a special item (for a total of 6). These items must be saved for the end to access the final boss. In many ways, it more closely resembles the Sharenian Guild Quest than any of the other 3 previous Party Quests. The progression through stages is not entirely linear, and depends more on the Leader's preferences than direct stage-to-stage movement. Experience per stage will lower more and more as you pass each stage again and again.
 * Requirements
 * Level 51-70
 * 6 Members
 * One Magician with Maxed Teleport
 * One Thief with Maxed Haste

Tower of Goddess 
Eak, Chamberlain Of the Goddess, has been trapped and lost his true form. To restore it, the party must collect 20 cloud pieces and drop them in front of a glowing light at the entrance. The pieces are broken off of clouds that must be whacked by each player's weapon. Once the cloud pieces are found, the leader must drop all of them at once onto the Glowing Light at the entrance point. An NPC will spawn, and when the leader talks to him, a CLEAR will be achieved, warping players to the door of the Goddess's Tower.

Tower of Goddess 
This room is the center of the Goddess's Tower. The statue is located here, missing many pieces. There are a number of portals leading to the other stages here, and the leader must choose which order to do the stages in. Once the leader enters some stages, monsters that resemble Jr. Boogie, but are much tougher and capable of flying, run about the room. These must be killed.

Tower of Goddess 
This room consists of attempts at the Scales. The room begins like a jump quest, and as such it has no benefits such as Haste or Teleport allowed. This part is similar to the Sharenian Guild Quest's positioning of the items, where it must be completed in less than 7 attempts. If 7 attempts are made and none are successful, players are kicked from the room and must start over. Each of three platforms must have a certain number of players on it to balance the weight. Chamberlain Eak tells the leader how to split the party, and the leader will inform via a "different" or "same", telling his party members whether to split up or stand on one platform. Once this is complete, the leader can ascend further, climb a rope and grab the Piece of Goddess.

One strategy to complete this is to first have the 5 members on the highest platform. Then have someone move to the left platform. Check and repeat until you get something right. Then have a person go on the right platform. Repeat the process. If you lose the one that's right, then have the person you moved right go back and have someone from the other platform move.

Tower of Goddess 
This stage is just one room made up of a number of smaller rooms. Many rubble-like pieces of the statue must be gathered and put back together to form the complete piece. Each sub stage will be described below.

Tower of Goddess 
This room consists of overpowered Cellions. Kill them and collect the pieces they drop. Beware, as they can cast Super Defense Up and Super Magic Defense Up.

Tower of Goddess 
This room consists of overpowered Grupins. Kill them and collect the pieces they drop. Beware, as they can cast Super Defense Up and Super Magic Defense Up.

Tower of Goddess 
This room consists of overpowered Lioners. They appear and disappear, making them hard to hit. It is recommended to freeze them. Kill them and collect the pieces they drop. Beware, as they can cast Super Defense Up and Super Magic Defense Up.

Tower of Goddess 
This is a dark room, similar to those in Ludibrium PQ. Instead of shadow monsters, however, there are boxes hidden in the darkness. These boxes must be destroyed to acquire rubble pieces. Navigating the Dark room can be difficult.

Tower of Goddess 
Cellions spawn at random locations on this map one at a time. They must be killed continuously until one drops the necessary piece. The locations are distributed along a VERY long ladder, making finding the newest Cellion difficult.

You have to kill the Cellion 15 times to have it drop the peice.

Tower of Goddess 
This area is located outside of the tower. Pixies of all kinds swarm on 6 platforms located along the edges of the map. Party Members must jump to the door in the center tower that warps to the area they must reach. When killed, the pixies drop the rubble pieces. To get out, the leader must be in possession of 40 pieces. When the pixies are defeated, they release their souls and become Death Pixies, which are now unrestrained by gravity and fly about the map. These are very powerful, featuring an 800 damage magic attack. It is HIGHLY recommended that no one go AFK (away from Keyboard) in this stage. Clerics must also be wary, as the Death Pixies are weak to heal.

Tower of Goddess 
Climb the steps to reach the upper platforms. It features many of the aspects of ordinary jump quests, however haste and teleport still work. Spears will emerge from the platforms, and throwing stars sweep back and forth. Once at the top, drop the records in front of the correct record players. Teleport is, in fact, required to reach two of the platforms.

Tower of Goddess 
This is probably the hardest stage. It involves finding the proper warp spot to progress. If you step on the wrong warp, you will be sent back to the beginning. It resembles Ludibrium PQ stage 6 in many ways. The best tactic here is to send one party member ahead, have that person find the proper warp, and then send a second to mark the right platform with a coin, arrow, or other junk item. Then everyone follows it and repeats until reaching the top. Here, there are 5 switches that can be changed by hitting them. The party must find the two switches that need to be down. The party leader must remain at the bottom to click on Chamberlain Eak. Success is denoted by a CLEAR.

Tower of Goddess 
Now that all of the other rooms have been cleared, and the pieces collected, the statue must be restored. The leader, or any party member in possession of pieces, must find where his or her piece goes and drop it on the appropriate platform. Once this is done, the piece will be absorbed and the missing pieces of the statue will reappear. This stage is completed when all pieces are reintegrated into the statue of the Goddess.

Tower of Goddess 
Nependeath are located on various clouds floating outside the tower. Once defeated, the Nependeath drop seeds, which look similar to those used to transport to Leafre. They must be dropped on to flowerpots on solid platforms along the edges of the map. Once this is done, either a Nependeath or a Dark Nependeath will spawn. Once the Dark Nependeath has been defeated, drop its item on a statue and Papa Pixie Will spawn.

Tower of Goddess  (Boss Stage)
Papa Pixie roams the floor of the Garden map. Any undefeated Nependeath remain. It is advisable for any weakened party members to flee to the upper areas, which are now relatively safe. Papa Pixie is probably the hardest PQ boss ever. He has Darkness and Skill Seal, like Alishar, and is capable of summoning Star, Lunar, and Sun Pixies. Once these pixies are killed, they become Death Pixies that pose a threat to the weaker members hiding at the top. Papa Pixie's most dangerous skill by far is Dispel, as a mage without Magic Guard cannot withstand a hit from it, either physical or magical. Once defeated, the party must find the proper plant that appeared in the flowerpots to go to the bonus stage.

Tips:
 * Lure Papa Pixie to one of the two platforms on the bottom level, preferable the higher one. There, you can easily hit him without taking physical damage.
 * Get at least 3 Level 60 and above attackers for your party, along with 1 or more Clerics. Attackers have to include one Spearman with a decent level of Hyper Body.
 * Always watch your power-ups and skills, located at the right-top corner of the screen, especially Magicians.

Ludibrium Maze Party Quest
You basically have 15 minutes to break boxes to summon monsters. These monsters drop Mana Elixirs and coupons. The more coupons you have at the end, the more exp you will get. You will also get something at the end of the PQ, like scrolls and pots.

Zakum Party Quest (Stage 1)
The Zakum Party Quest is available to players over level 50. The party can consist of 1 to 6 members. The time limit is 30 minutes. The goal is to collect 7 keys. Additionally, the party has the option of collecting 30 document pieces. It is located at the end of the Dead Mine, at the furthest point from El Nath. In certain versions, this part of the quest is limited to three runs per party leader. This must be completed in order to fight Zakum.

Adobis Mission I
Once inside, there are 15 doors. Speed and Teleport do not work here. Each of these leads to a room which is made up of 1 or two parts. Inside rocks and treasure chests are scattered on the floor. These must be destroyed to get the Keys or Documents. Documents are always found in rocks, and Keys are usually found in Chests, though there are exceptions. A small note, the word Documents is blocked in game, so they're usually referred to as "Docs".

Unknown Dead Mine

 * The rooms are labeled 1-1, 1-2, 2-1, 3-1, 3-2, 4-1, 4-2, 5-1, 6-1, 7-1, 7-2, 8-1, 9-1, 9-2, 10-1, 10-2, 11-1, 12-1, 13-1, 14-1, 15-1. They are located as follows:


 * Two rooms, 10 and 7, lead to a further room which more closely resembles the first room than any others, called Area 16 <A Dead Mine Somewhere>, which has 6 rooms branching off of it, like so:


 * Documents and Keys are always found in certain rooms, though not always in the same rock or chest. Keys can be found in these rooms (It's located in a chest unless noted):

4-2 (rock), 9-2, 11-1, 14-1, 16-2, 16-3, 16-5 (rock).
 * Once all the keys are collected, they must be combined into one stack and dropped onto the large treasure chest located randomly at 16-5. This causes the chest to open, and a complete Fire Ore is released. The Fire Ore must be returned to Aura located in the first room. In order to receive a prize, however, at least 30 Documents must be collected. The Documents are located in rocks, in these rooms:
 * There is one Document in:

1-1, 1-2, 2-1, 3-1, 4-2, 5-1, 6-1, 7-1, 9-1, 10-1, 11-1, 12-1, 14-1, 15-1, 16-4, 16-5*, 16-6
 * *= This Document is located in a chest.
 * The following rooms all have 2 Documents:

3-2, 7-2, 8-1, 9-2, 10-2, 13-1


 * In addition, there's 3 documents located near the starting point. There's more than 30 documents, so get the ones that are easiest, which is personal preference. It's recommended that one person focus on collecting keys while the others gather documents. Once everything is collected, hand it in to Aura, and walk through the portal. Anyone who does not make it through the portal will not receive a prize.

Rewards
If completing the quest alone with just keys, the reward is 12000 EXP. If completing it alone with both Keys and documents, the reward is 15000 EXP. If completing it in a party, even if it is only made up of two members, with only keys, the EXP is 15000. If the party has both Keys and Documents, the reward is 20000 EXP. Any time that all Documents are collected, all players who finish are awarded with 5 Return to Dead Mine Scrolls.

Zakum

 * Location: El Nath, Last Mission : Zakum's Altar
 * Summoning Requirement: Eye of Fire

This quest is not in the European version of MapleStory.

This quest involves a giant stone boss at the end of The Caves of Trial. In order to face this huge boss, it is required that challengers first do Adobi's Mission (Stage 1), then an extremely hard jump quest, and finally gather 30 Gold Teeth from Minor Zombies in order to forge the Eye of Fire. The boss has eight arms which all need to be eliminated in order to take out the main body, you also have to fight the main body three times. To kill Zakum you need a party of at least level 100 people, with a good mix of classes, especially priests. This boss is considered the toughest boss in all of MapleStory, excluding the Korean, Japanese, Thailand and SEA versions of MapleStory.
 * Zakum is based on the Muslim belief in Zaqqum, a tree said to grow in hell which provides the only fruit that the damned may eat. This is consistent with the Zakum of MapleStory, as a giant tree can be seen in the background when fighting it, and it must be summoned with a "seed". The boss is supposed to be the physical representation of this tree.

Tips'
 * Closing ALL Programs and lowering your resolution is a definite must. Zakum has a tendency to majorly lag/DC people.
 * You may enter the room with Zakum twice a day (Only once in several versions). The leader of the party has to go in last.
 * At least 10 people are required before Zakum's Altar can be entered.
 * An Eye of Fire is required to summon Zakum, which can be received from the Zakum Dungeon Quest.
 * The people who go in must have a certain level of accuracy, it is however recommended that you go to Zakum at level 100.
 * Zakum will be easier to kill if the healing and status arm (third from top, left and right) are destroyed first. Healing arm (third from top at right) heals Zakum 50,000 to 55,000 hp about every 30 seconds.
 * Meso explosion may cost lots of mesos but can save lots of time if you leave the physical arms and get chief bandits to drop mesos while people kill the remaining arm.
 * After all the arms are down, Zakum begins summoning monsters (Puco, Pachu, Punco, Cuzco, Opachu)and drains HP and MP to 1.
 * Zakum gives millions of exp when defeated.
 * Zakum drops the fabled Zakum Helmet 1 (2 in JMS) when defeated.
 * In several versions of MapleStory, there are "squad" systems, where a number of parties will assign one overall leader, and registers to wait in line to fight Zakum. Recently implemented in MapleSEA and Global.

Pianus

 * Location: Aqua Road, Aqua Road : Pianus's Cave [[Image:MS Pianus.jpg|thumb|right|Pianus' wrath.]]
 * Summoning Requirement: Wait for 8 hours or less

This monster is not in the European version of MapleStory.

A giant fish named Pianus lies deep in the Aqua Dungeon inside a cavern.

Pianus can shoot out a beam across the map and drop tons on players.

It also has the ability to summon Blood Boom, which do not move at all. They usually reside on platforms, possibly to knock off Assassins and Bowmen with their high damage. Blood Blooms may also explode when attacked, like Jr. Effies, but in this case they can do up to 8,000 damage (26,000 in some versions) with their explosions! Other than that, it can also cancel out all of a character's power-up skills, causing the character to activate them again.

Tips
 * Second Pianus can be spawned if the first Pianus is not defeated with in 8 hours. The second Pianus has 6 million less hp, does less damage but can dispel.
 * All players in the room can pick up Pianus' drops.
 * Pianus drops the level 100 Armors.

Papulatus

 * Location: Ludibrium, Ludibrium : Origin of Watch Tower
 * Summoning Requirement: Piece of Cracked Dimension

This quest is not in the European version of MapleStory. A ghost plant named Papulatus lies deep in Ludibrium with a robot clock.

Protecting Ludibrium is a highly difficult quest which requires at least level 80+ characters to fight. Upon accepting the quest, one must fight the Gatekeeper and receive the Ludibrium Medal, which is a key to enter the power generating room of the clock tower, where Papulatus resides. Papulatus clock is like a Yeti-and-Pepe combination. It has an insanely lot of HP, and has an active and inactive mode. When it is inactive, the whole clock sits still, everything retracts and nothing much can be done about it. It cannot attack anybody, and neither can anybody attack it.

It also has the ability to summon High Darkstars and Low Darkstars, which move rarely or do not move at all. They usually reside on platforms, possibly to knock off Assassins and Bowmen with their high damage, and can explode for massive damage. Other than that, it can also cancel out all of a character's power-up skills, causing the character to activate them again.

Tips
 * When the main clock is defeated, Papulatus itself ejects from the clock and begins to fly around the map. It also has to be killed for the quest to be complete. This time, the weapon and magic stats are higher compared to the clock, but it has a much lower HP.
 * Before defeating the first form, make sure to clear some of the Darkstars from the map. If the map reaches maximum monster population when the first form is defeated, the second form will not spawn.
 * A Piece of Cracked Dimension is required to summon Papulatus, which can be received from the saving Ludibrium Quest.
 * For chief bandits. If you have good mesos explosion, before the Papulatus is summoned, it is wise to drop mesos before the Papulatus comes out. Also use the opportunity of the inactive mode to drop more mesos.
 * For rangers or Snipers, it is possible to solo the Papulatus at high levels. Use the opportunity provided by the rest mode to run through the clock and place a puppet on the opposite side of the room. then, when it comes out of its rest mode, strafe it until the puppet is defeated. Repeat until the first form is destroyed.
 * For Dragon Knights, it is also possible to solo Papulatus, but this is not recommended for players level 120, as it will burn quite a fair number of potions.