In MapleStory, there are two basic types of Party Quests: The cooperative variety, where a party must work together to accomplish a task, and the competitive variety, where party members fight each other or other parties in a contest. In Cooperative Party Quests, there are several different types of obstacles, such as the "Flooded Room" where all the monsters in the area must be defeated, the box puzzle, boss fight, and so on. Typically, various classes are needed to get through successfully, usually because they offer certain skills (such as a Magician's teleport) to get past necessary obstacles. The difficulty of a Party Quest is typically scaled to the center of its applicable range, so that characters on the low end have a difficult time succeeding while characters on the upper end can clear it easily. Additionally, these Party Quests are usually themed after the town they are found in, and are part of that region's storyline, while Competitive Party Quests are usually accessible from several different towns and do not add significantly to the storyline.
| Rank | Fastest time | Attempts | % Wins | Item Required |
|---|---|---|---|---|
| S | 6 min | 100 | 90% | Yes |
| A | 7 min | 50 | 70% | Yes |
| B | 8 min | 30 | 50% | No |
| C | 9 min | 10 | 30% | No |
| D | 10 min | 1 | 40% | No |
| F | - | 1 | 0% | No |
Requirements: Level 10 and up
The Henesys PQ is a 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 1,600, a significant amount at low levels. The time limit is separated by each stage. Some of the monsters and platforms plus the background originate from Korean Folk Town, despite its location in Henesys. An NPC named Tory is located in Henesys Park wearing a bunny suit, and lets you inside. It is currently available in KoreaMS,EuropeMS,GlobalMS and MapleSEA. In JapanMS, it was available as a non-regular campaign quest, but now it seems to be permanently available. In TaiwanMS, it is available as a event quest, which is available only on the Moon Festival and Lantern Festival.
In the first portion, players must plant six different colored flowers in specific places within the given amount of time (10:00).
Players run around hitting brown plants, at the bottom of the zone, which drop colored seeds (see the picture on the left). Certain plants usually drop the same seeds, so knowing which plant is most likely to drop which seed will greatly speed up the time it takes to complete the Party Quest. Approximately one seed is found for every 5-10 plants hit.
These seeds must be dropped on each single-block platform (not the clouds) surrounding the center of the map to proceed (see the picture on the left). 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.
A mnemonic device to remember the placement of seeds on the platforms (clockwise order):
Or
The bunny that spawns has a health bar like an ordinary party member, and must be protected. Waves of flying enemies come 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 are nerfed, and range from Flyeyes and Stirges to the Goblin Fire of Korean Folk Town. The Bunny drops a Rice Cake from time to time while the party protects it, which the Party leader must collect. Once ten cakes have been collected, the PQ is over. Also, if the Bunny dies or time expires before acquiring enough cakes, the PQ is failed.
This is an intermediate stage. The party can choose whether to attempt a rush or move to Pig Town from here. Talk to Tommy to go to Pig Town, or Tory to exit.
There is a bonus stage full of Pigs. It is similar to that after Kerning PQ. Sometimes an Iron Hog spawns here, but it is weaker than an ordinary Iron Hog and gives more EXP. Iron Hogs spawn about 1-3 times.
The Pigs seem to have a higher drop rate and drop different items than those outside. They drop wide range of weapons, armors and scrolls.
The reward for Henesys PQ is 1600 Experience.
You have collect 10 rice cakes to complete the second phase of the PQ. By collecting an additional 20, you can give them to the bunny and receive a Rice Hat. You can give the rice cakes in small packages (eg. Give 5, then 10, then 5), and when you're done, talk to the bunny again to get your A Rice Cake On Top Of My Head.
Originally, players could receive a Golden Coin, which acted as a safety charm. It had an expiration date, so higher levels would do this PQ every few days after losing it. Unfortunately, this prize was removed from all versions years ago. However, in versions which released this PQ as a event or campaign quest, this prize is still available.
| Rank | Fastest time | Attempts | % Wins | Item Required |
|---|---|---|---|---|
| S | 10 min | 100 | 90% | Yes |
| A | 15 min | 50 | 70% | Yes |
| B | 20 min | 30 | 50% | No |
| C | 25 min | 10 | 30% | No |
| D | 30 min | 1 | 20% | No |
| F | - | 1 | 0% | No |
Requirements: Level 21-30
A party quest, the original first, is in Kerning City. The PQ is made up of a party of 4, ranging from levels 21 to 30. There are five stages to progress through by solving puzzles or defeating monsters, and a timer of 30:00. 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.
The 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. Also note that class differences at this point in the game are negligible, and as long as a character is able to fight the enemies in the PQ and survive through the use of potions, group makeup is not an issue unless you are trying to get an S rank.
A level 22 lukless mage with basic equipment and maxed magic claw would be able to hit the gators and King Slime a reasonable percentage of the time for decent damage. Adding skill points to magic guard before MP Recovery would greatly enhance survival against King Slime. A level 21 mage might have a difficult time without INT scrolled equipment and a wizard potion.
The first stage of the Kerning City Party Quest/ Accompaniment requires that each player in the party collect a specific number of coupons (red card-like etc. item) by defeating the ligators around the zone. By speaking with Cloto on the right side of the zone, each player will be given a random question from those listed below. The answer to each question is a number, but to reply to Cloto, you must gather as many coupons (and defeat as many ligators) as that number. When you have obtained the correct amount of coupons, talk to Cloto to receive a pass (yellow looking etc. item) and give the pass to your party's leader. Remember that you must have two open etc. inventory spaces (one for the coupons, and one for the pass) to complete this stage. After all three passes are in the leader's possession (the leader doesn't have to get a pass), have your leader click on Cloto to open a portal to Part 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 combination, while the leader stands on the ground and clicks Cloto to determine if the combination is correct (a giant "Wrong" or "Clear" will appear on all players' screens). 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.
The following is just a recommendation.
Initial Position.
Movement: C to the rope on the right.
Movement: A to jump down to rope below.
Movement: B to go by the upmost platform to the rope on the left.
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
This other method is much more tricky. It is designed so party members will only nid to move 1 step at a time at most, saving time. Not recommended for new pqers.
125 - 124 - 123 - 134 - 135 - 145 - 245 - 235 - 234 - 345
Now continue through the portal for the final puzzle area of the Accompaniment/Party Quest.
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
The following method follows the same ideology as the alternative method above. This method is designed to clear as many combinations in the shortest amount of time. Not for new pqers. There is still room for improvement.
123 - 124 - 134 - 135 - 125 - 126 - 136
156 - 146 - 145
245 - 345 - 346 - 246 - 256 - 356 - 456
236 - 235 - 234
Now continue to enter the final stage.
This is it, the final stage. Once again, it is a combat stage. Here you must kill all of the initial monsters (3 Curse Eyes, 6 Jr. Neckis who have less avoidability than a typic Jr. Neckis, and the King Slime) to obtain the passes they drop (10 of them). If your leader doesn't have all of the passes, either 1) they were never picked up, 2) someone else in the party has one or more of them, or 3) the game glitched (rarely happens; see below).
One of the following:
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" (quickly leaving the PQ and then re-joining so a different party doesn't take your spot). 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.
| Rank | Fastest time | Attempts | % Wins | Item Required |
|---|---|---|---|---|
| S | 20 min | 100 | 90% | Yes |
| A | 25 min | 50 | 70% | Yes |
| B | 30 min | 30 | 50% | No |
| C | 40 min | 10 | 30% | No |
| D | 60 min | 1 | 20% | No |
| F | - | 1 | 0% | No |
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 9 stages rather than 5, and you get an hour to complete it. This is a much more difficult PQ than the Kerning PQ. There also is a bonus stage at the end and you get 1 minute.
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 than 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+):
| Level | ACC |
|---|---|
| 35 | 157 |
| 40 | 140 |
| 45 | 124 |
| 50 | 107 |
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.
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. Once all the passes have been collected, click the red balloons to advance to the next 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 is 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.
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.
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 don't 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.
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 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.
((WARNING)) There is a glitch in the thief and mage portals in this stage, since a server check in September. Once you go into the bottom portal in the mage portal, you won't go out but your skills will get locked. Same goes for the thief portal, but the thief portal has 50% chance of getting skill locked. Regardless, there is a way to get through the mage portal. Once you collected all the passes, do not go into the bottom portal, you need your teleport skill to get out. After collecting all the passes go back up. Jump normally and before you touch the ground, press the teleport button quickly. This method takes a lot of time to master and a lot of practice though. As for the thief portal, I'm not sure.
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.
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.
NOTE: There are three possible ways for a Gunslinger to do this part:
1. Float. Warning, it is possible to land on the Monster Landings with this skill. If you do be careful because if the pass falls off the landing you can not complete this stage.
2. Jumping and Double Shot.
3. Grenade, for this one you go to the level one above you target and then use Grenade and for the top one you need to get as far to the right as possible, hold Grenade to max and then at the top of your jump throw the Grenade.
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 easier for new people to learn.
MapleSEA has also devised their own specialised method. At 1st glace, it appears similar to GMS, until the later stages. It starts off as
but once it hits 13456, it is drastically altered. This method is more complex than GMS, but easier to learn than JMS. the person originally standing at box 1 would have to start switching, and this saves time. i.e.
The pattern concludes with 36789, 46789, 56789.
Alishar
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, as you can probably kill it in under a minute. 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.
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(Even if the pass fell off the platform. Activate haste(level 15above only), jump and drop the pass.
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. In another server such as Mardia or Kradia it is recommended to do this stage, because gives rare items for them.
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
A new part of the LPQ is getting Broken Glasses, once completing 35 LPQs you can go and talk to the Red Stop Sign and receive your glasses. The Stats can vary and they come with 3 slots. They are untradeable unless paired with Scissors of Karma.
EXP is awarded for completing each stage. Throughout this entire PQ you can accumulate 30,309 exp (or 43,300) just for clearing all the stages, plus the experience from killing monsters. In truth you earn about 10 ~ 20% when you're lv. 42 ~ 45 and around 5 ~ 8% when you're 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.
NOTE: The exp you get from subsequent PQ stages will be reduced once you get the reward after Bonus. The number in parenthesis shows exp for each stage before completing Bonus. (This decrease has been removed in several versions, and will likely be removed in the remaining versions in the near future.) To avoid losing future exp, after the timer completes in Bonus and you get moved to the reward area, logoff and quickly log back on. You will be in the PQ exit. Click on the NPC and you will be ready to start again still getting full exp. (If you logoff before the timer expires, when you login you will be in the Reward area, so wait.)
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 or Crystal Boar 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.
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.
This stage awards 2000 experience.
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.
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,
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 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.
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 Skeledogs, 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.
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 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 pieces will earn a special chance to get something besides EXP, which are the following capes:
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 page. The odds of getting a cape are extremely low, and since few parties attempt to do the Couples stage, they are among the rarest items in the game.
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.
| Rank | Fastest time | Attempts | % Wins | Item Required |
|---|---|---|---|---|
| S | 15 min | 100 | 90% | Yes |
| A | 20 min | 50 | 70% | Yes |
| B | 30 min | 30 | 50% | No |
| C | 40 min | 10 | 30% | No |
| D | 60 min | 1 | 20% | No |
| F | - | 1 | 0% | No |
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.
If the party consists of ALL 5 different jobs (Magician, Warrior, Bowman, Thief, Pirate), the whole party will get Blessing from Wonky the Fairy for 30 minutes which will grant one of the following to the whole party:
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. Also at this stage, the leader may talk to Wonky for a chance to receive a 'mission'. The chance of getting a mission, although not made 100%, may be increased by (only) the leader feeding Wonky in the waiting area outside the PQ with what he asks for (the chance increase is capped at feeding 5 times per type of food). The missions may include 'eliminate the luinels in jail', 'finish in under 25 minutes', 'collect 6 LP tracks' et al. The reward (of some exp, not too much) can be claimed by leader from Minerva. Some missions are easier to do and more efficient than others, and is not compulsory. Exp reward for this stage is 6000 exp
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 do NOT have to be killed, but always present an annoyance when navigating the tower.
There is a hidden room with is above the portal to the Lobby. This is 'Room of Darkness', a room which has Jr. Grupins, Jr. Lioners and Jr. Celleons that have little buffs on their stats from the normal ones. Sometime they drop the Goddess diary pages, Pages 3 and 9 being the rarest. Take the 10 different pages to the Goddess at the end of the PQ to have her combine them into a diary. You can read the diary if you have the item. But this is important to complete Wiz request, before level 71 (when you can no longer do the Orbis PQ). Note that this map is dark, and you will only be able to see a small radius around you, although attacks can still go hit something in the darkness.
The ladder down the bottom of the tower leads to 'Room of the Guilty' and 'Jail' (3 jails in total). The outside 'room of the guilty' is a jump quest format, with spikes and flying throwing stars. Also, it is similar to the Room of Darkness in that you can only see a small radius around you, making the jump quest harder.
When you enter a 'jail x' (x being I, II or III), you will enter a room with jump quest restrictions (no haste, teleport, dark sight etc.), and 'invincible' luinels (will look like lucidas). These will do 1400+ damage on touch (meaning that you would prefer not to be hit by them, but will not 1HKO you every time), and are not defeatable by conventional means (i.e. ordinary attacks). These can only be damaged by spikes that spring up when levers are activated with a normal attack (it is not recommended you stand in the way of the spikes when they are active). Only when all the luinels are killed in the room, the person may enter in the door above to claim their (randomised) prize from the box (which may not have anything). One person may be in one room at any given time, and each room can only be completed once per PQ. Luinels can also be theoretically killed with a similar method to kill the stage 5 Ludibrium PQ golems, but is rather inconvenient.
Jail I is by far, the easiest, as there is little, or no risk involved in attacking the levers. Jail II is harder, as you have to stand in the way of the luinels' attack range when attacking the levers. Likewise for Jail III.
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. Exp reward for this stage is 7500 exp
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, and then have the person you moved right go back and have someone from the other platform move.
Combo 1: 050 - 500 - 005
Combo 2: 500 - 410 - 320 - 230 - 131 - 005
Combo 3: 410 - 401
Combo 4: 320 - 302 - 311
Combo 5: 230 - 203 - 212 - 221
Combo 6: 131 - 113 - 140 - 104 - 122
Combo 7: 005 - 014 - 041 - 032 - 023
This stage is just one room made up of four smaller rooms. Forty rubble-like pieces of the statue must be gathered and put back together to form the complete piece, ten pieces from each room. Each sub stage will be described below. Exp reward for this stage is 7500 exp (not including combat exp).
This room consists of overpowered Cellions. Kill them and collect the pieces they drop. These used to be able to cast Cancel Weapon Attack (making all weapon attacks do 1 damage), but don't anymore.
This room consists of overpowered Grupins. Kill them and collect the pieces they drop. These used to be able to cast Cancel Magic Attack (making all magic attacks do 1 damage), but don't anymore.
This room consists of overpowered Lioners. They appear and disappear, making them hard to hit. It is recommended to freeze or poison them. Kill them and collect the pieces they drop. They do not cast buffs, or magic attacks.
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.
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. Exp reward for this stage is 7500 exp (not including combat exp).
You have to kill the Cellion 15 times to have it drop the piece.
Confirmed, constant order of spawn of the Cellions (first platform is 1, 2nd platform is 2 etc.): 1-10-9-13-11-6-12-2-5-15-8-4-7-3-14
This area is located outside of the tower. Pixies of all kinds swarm on 6 platforms located along the edges of the map. Luster pixies on top platforms, lunar pixies on middle platforms and star pixies on bottom platforms. 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 30 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 400 damage magic attack (much less for magicians). 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. Exp reward for this stage is 7500 exp (not including combat exp.)
| Red | Sunday |
| Orange | Monday |
| Yellow | Tuesday |
| Purple | Wednesday |
| Blue | Thursday |
| Light Blue | Friday |
| Green | Saturday |
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. Haste and teleport are required to reach some the platforms, and using said skills makes reaching platforms much easier. Once at the top, break the boxes to obtain the record disc. Upon finding the correct disc for the day(arrangement of discs in boxes is random for each PQ), drop the disc in front of the Record Player at the middle of the map. Exp reward for this stage is 7500 exp.
Note: Do not drop a different disc while the correct one is playing. There is no backup, unless you smuggled one in, and you will have to restart the PQ.
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, except the sequence is randomised every different pq. 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 needs to be down. The party leader must remain at the bottom to click on Chamberlain Eak. An often used technique is to have the party continually attack the levers while the leader spam clicks Eak. Success is denoted by a CLEAR. Exp reward for this stage is 7500 exp.
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.
Lobby piece is placed on the top left most block, at the broken tip of the wing. Sealed room piece is placed on the bottom right most block, at the other broken tip of the wing. Lounge piece is placed in the 'hand' of the Goddess, on the block directly above and to the left a bit of the sealed room piece. Storage piece is placed on the 'block' (edges not visible) between the On the Way Up piece, and the Walkway piece, directly under the head of the Goddess. The Walkway piece is placed on the bottom left most block, at the other broken tip of the wing. The On the Way Up piece is placed on the top right most block, in the broken slice in the wing.
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.
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, Slow 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. The grass of life seed will only grow in the pot which cannot grow a nependeath (will differ every pq). For this reason, you may leave nependeaths in their pots to mark where not to put the grass, as to save time.
Note: gMS's, MSEA's and kMS's Orbis Party quest is very different. Papa pixie does not dispel, and only does 600~700 damage. Also the experience drop after completing full Orbis Party Quest is removed in kMS.
Tips:
If you complete forty (40) pq's, you can talk to Wonky and give him the feathers you got and he will make you a wristband
Requirements: Level 51-70, and a party of 3 or more people.
Ludibrium Maze PQ is unique among the Party Quests for several reasons. First, there is no boss monster lurking at the end, however there are a few monsters that stand out as being powerful. Second, unlike most PQ's, with the exception of Orbis PQ, the stages do not progress in a linear fashion. Instead, the party spawns at a random location and must progress from this point. Additionally, this PQ does not give a set amount of EXP upon completion; the amount gained is determined solely by the number of passes collected while inside. This is also one of the few party quests that were created by a version other than KoreaMS, as it was made by JapanMS.
Basically, a party attempting this PQ has 15 minutes to break boxes located in different rooms of the maze to summon monsters. These monsters drop Mana Elixirs and tickets. The more tickets the leader has at the end, the more exp the whole party will get. There is also an ordinary prize at the end of the PQ, like a scroll or potions. There are 16 rooms in total, and some rooms do not have boxes containing monsters. To enter, click on Nana, who looks like a tour guide, at the top of the Ludibrium Clock Tower.
To finish the PQ, head for Pietri the Clown, who is located in room 16. Room 16 can be reached only through the middle portal in room 9. The simplest way is to simply keep going through the center portal in each room. To succeed in this party quest, the top priority should be to kill the Tauromacis since they drop fifty tickets each, whereas all other monsters drop only one. To skip some rooms, after fighting the second group of Tauromacis in room 6, take the middle door, continuing to take the door immediately to the left of where you spawn in each room.
The [*] counts as door portals from left to right.
| Room 1 [5] [8] [13] | Room 2 [6] [9] [14] | Room 3 [7] [10] [15] |
| Room 4 [8] [11] [1] | Room 5 [9] [12] [2] | Room 6 [10] [13] [3] |
| Room 7 [11] [14] [4] | Room 8 [12] [15] [5] | Room 9 [13] [16] [6] |
| Room 10 [14] [2] [7] | Room 11 [15] [3] [8] | Room 12 [1] [4] [9] |
| Room 13 [2] [5] [10] | Room 14 [3] [6] [11] | Room 15 [4] [7] [12] |
Rooms 3, 4 and 9: Master Chronos and Dark Jr. Yeti
Rooms 2 and 10: Stone Golem and Dark Stone Golem
Rooms 5 and 8: Zeta Gray and Ultra Gray
Room 6 and Room 7: Tauromacis and Flyeyes
Room 1 and Room 11: Coolie Zombie and Minor Zombie
Rooms 12, 13, 14 and 15 have no monsters.
Basically the left portal is the room number plus 4, the middle portal is the room number plus 7 (or minus 8) and the right portal is the room number minus 3. This excludes room 16.
Here's a chart to navigate the maze. Find your origin in the left hand column and then go over to your destination.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | |
| 2 | L2, R3 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | |
| 3 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | |
| 4 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | |
| 5 | C1, L1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | C2, L1 | L1 | L2, R1 | R3 | C1 | L2 | R2 | C3, L1 | |
| 6 | C3, L1 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | |
| 7 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | |
| 8 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | |
| 9 | L1, C2, L1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | L2, R3 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | |
| 10 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | |
| 11 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | L1 | |
| 12 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | L1, C2 | |
| 13 | C2, L1 | L1 | L2, R1 | R3 | C1 | L2 | R2 | C3, L1 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | L2, R2 | |
| 14 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 | L1, R1 | |
| 15 | L1, R1 | L2, R2 | L1, C2 | L1 | L2, R1 | R3 | C1 | L2 | R2 | L1, C3 | L1, C1 | R1 | L1, R2 | C2 |
L=Left, C=Center, R=Right
Note: The list of prizes is currently being updated. Feel free to add prizes that aren't listed yet.
This Party Quest is currently only available in JapanMS and GlobalMS.
| Rank | Attempts | % Wins | Item Required |
|---|---|---|---|
| S | 100 | 80% | Level 90 Pirate Hat |
| A | 50 | 70% | Level 70 Pirate Hat |
| B | 30 | 50% | Level 60 Pirate Hat |
| C | 10 | 30% | No |
| D | 1 | 20% | No |
| F | 1 | 0% | No |
Requirements: Party of 3-6 players between the levels of 55 and 100.
It's very different from the other party quests, since there are many tie-in quests that are outside of the PQ, and several optional stages. The majority of the quest is simply killing hundreds of monsters. Because of the structure of the maps, classes with Area of Effect (AoE) attacks do best here. Consider bringing along higher level Rangers, Snipers, and Mages of both varieties. Also, haste and Dark Sight will make many stages of the PQ much easier, so grab a thief as well. Warriors don't fare as well here, but Dragon Knights with Roar and Crusaders with Shout can be useful.
Before attempting this Party Quest, consider starting the following Ordinary quests, as they involve either defeating monsters found inside the PQ, or collecting items from them.
Time limit: 4 minutes
The Party Quest starts out on regular Herb Town bamboo planks. Your party must rush to reach the pirate ship before it sets sail. To get on board, all of the monsters in the area must be destroyed. Bellflowers and Pots roam around. In this stage, there are also a number of treasure chests. These chests sometimes contain Ginseng Concentrates, and sometimes release more monsters. It is not necessary to destroy the chests here, or in any subsequent stages.
Time limit: 6 minutes
In this stage, Guon will say that Lord Pirate has sealed 3 barriers against you. To break them, the leader of the party needs to collect 20 gray Mark of the Rookie Pirate badges dropped by Mr. Alli, then talk to Guon to disable the first barrier. Once it is broken, the Mr. Alli will die. Talk to Guon again and Kru will begin to spawn. Collect 20 blue Mark of the Rising Pirate badges dropped by Kru to disable the second barrier. Repeat and Captains begin to spawn. Collect another 20 red Mark of the Veteran Pirate badges dropped by Captain. Once all the badges are turned in, the party can proceed through the right portal onto the next stage.
Time limit: 6 minutes
The party has reached the center of the ship. This stage is about as straightforward as it gets; simply wipe out every single monster on the map. There are also two portals which lead to the optional stages: the one on the left, to Bellflowers, and the one on the right, to devoted Kru and Captains.
Time limit: 5 minutes, 45 seconds
This room is filled with Bellflowers. In order to rescue them, they must be defeated. They are stronger than normal and they can appear and fade. Once the party has killed them all, a chest will appear. To open it, you need a key which Lord Pirate drops. This is the first of two chests in the PQ. Opening one chest will aggravate Lord Pirate, transforming him into an Angry Lord Pirate. Opening both chests will aggravate Lord Pirate into an Enraged Lord Pirate.
Time Limit: 1 minute
This room is filled with Lord Pirate's Devoted Krus and Devoted Captains. They are much, much more powerful than normal. Additionally, if they are not defeated in 10 seconds, they will disappear, rendering your damage worthless. These monsters must be killed as a part of a quest outside the PQ requiring you to kill 200 of each kind. Be aware that if you do not make it out in time, you will be sent to the exit map of the party quest.
Time limit: 6 minutes
The party has passed the center of the ship. This stage is the same as before; simply wipe out every single monster on the map. There are also two portals which lead to the optional stages: the one on the left, to devoted Kru and Captains, and the one on the right, to Bellflowers.
Time Limit: 1 minute
This room is filled with Lord Pirate's Devoted Krus and Devoted Captains. They are much, much more powerful than normal. Additionally, if they are not defeated in 10 seconds, they will disappear, rendering your damage worthless. These monsters must be killed as a part of a quest outside the PQ requiring you to kill 200 of each kind. Be aware that if you do not make it out in time, you will be sent to the exit map of the party quest
Time limit: 5 minutes, 45 seconds
This room is filled with Bellflowers. In order to rescue them, they must be defeated. They are stronger than normal and they can appear and fade. Once the party has killed them all, a chest will appear. To open it, you need a key which Lord Pirate drops. This is the second of two chests in the PQ. Opening one chest will aggravate Lord Pirate, transforming him into an Angry Lord Pirate. Opening both chests will aggravate Lord Pirate into an Enraged Lord Pirate.
Time limit: 6 minutes
In this stage, pirates are starting to retreat. Four different types of pirates will come out of 4 doors: Kru from the upper left, Ginseng Jars from the upper right, Mr. Alli from the bottom left, and Captain from the bottom right. Some of these occasionally drop keys. The party must seal every door in this stage by dropping a key on it. Since the monsters usually spawn very close to the door, it is better to have a thief go into Dark Sight and drop the key on the door that way. In order to exit the map, all the monsters must also be defeated.
Time limit: 8 minutes
Finally, it is time for the Boss fight. The boss, Lord Pirate, is different depending on how many of the optional boxes you opened during the PQ in stage 3B and 4B. There's a quest that requires you to kill all 3 different forms. Currently, it is unknown on what summons the Peeking Lord Pirate form, but it may be triggered by a party with no characters over 70.
The possible rewards of the Herb Town party quest are few. There is no bonus stage, and no prize awarded for completion. It does present the possibility to gain the Lord Pirate hat, a powerful helmet. It comes in 4 varieties:
If anyone in the party is over level 70, the possible EXP is reduced. In a party of 6 with the average level being under 70 (even if all 6 are), the normal EXP is 35,000. If a party with less than 6 members has at least one character over 70, the reward is 28,000. Other amounts are possible as well (such as 10,000 EXP) but it is unknown as to exactly what triggers these numbers yet. There is also a rare chance that Lord Pirate will drop a Pirate Key, which is used to summon the two other different forms of Lord Pirate.
Lord Pirate drops:
Pirate Key
| Rank | Fastest time | Attempts | % Wins | Item Required |
|---|---|---|---|---|
| S | 20 min | 100 | 80% | Yes |
| A | 25 min | 50 | 70% | Yes |
| B | 30 min | 30 | 50% | No |
| C | 35 min | 10 | 30% | No |
| D | 45 min | 1 | 20% | No |
| F | - | 1 | 0% | No |
This party quest involves uniting the two lovers, Romeo and Juliet, who belong to the opposing Alchemy groups, the Alcadno and the Zenumists. It is for only 4 characters between level 71 and 85. The boss is a strange Frankenstein monster which has two forms. Like the Herb Town PQ, there are many quests that relate to items inside the Party Quest. Note: You will need at least a Mage with maxed Teleport (although a priest will be VERY helpful in this pq) and a Thief with Haste OR 120% jump to finish Magatia Party Quest and there are two kinds of Magatia Party Quest, such as Juliet Party Quest, who is related to the Alcadno Laboratory and Romeo Party Quest, that is related to Zenumist Laboratory.
To get on each waiting room for the Magatia Party Quest you only need to enter on the Zenumist or Alcadno Laboratory and enter in a door on the top of the map. There will be an NPC there, Romeo or Juliet. Romeo is the guide of the Zenumist version of Magatia Party Quest and Juliet takes you to the Alcadno version of Magatia Party Quest.
Begin by clicking on hidden NPCs. They are the secret books on the first room of the laboratory. When the any party member clicks one book that gives a different message, a door will rise from the floor and will let you proceed to the next stage. Also clicking on some books would yield Romeo/Juliets letter which is an item used to trigger Angry Franken Roid in the last stage.
You will be in a dark room. Just kill the monsters inside and tell your leader to click on the books. After killing all monsters, the portal will be activated and you are allowed to go through it.
There will be lots of Homunculus at the main floor, so, kill them and get a Green Liquid Bottle. There will be some Empty Bottles there; just drop the Green Liquid there and keep doing it until all Empty Bottles are full. Note: If you drop Green Liquid Bottles, you have some seconds to drop another, because there is a Crack on each Bottle, so be careful.
This stage is a little hard, at first. Your party members should start killing the monsters inside the room, they will drop an item called Card Key, ask any member to get the card and drop it in front of each door. You can also hand in the letter obtained from the first stage here by talking to Romeo/Juliet. There will be two doors in this map, the right one must be done with a magician with maxed teleport. start hitting the boxes until you get a Zenumist Document, ask any member to drop the card again, so you can leave the map. The doors can only be opened from the outside. On the other door, you will need a member with Haste or 120% jump. Open the door and enter there, do the jump quest and break the boxes until you get a Alcadno Document. Note: Once you enter in any room here, your hp will be reduced by 100 each 3 seconds.
This stage is a bit easy, just kill the monsters inside this room and proceed to the next stage.
Note: These monsters are dangerous: they do about 300 damage and have super attack/magic attack defense skills (i.e. reduce respective damage to 1). However if you want to summon Angry Franken Roid in the last stage, players shouldn't charge into the room, instead upon entering this stage, the leader 'talks' to Yulete from afar triggering the sequence to summon Angry Franken Roid for the last stage.There will be 4 doors. Each door provides a jump quest, with 10 floors. Each floor has 4 platforms, but only 1 will let you go to the next floor. The rest will take you to the entrance of the map. Note: One will take you to the next floor in 1 of the 4 rooms, and that platform corresponding in the other 3 floors cannot be used to go to the next floor. Ex : Room 1 : first platform, Room 2 : third platform, Room 3 : 4th platform, Room 4 : 2nd platform. It is very helpfully if you type the platforms you have used into party chat, so the other can eliminate those from their choices.
This is the Boss stage. The boss is the Franken Roid. It appears in 2 kinds, Angry and Normal Franken Roid. You must protect Romeo or Juliet to get your reward. So, some party members will kill the boss and one will protect them. Once you kill the Boss, Monsters will disappear. If Romeo or Juliet died, you will get 90.000 Experience, but if they are alive you will get 100.000 Experience. Note: But, if they are alive you will get a reward, if they're dead you will lose the reward stage and will be outside the party quest. The leader must answer Yulete's question with the 2nd answer
This is the Reward Area, it doesn't have a bonus stage like most of the Party Quests. However, if you kept Romeo and Juliet alive, you will get a marble of Alcadno or Zenumist and your prize, as well as a cluster of random pots, ores, scrolls or a seraph cape. It is even possible to receive the stone for upgrading the Eye. Other prizes may yet be available, but still unknown. Just click on the Romeo and Juliet NPC and you will be out.
Note: These marbles are needed to make a Eye of Horus, the untradeable pendant that you get from this party quest, and a stone to "scroll" it. You need 25 of both the Alcando and Zenumist marbles to make the necklace, and ten of either to make the stone.
Final Note: This party quest has special quests, like the Pirate Party Quest. Some that you will need to kill the Boss, Get items from the monsters inside, Etc. Some quests are not available until you defeat Angry Franky and keep either NPC alive. The means to make the Eye of Horus is such.
| Rank | Fastest time | Attempts | % Wins | Item Rewarded |
|---|---|---|---|---|
| S | 15 min | 100 | 80% | Glittering Altaire Earrings |
| A | 17 min | 50 | 70% | Altaire Earrings |
| B | 20 min | 30 | 50% | No |
| C | 24 min | 10 | 30% | No |
| D | 30 min | 1 | 20% | No |
| F | - | 1 | 0% | No |
This is a level 45-55 Party Quest, located in Victoria Island's past, Elin Forest. It's also known as the "Forest of Poison Fog Party Quest". The party must stop the poisoning of the forest caused by the Black Magician. In order to enter this party quest, it is necessary for the party to consist of at least 4 members, which may be of any class (except Knights of Cygnus). Upon entering, the party will be transformed to look like the Legendary heroes, based on their job: Athena Pierce (Archers), Kanderun (Warriors), Pergen (Magicians), Lord (Thieves), and Euryth (Pirates - Currently glitched and not available). This Party Quest is currently available on KoreaMS, MapleSEA, and MapleGlobal.
The first stage of the Elin Forest Party Quest has a simple goal: merely defeat all of the Poisoned Tree Lords. Once they are all defeated, you may advance to the next stage through the portal on the right side. The Poisoned Tree Lords are mostly on platforms above the floor, so it's a good idea to split up the party into one person per platform for the most efficient method of clearing it.
In this room is an enormous poisoned tree with a bulbous green growth near the base. As you enter, numerous Poisoned Stone Bugs will begin to spawn. These bugs have Super Weapon Defense up ability, however this isn't as much of a liability as you might believe; in order to clear this stage, you must lure the slow-moving Stone Bugs to the tree, and then defeat them. If they are killed before reaching the tree, they will drop a useless purple Venomous poison. When defeated in front of the tree, the Stone Bugs will cause pink Diluted Poison items to appear. After around 4 of the antidotes have spawned, you must take them to a thorn bush at the far right of the stage. Each diluted poison heals the thorns some, until they finally disappear and you may continue on your way.
This stage contains no monsters, however it presents a maze of portals. In order to progress, the party must split up and find the route to the bottom right corner of the map. Only one member of the party must reach the end, and upon talking to Fairy Elin, will proceed to the next stage.
Stage 4 of the Poison Forest is populated by the Poison Sprites. In order to clear this stage, the party must capture at least 20 of these poison sprites, in hopes that Elin may be able to purify one and return it to its original state as a disinfecting Sprite. To catch them, each party member first needs to talk to Elin upon entering the stage, and then take her first option. Provided the character has at least 1 free USE slot, they will be given 10 Transparent Marbles. To capture a Poison Sprite, the party needs to lower the monster's HP, and then use a marble. The marble will then be converted into an ETC item. After collecting 20 Poison marbles, the party leader must give them all to Elin, who will then purify a Poison Sprite into a regular Sprite. The leader will talk to the Sprite to move to the next stage.
This stage is a jump quest with false platforms. First, the party must climb up ropes in order to reach the jump quest area. Then, they need to split up and jump to one of 3 ropes at the top of the map. Players climbing the ropes must take care to avoid the flying throwing stars. Upon climbing all the ropes, the party member must destroy all the wooden boxes up there in search of a Purple Magic Stone. Once it is found, the party can proceed to the next stage. This means that if the first person up finds the stone, the other parts of the jump quest won't be necessary to complete.
This is the boss area. To summon Poison Golem, drop the Purple Magic Stone on the bound golem statue. Poison Golem's first form will appear. The first form is rather weak, and so it should not take more than a minute to destroy. The second form is much more annoying, as it can cast large poison clouds, which deal 200 damage per second, making it difficult for melee classes, particularly infighters and bandits, to attack. It also casts darkness and weakness on the entire party. Finally, the third form is the most dangerous of all. In addition to having the abilities of the second form, it can summon Poisoned Tree Lords, Poisoned Sprites, and Poisoned Stone Bugs. It can heal itself for about 25,000 - 26,000, as well as all surrounding monsters. The most dangerous ability of all is the "crazy skull" skill, similar to the one inflicted in Ariant Coliseum, inverting the controls. This causes the left arrow to move your character right, right to move left, and worst of all it cannot be dispelled by using a All-Cure. After defeating the Poison Golem, it will drop a number of potions, like Lord Pirate and Frankenroid. The party can now exit the area through a portal on the right side of the map.
In here, simply talk to Elin to exit. You will already have changed back to your normal appearance. The reward for completion of the party quest is 52,000 EXP, which is about 5% even at the maximum level. There is no bonus stage, however once you get out you will receive an Altaire Piece, collect 20 of these in order to get Altaire Earrings, and 30 to get Glittering Altaire Earrings (50 total).
This Party Quest is in a location that can only be accessed by speaking with Cody in Henesys. In EMS, to enter the location, speak to NPC Charles in most towns.
Collect 7 letters by killing Jr. Guy Fawkes's/Jr. Mal Volences while avoiding guards. These spawn from rock piles that you have to punch to break.
Bonus stage available from NX ticket.
Kill Guy Fawkes/Mal Volence, it has 400,000 HP and summons Jr. Guy Fawkes/Jr. Mal Volence (6 at a time). In EuropeMS, this boss drops Fireworks, which give a 20 Weapon Attack and 20 Magic Attack buff for 10 minutes.
This Party Quest is located at Crimsonwood Keep, and can be reached by going to the upper right corner of the Hall of Mastery, clicking on the door, and then walking to Jack, where the quest can be started. This Party Quest requires 10-20 people, which is much larger than the size of a single party. Thus, it uses a Squad-type system, like that employed for big bosses like Zakum and Horntail. The group that intends to enter should form up parties, and then one of the party leaders has to register as the Squad leader. From here, the quest can begin!
To complete the CKPQ successfully, you will need at least 2 members of each job, preferably one from each class. At the moment, Night Lords are mandatory. The minimum level is 90, and there is no maximum level.
This is the rather simplistic first stage. Wait a few moments for everyone to enter (as once the Squad leader enters, each squad member must enter manually), and once you're all here, run down the hallway holding up. One of the pillars will give you the signal, "Speak to the one known as Jack Barricade." Turn around and speak to Jack, then go back to the Pillar and press up again to move to the next stage.
Beware, you can not wait here for very long, as the Master Guardians will soon come pouring in in huge numbers, leading to your inevitable defeat, so try to move past as quickly as you can. If you die in this stage, you will still be revived in the PQ as long as someone is still alive, so don't worry too much.
In this stage, there are 5 devices, known as Sigils, which must be activated. They can be activated by using a skill of each class: For Archers, use Golden Eagle or Silver Hawk; for thieves, Shadow Partner or Band of Thieves; for warriors, Panic, Charged Blow, or Dragon's Fury; for magicians, Holy Symbol, Ice Strike, or Explosion; and finally for pirates, Flash Fist or Gaviota. Once all the Sigils are activated, your group can move on.
This stage is a long jump quest, with Sigils scattered throughout. The Menhir here deal exactly enough damage to leave a character 100 HP, regardless of your actual max. Thus, all one needs to do is keep their HP above 100 to ensure that they survive. Many of the Menhir will start out stationary, but they begin moving once the Sigils are activated. This is important, because otherwise the Jump Quest, and thus the stage, can't be completed. If a Menhir isn't moving, it is because a Sigil was missed, so immediately send someone back to get it. Do not try to continue onward until it starts moving, because it will be impossible to turn back. At one point, there is a jump which requires at least 120% jump to make it across, so it is likely that Haste will be necessary for all party members to pass. Reorganize parties as needed to make this possible.
Once all the Sigils are active, and everyone has reached the end of the JQ, 5 people will need to pass through the gate here, and they will be warped down to the starting point. Once the necessary number of people have passed, any members still waiting at the bottom can pass through as well, and everyone can go on to the next stage.
In this room, there are a large number of short platforms. Half of them are on fire, while the other half are occupied by the invincible Blood Stirges. This makes jumping up it quite difficult. However, the flames can be disabled by having members of the group stand on the bottom, flame-free row of platforms, which enables the remaining squad members to jump up to their sigil and activate it. In a 10 person crew, you will want to switch out the people who are standing on the bottom row based on what class sigils are left, but this shouldn't be an issue with larger crews. Once all the sigils are activated, go back down to the gate and enter the next stage.
This is by far the hardest stage. Your squad is given 15 minutes to split up and perform activities. There are 5 rooms, one for each job. In the center is a giant statue, similar to the one at Hall of Mastery, except it has no weapons. The weapons must be retrieved from each class-specific room.
The Archer room houses 6-7 Master Guardians, which have 7 million HP each. Since there are only 15 minutes in this stage (And some of that is spent trying to reach the room) it can be quite difficult to finish on time.
The Warrior room houses a large number of ordinary Crimson Guardians, which must be defeated while making your way up to the top.
The Magician room involves a lot of teleporting to reach the end. There are 3 different rooms for magicians, so it can vary quite a bit.
The Pirate room involves defeating Aqua Road monsters, such as Sharks and Gobies, underwater while opening chests.
The Thief room requires the use of Dark Sight, Assaulter, or Flash Jump. One of the platforms is outside the reach of a normal jump, so a Night Lord or Hermit is absolutely mandatory to proceed.
Once the weapon from each room has been obtained, drop them in their proper locations on the statue, and they will disappear and change the statue. After all 5 weapons are on the statue, you can proceed to the boss stage.
Upon entering, all squad members land near the four thrones at the top of the map. On the far right side of the room, the Battle Statue can be found. Once you speak to the Statue, the battle will begin, along with the timer, so take this opportunity to reorganize parties as needed. All four Twisted Masters will appear at once, so be prepared. To survive the battle, you'll need at least 3,400 HP. Be sure to bring All cures, as the Masters will Stun, Zombify, Seal, and inflict 2 different types of Poison. The Mage master, Margana, appears up top, while the other three spawn on the floor. For this reason, she is the easiest to eliminate, and thus should be taken out first. Once she is defeated, move down and start taking out the other three. Because Red Nirg, the Warrior master, spawns two more bosses upon death, it would be wise to save him for last. He also possesses an attack-up skill, which can increase their damage to nearly 6,000, so be sure to have bishops around, ready to cast dispel and eliminate the attack up.
The second grandmaster that would be best to eliminate is Rellik, the Archer, as he can inflict Seal and other annoying status effects. The best way to get rid of the other two is to use warriors or brawlers to push the other two bosses into the opposite corner with Rush or Screw Punch/Backspin Blow. Now that they are separated, have the remaining party members try to eliminate Rellik. Be careful, as Rellik can cast 1/1 and deal 300 damage per second poison, which can easily kill the unwary. His sealing and stunning abilities will stop the onslaught of attacks and occasionally allow him to burst free, which can also bring danger.
After Rellik's demise, move on to Hsalf, the thief. Hsalf has huge avoid, and he's very speedy, plus he possesses a haste-like ability to increase his (and the other twisted masters') speed greatly. The best way to deal with him is to have the magicians and ranged attackers concentrate fire on him, while leaving the warriors to deal with Red Nirg.
Once Hsalf is dead, pound on Red Nirg with all you've got, and be especially careful of his attack boost. He can use a Super knockback attack to toss the warriors aside like rag dolls, so be ready keep your distance. Red Nirg can summon windraiders, nightshadows, firebrands, and stormbreakers 10 at a time, as well as Crimson Guardians 5 at a time. This can prove problematic as well, because they'll act as a temporary shield blocking attacks aimed at him, and the summons' own attacks can be deadly (especially true for Crimson Guardians).
Each Twisted Master will drop a Mark of Naricain after being defeated, so be sure to kill them in an open space so that you can loot the Mark before it disappears. Also, Red Nirg sometimes drops the 2h-axe Redner.
Note: The most efficient way to deal with Rellik, Red Nirg, and Hsalf would be having high leveled Heroes, Dark Knights, and Shadowers fight all three at once. Since these classes have mob skills effective on multiple monsters, this can be a good tactic, however obtaining enough high-leveled players to do this would be rather difficult for most groups.
You will first spawn in an empty room, occupied only by Jack Barricade. The 1 minute timer will have already started, so either screenshot his text quickly, or pass by him to the portal to enter the actual bonus. There are several chests here. Items can be found by popping boxes, just like in Amoria PQ and the Guild Quest.