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Ludibrium PQ

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Post  gzpmtk Thu Apr 10, 2008 4:30 am

Ludibrium PQ
Level Requirement: 35~50
Materials: Party of 6 people; should include an archer (any type) or assassin, a magician (must have Teleport), and a cleric at minimum. You may also include a Bandit with a high-leveled Steal, but avoid having too many close-ranged party members (spearmen with Hyper Body are good, though). Try to have your party members at least level 40. You will also want to bring Holy Water and Eyedrops, or Perfect Medicine for the boss.
Pre-requisite: none

This party quest is far more advanced than your average Kerning City PQ. It consists of 9 stages, including the Boss stage. Before you do this, make sure you can set aside at least an hour to complete it, as some stages may take longer than others if you are not efficient (can be completed in less than half an hour).

First, check the Materials list above. Your party should consist of an archer or assassin, any wizard, and a cleric AT THE BARE MINIMUM. Any class will work, but try to strategically invite members - a party of 6 warriors is completely obsolete, but a party of 6 wizards won't get anything accomplished either. Why? You'll find out a bit later. ONE LAST ESSENTIAL - DO NOT TALK TO THE SOLDIER UNLESS YOU WANT TO LEAVE THE PQ. Talk to the Balloons in each stage to advance (party leaders).

To get your party into the PQ, go to Floor 101 of Eos Tower (above Floor 100, duh). Talk to the Red Stop Sign and enter. Only one party may enter at a time, and you must enter with 6 members. The minimum amount of people you can complete the entire PQ in is 5.

--STAGE 1--
A straightforward stage. The monsters in this stage will be:

White Mice
Black Mice

Each mouse drops a pass that will allow you to advance to the next stage. There is one platform in particular near the top of the stage that can only be attacked by ranged characters. Use an Assassin with maxed Haste or a Wizard/Cleric with Teleport to reach it.

Collect 25 passes and obtain 3000 EXP as your reward. Advance to the next stage (read before going through the portal).

--STAGE 2--
The most efficient way to complete this stage is to send in one or two people to the stage. These two people will go in and hit the second box from the top, which will warp them to a different room. They will then tell you if it's "OK" to enter the map now. The rest of the party shall do so and hit all the other boxes to get passes. Meanwhile, the others you sent in first will get the passes in the other room. DO NOT FORGET YOUR PASSES! The other room cannot be entered more than once, so be careful.

Also, ALL PEOPLE ON THE MAP will get sent to the other room when you hit the second box from the top, which is why I suggested sending in one at a time.

Gather 15 passes for a reward of 3600 EXP. Now advance to the next stage (all members).

--STAGE 3--
Entering this stage, you'll find these monsters all over the place .

Your objective is to collect all the passes from these Bloctopi. Simple as that. Just remember to break all the boxes you come across, as that will release 3 more of the Bloctopi for you to kill for passes.

A common mistake I've seen in my days of PQing was that there was a "lost pass" at the end - be sure to check all the corners for the pass. Often times, passes will get hidden behind the walls because a Bloctopus was killed in a corner. There is no such thing as "corner kills," so don't think your pass was lost because of doing so. Just check the corners!

Acquire 32 passes for your remuneration of 4200 EXP, and advance to the next stage.

--STAGE 4--
This is a pretty tricky stage if you have no clue what to do. There are portals scattered throughout this map, and the trick is to go in them and kill the "ghosts" for passes.

From the top, these rooms are numbered 1-5. Call out which room you will go to by saying "1" or "2" or "3", etc. It is more efficient to each go into separate rooms. Now, remember how I said you should include a variety of classes? This is where the Magicians AND the other classes can shine.

The ghosts in rooms 1, 2, and 3 have a weakness to magic attacks. Therefore, they have high weapon defense and are only efficient for magicians.

The monsters in rooms 4 and 5 have a weakness to PHYSICAL attacks. Therefore, they have high magic defense and are only efficient for NON-magicians. Room 4 is the only room with 2 monsters, so send in 2 of your party members to go in there.

Please be polite and not enter another room that your fellow party member is in (unless it's room 4, which sometimes one member can handle by themselves). They would like their own fair share of EXP, too. Let your party know when you are done with your room so there is no confusion in the end. http://forums.mapletip.com/index.php?showtopic=39818
gzpmtk
gzpmtk

Posts : 108
Join date : 2008-04-01

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Post  Material Wed Apr 16, 2008 4:49 am

This party quest is far more advanced than your average Kerning City PQ. It consists of 9 stages, including the Boss stage. Before you do this, make sure you can set aside at least an hour to complete it, as some stages may take longer than others if you are not efficient (can be completed in less than half an hour).

First, check the Materials list above. Your party should consist of an archer or assassin, any wizard, and a cleric AT THE BARE MINIMUM. Any class will work, but try to strategically invite members - a party of 6 warriors is completely obsolete, but a party of 6 wizards won't get anything accomplished either. Why? You'll find out a bit later. ONE LAST ESSENTIAL - DO NOT TALK TO THE SOLDIER UNLESS YOU WANT TO LEAVE THE PQ. Talk to the Balloons in each stage to advance (party leaders).

Material
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Post  room Wed Apr 16, 2008 4:50 am

The most efficient way to complete this stage is to send in one or two people to the stage. These two people will go in and hit the second box from the top, which will warp them to a different room. They will then tell you if it's "OK" to enter the map now. The rest of the party shall do so and hit all the other boxes to get passes. Meanwhile, the others you sent in first will get the passes in the other room. DO NOT FORGET YOUR PASSES! The other room cannot be entered more than once, so be careful.

Also, ALL PEOPLE ON THE MAP will get sent to the other room when you hit the second box from the top, which is why I suggested sending in one at a time.

room
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Post  separate Wed Apr 16, 2008 4:50 am

This is a pretty tricky stage if you have no clue what to do. There are portals scattered throughout this map, and the trick is to go in them and kill the "ghosts" for passes.

From the top, these rooms are numbered 1-5. Call out which room you will go to by saying "1" or "2" or "3", etc. It is more efficient to each go into separate rooms. Now, remember how I said you should include a variety of classes? This is where the Magicians AND the other classes can shine.

The ghosts in rooms 1, 2, and 3 have a weakness to magic attacks. Therefore, they have high weapon defense and are only efficient for magicians.

separate
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