CWPQ Guide

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CWPQ Guide

Post  Admin on Sun Dec 05, 2010 10:38 pm

Requirements:
Level: 90 and above.

Squad Members: 10 and above.

Required Items: The leader of the squad needs to have 12 Crimson Hearts and Keystone

Two job types of each class is required. Example: 2 Warriors (Crusader/Hero, White Knight/Paladin, Dragon/Dark Knight), 2 Archers, 2 Mages.... etc.

Multiple parties can participate up to 20 people total.

ALL JOBS CAN DO THE PQ,

Can enter the PQ only 2 times in a 24hour period.

Aran will be counted as warrior and evan as mage.

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.

Stage 1: Inner Sanctum Hallway

Stage 1
This stage is fairly simple. At the beginning of the map, the Expedition Leader will click on the NPC and begin the CWKPQ The map is a long hallway with a hidden portal. Its location is shown in the green box. You can simply follow everyone else to see where everyone's disappearing at or keep holding up until you get it.



Stage 2
Yet again another simple stage. 5 Sigils need to be activated in order for the next stage to begin. There is 1 Sigil for every class (warrior, archer, magician, thief, pirate). The location of the Sigils are shown in the following screenshot. Attack it with a skill until the top of the Sigil begins to rotate because that is when you know that it is activated. After you activated the Sigil, go to the right of the map where the circular portal is and wait for all the other classes to complete their Sigils. Once all 5 are activated, press up to continue on.

Use these skills for your respective classes to activate it.

Warrior:
Charge Blow (White Knight)
Dragon Fury (Dragon Knight, Spear or Pole Arm)
Shout (Crusader)
Body Pressure (Aran)
Snow Charge (Aran)

Bowman:
Strafe (Sniper or Ranger)
Silver Hawk (Ranger)
Golden Eagle (Sniper)
Piercing Arrow (Marksman)

Magician:
Explosion (Fire/Poison)
Ice Strike (ice/Lightning)
Bahamut (Bishop)
Magic Claw (Magician)
Fire breath (Evan)

Thief:
Avenger (Hermit)
Shadow Partner (Hermit)
Meso Explosion (Chief Bandit)
Chakra (Chief Bandit)
Band of Thieves (Chief Bandit)

Pirate:
Transformation (Marauder)
Gaviota (Skill) (Outlaw)
Dragon Strike (Buccaneer)
Rapid Fire (Corsair)
Flash Fist (Pirate) (straight)

Hold ctrl and press + if you cant see the letters.

P = Pirates
A = Archers
M = Magicians
T = Thieves
W = Warrior.



Stage 3
This is a Jump Quest that is thankfully easy to complete for Bishops. There are poles that spin and attack you for (Your HP) - 100. Thankfully, Bishops have heal and teleport, making moving through the map simple and fun. If you use Magic Guard, your MP does absorb some of the attack so if you are like me and you want to be on the safe side, feel free to Magic Guard. It is really embarrassing to die at this stage.

Along the way, there will be Sigils. Like Stage 2, there are 5 Sigils and 1 for each class. The Magician Sigil is shown below so when you see it as you're teleporting up, simply attack it with Magic Claw or Bahamut (like Stage 2) in order to activate it. Once again, the orb begins to rotate, signaling its activation. Continue along the map until you reach the portal and wait there. The portal will only allow passage once all the Sigils are activated, then you may pass. It is fairly easy to find your way to the portal because this map is not a maze. The circular portal at the top of the JQ leads you to the portal at the bottom left where everyone is waiting. The portal at the bottom left leads to the next stage. However, in order for that to be activated, 5 people (called 'Adventurers' in the PQ) need to pass the JQ. Therefore, after you are done with the Magician Sigil, do not simply drop down. Go all the way through the JQ and wait until you can pass through. Otherwise, someone else would have to go up there and pass rather than the simple 5 people who did the Sigils and things get a little delayed.



Stage 4
Another stage where Sigils need to be activated. However, unlike the last 2 stages, the Sigils are randomised.

There are flames and stirges in the middle of the map that do not hit for much HP. Their goal is to knock you down, not kill you. Except for the 8 platforms at the bottom, the wide platforms surrounding the middle would have Sigils. There are some 'fake' Sigils and he real 5 are hidden amongst them. Simply go to all the platforms and Magic Claw or Bahamut. If it does not activate, then move on to the next Sigil. Again, the location of the Sigils are randomised, so you simply have to go to all of them until the right one is activated. Teleport is very useful at this stage because you can simply press the teleport and up button to get all the way to to the top with little chance of getting knocked down. Once all the Sigils have been activated, proceed through the portal and onward towards the next stage.

Misc: The platforms at the bottom of the map actually do something. Depending on the people standing on it, the locations of the fire changes. Usually, people do not pay too much attention to this unless there are some having trouble with getting through the fire and stirges.



Stage 5
Time for a division of the Adventurers into their respective rooms. Notice how this map is similar to the other Hall of Mastery.



Placement of EQs

Thief - Claw


Mage -Staff


Warrior - Sword


Pirate -Gun


Archer - Bow


Default
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Stage 4
Another stage where Sigils need to be activated. However, unlike the last 2 stages, the Sigils are randomised.

There are flames and stirges in the middle of the map that do not hit for much HP. Their goal is to knock you down, not kill you. Except for the 8 platforms at the bottom, the wide platforms surrounding the middle would have Sigils. There are some 'fake' Sigils and he real 5 are hidden amongst them. Simply go to all the platforms and Magic Claw or Bahamut. If it does not activate, then move on to the next Sigil. Again, the location of the Sigils are randomised, so you simply have to go to all of them until the right one is activated. Teleport is very useful at this stage because you can simply press the teleport and up button to get all the way to to the top with little chance of getting knocked down. Once all the Sigils have been activated, proceed through the portal and onward towards the next stage.

Misc: The platforms at the bottom of the map actually do something. Depending on the people standing on it, the locations of the fire changes. Usually, people do not pay too much attention to this unless there are some having trouble with getting through the fire and stirges.






Stage 5
Time for a division of the Adventurers into their respective rooms. Notice how this map is similar to the other Hall of Mastery.



Placement of EQs

Theif - Claw
This image has been resized. Click this bar to view the full image. The original image is sized 800x600.


Mage - Staff
This image has been resized. Click this bar to view the full image. The original image is sized 800x600.


Pirate - Gun
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[/url]

Warrior - Sword
This image has been resized. Click this bar to view the full image. The original image is sized 800x600.


Bowman - Bow
This image has been resized. Click this bar to view the full image. The original image is sized 800x600.


For Magician ONLY.
You will spawn at the bottom of the map when you arrive at this stage and then you must teleport and jump up the statue to get to the Magician room in the top left of the map.

There are multiple different maps for the Mage room and it is random which one it is. However, the objective is still the same: find the Mage statue and double-click her to get a wand. In the majority of the rooms, you will need to teleport through the walls. After you retrieve the wand, find the door you came in through and drop it on the hand right next to the Magician statue (showed in screenshot).

Inside the rooms, there are Stormbreakers, Nightshadows, Firebrands, and Elderwraiths. It is not necessary to kill them, but you can if you want to. All you really need to do is find the statue, click on her, obtain the wand and get back through the door.

Jump down where red arrow is and press right so you're falling along the wall and eventually you'll drop to the bottom of the map. Then, you will be automatically teleported to the door.

For Archer : Kill all the black guardians and then talk to the statue to retrieve a bow.

For Pirate : Hit the gold chests until a gun drops. Kill some of the sharks or gobies that are in the way.

For Warrior : Kill all crimson guardians and click the statue at the top to obtain sword.

For Thief : You see a small eye, and the statue tells you to kill all eyes in the room. You just hit it once with a normal attack to make it disappear. Then you climb upwards through guardians and then use FJ to reach certain platforms and kill 5 of them in one map, then talk to the statue and get the claw.

After everyone has gotten their respective weapons, the statue will be completed. Go through the circular portal at the bottom of the map and proceed to the boss stage!



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Stage 6

Post  Admin on Sun Dec 05, 2010 10:43 pm

Stage 6
This is it! The bosses!

Typically, there are three parties in the CWKPQ: Melee, Range, and Buyers. You need 1 Bishop in Melee and another Bishop in Range. In this guide, you will be taught how to be both depending on which party you get put in.

The Expedition Leader clicks on the statue on the right and begins the boss stage and miniature bosses spawn at the bottom of the map. These are Crimson Guardians and everyone fights to kill them. They seal a lot so you will be primarily asked to dispel your party members. You can heal if you please, but because of how frequent they seal, you will spend most of your time dispeling.

You have 1 hour and 30 mins to finish the bosses and there is no pirate boss since it isn't out.

After all the miniature bosses are dead, the Expedition Leader will go back to the statue and click it again to spawn the bosses. There are four of them - Magician, Thief, Warrior, and Archer - and they all spawn at once. This is when the Melee and Range party split up.

The Melee party will be comprised of mainly warriors because their job is to keep the bosses pinned. The Range party fights Magician first and in order to not be bothered by the three other bosses, the Melee keeps Thief, Warrior, and Archer pinned.

All bosses drop MoN at a 100% rate.

Morgana - Magician Boss

HP: 200,000,000
MP: 50,000,000
EXP: 4,300,000
Weapon attack: 620
Magic attack: 500
Weapon defense: 80
Magic defense: 1000
Speed: -30
Accuracy: 280
Avoidability: 42
Unique: Zombify, Recovers 500,000 HP, Dark Menrir, Poison Cloud
Damage: About 2-4k
Location: Middle Platform

If You Are Melee Bishop
You do not need to worry at all about this boss since you never really come into contact with it.

If You Are Range Bishop
The first thing I must tell you about this boss is to REMOVE HEAL FROM YOUR KEYBOARD. Morgana can 'Zombify' your party. What that means is she turns your party into beings of the Undead. Normally, this is not a big deal. However, if you heal while your party is zombified, heal will go against them and you will be essentially killing your own party.

All you really need to do is spam dispel at this boss to remove poison from your party members. The Dark Menrir she summons is just a spinning totem pole that doesn't do much. The only thing about it is that if it spawns in front of Morgana, she might get unpinned. The Range party will then switch to mob attacks until Dark Menrir is gone.

Thief Boss



P: 233,000,000
MP: 20,000,000
EXP: 4,510,000
Weapon attack: 610
Magic attack: 490
Weapon defense: 8000
Magic defense: 900
Speed: 95
Accuracy: 230
Avoidability: 55
Unique Attacks: Haste, Shadow Meso Explosion
Damage: 2-4k
Location: Far Right

If You Are Melee Bishop
You do not have to deal with it single-handedly. However, you deal with it on the far left of the map because that is where the Thief, Archer, and Warrior will be pinned. Shadow Meso Explosion is a mob attack where the boss throws meso on the ground and they will explode.

If You Are Range Bishop
You will have to deal with it on the far right of the map. After Morgana dies, the Buccaneer/Rusher comes to collect the Thief and bring it to the far right. Yes, it is safe to put heal back on your keyboard. Hsalf is a really easy boss in terms of not doing anything incredibly special. The damage is mediocre, it does not seal, so all you do is spam heal your party. Do not bother with summoning Bahamut because it does 1s on Thief. Once again, the Buccaneer will be the one to help Hsalf stay pinned while the rest fight.

Warrior Boss

HP: 255,000,000
MP: 10,000,000
EXP: 4,550,000
Weapon attack: 630
Magic attack: 480
Weapon defense: 1000
Magic defense: 850
Speed: -20
Accuracy: 260
Avoidability: 39
Unique: Summon (Windraiders, Stormbreakers, Nightshadows, Firebrands, Crimson Guardians), Attack Buff +200, KB, Stun
Damage: 2-4k, 6-7k on buff
Location: Far Right

If You Are Melee Bishop
You do not have to deal with it single-handedly. However, you deal with it on the far left of the map because that is where the Thief, Archer, and Warrior will be pinned. Eventually, it will summon a mob of monsters that are listed above. They are pretty easy to kill, but although it may be tempting, do not use Genesis. A lot of people lag at bosses and you risk lagging them even more or possibly even disconnecting them. What you have to do with Warrior Boss is to SPAM DISPEL. This could not be any more important because when it is about half dead, it will start putting up an attack buff. This attack buff adds a few thousand more damage, but can be dispelled. It can knock back extremely far and stun but thankfully, you can teleport back quickly and resume dispelling.

If You Are Range Bishop
After Thief is dead, the Buccaneer will rush Nirg to the far right of the map. You must dispel because of the attack buff that adds a few thousand damage. This is much more imperative for the Range Bishop to do so because the Range attackers have much less HP than the warriors. Bowmen and assassins will probably die in one hit. Keep spamming dispel and if you get knockbacked, simply teleport back and resume dispel.

Bowman Boss


HP: 231,000,000
MP: 20,000,000
EXP: 4,450,000
Weapon attack: 600
Magic attack: 490
Weapon defense: 800
Magic defense: 900
Speed: 0
Accuracy: 300
Avoidability: 45
Unique: 1/1, Poison, KB, Stun, Seal, Summons Black Bird
Damage: 2-4k
Location: Far Left

There really is no difference between Melee Bishop and Range Bishop here. Both of them deal with this boss at the far left. The only difference is that Melee Bishop has to deal with this boss the whole time whereas Range Bishop has to deal with it after all the other bosses are dead.

I really recommend having potions that heal both HP and MP primarily because of the 1/1 + Poison. If you lag or wait even a little while, the poison will kill you off. This boss WILL frustrate you because of how frequent it stuns. You will need to spam dispel because of how frequent it seals. You can heal if you want to, but there will be a much higher demand for dispel.

Not sure for the droplist in MSEA. Red= confirmed. Black = unconfirmed or don't exist at all.

Taken from GMS.
Bonus
You get 1 minute for bonus stage. There are a total of 28 boxes to break up. Here is a list of items.

Equipment
Berserker
Blackfist Cloak
Brown Adventurer Cape
Concerto
Crimsonheart Cloak
Crossheider
Green Turtle Staff
Gold Double Knife
Golden Neschere
Goldensoul Cape
Green Mittens
Green Dragon Sleeve
Iceberg Wand
Khanjar
Red Belly Duke
Stormshear
Orb of Fire wand
White Nisrock

Use.
30% Dark Scroll for Cape for HP
70% Dark Scroll for Gun for ATT
70% Dark Scroll for Knuckler for ATT
Banana Graham Pie
Gelt Chocolate
[Mastery Book] Big Bang 30
[Mastery Book] Boomerang Step 30
[Mastery Book] Blaze 20
[Mastery Book] Blizzard 30
[Mastery Book] Blessing of the Onyx 20
[Mastery Book] Brandish 30
[Mastery Book] Dark Fog 20
[Mastery Book] Demolition 30
[Mastery Book] Sanctuary 30
[Mastery Book] Spirit Claw 30
[Mastery Book] Storm of Arrows 30
[Mastery Book] Sharp Eyes 30
[Mastery Book] Rapid fire 30
[Mastery Book] Time leap 30
[Mastery Book] Piercing 30
[Mastery Book] Combo Barrier 20
[Mastery Book] High Defense 20
[Mastery Book] Meteo 20
Maplenade
Sunblock
Swiss Cheese

Etc.
[Storybook] Old Book
[Storybook] Black Book
[Storybook] Burning Book of Fire
[Storybook] Formula for Black Cloud
[Storybook] Frozen Book of Ice
[Storybook] Green Book
Tao of Harmony
Tao of Shadows
Tao of Sight

Setup
White Seal Cushion

*Note: White Seal Cushion is untradeable. If you already have one, you should let someone else loot it instead.
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