Complete CrimsonWood PQ [CWKPQ] Guide

December 29, 2009

Things to know before starting:

  • You can only enter twice a day. It doesn’t reset at 12 am PST. You must actually wait 24 hours.
  • You need at least 2 people of every class. (Warrior, bowman, thief, mage, and pirate)
  • One run can take anywhere from 15 minutes to 2 hours.
  • The minimum level is 90 and maximum is 200.
  • If you die during the PQ you lose about 1% exp
  • Four Marks of Naricain drop per PQ.
  • The bosses have high avoidability, damage, and HP.
  • There are jump quests in the PQ.
  • You should probably get a few level 140+ to be able to finish the PQ
  • There is a bonus stage.
  • There are four bosses. (Warrior, Mage, Thief, and Bowman)
  • During the PQ, you will be informed when you pass a stage. It will appear as blue text.
  • Arans and Cygnus Knights cannot CWKPQ.

Starting the PQ:

To start the PQ, you must have 2 characters of each job. Then, all the members of the PQ should gather at Hall of Mastery, then continue by clicking on the gate at the top right of the map. This should bring you to Hall to Inner Sanctum. Here, once everyone is ready, begin recruiting by clicking Jack. Now, let all the members of your run join the run. Once everyone is enlisted, click Jack again to begin the PQ.

Stage 1: Inner Sanctum Hallway

After clicking Jack, everyone will be teleported to a long map. Simply run to the right while constantly pressing the up arrow. There is a hidden portal somewhere on the map. You have a few minutes to do this, then monsters start spawning.

Stage 2: Forgotten Storage Chamber

After going through the hidden portal, you will be sent to a room with 5 staircases and each one leads to a different orb or sigil. Each orb is designated to one of the jobs. You must get a person of that job to use a 3rd job skill to hit the sigil. Once it starts turning, it means it is activated. Once all 5 are activated, you will be able to continue to the next stage.

Stage 3: The Test of Agility

This stage is a jump quest. Once again there are 5 orbs or sigils along the jump quest. But, you must also have 5 characters (doesn’t have to be one of each job) reach the top and go through the portal. This is easiest for thieves and mages. Once all 5 have reached the end, have them all go through the portal at the top. They should all come back to the bottom. After they all reach the bottom, everyone can continue to the next stage by going through the portal at the bottom.

Stage 4: The Test of Wit

This stage is another jump quest. There are many small platforms in the center. Some of them have stirges on them and the others will have fire once in a while. All of these can push you down. However, warriors’ stance works on the stirges, therefore it is much easier for them to reach the top. Once again, there are sigils for each job. Once all of them are activated you can continue to the next stage.

*I am not very sure how to complete this stage, so I might have some wrong information. Please leave a comment if you know some extra information or corrections*

Stage 5: The Test of Unity

In this stage, there are 5 portals. Each portal is for a specific job and more than one person may enter (Preferably the highest level characters of that job. Lower level characters may die). Each portal is at a different floor and or section of the map and is one of the doors. There is no actual portal showing where the rooms are. Once you have entered the portal, each character will be sent to a small room. For each job, you must complete a different task.

Here is what you have to do for each job:

Archer room: Kill all the black guardians and then talk to the statue to retrieve a bow.
Pirate room: Hit the gold chests until a gun drops. Kill some of the sharks or gobis that are in the way.
Warrior room: Kill the crimson guardians until they drop a sword.
Thief room: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 dissapear. 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.
Magician room: Kill all monsters and pick up the wand that drops. Teleport through the wall to leave.

After retrieving the item, leave the room and drop it where the weapon is suppose to be on the big statue in the center. You can look at the statue at Hall of Mastery to see where each weapon belongs. They should all be placed near a hand. To know if it is right, the item should disappear after 10 seconds and a big weapon should appear on the statue. Once all weapons have been placed, you can continue to the next stage.

Stage 6: Grandmaster Council Hall

This is the bossing stage. First, talk to the statue to summon black guardians. After those are killed, talk to the statue again. There will be 4 bosses that summon. It should be pretty easy to identify which boss is which job. The mage will be on the middle platform at the top. The other three will be on the bottom. The best way to kill these are to have the ranged classes kill the mage by shooting from the platforms on the right, while a warrior pins it to the right so that the ranged characters can hit it. Then, the other warriors should pin the warrior and bowman boss to the left. The bowman should be left alone till the end. Once the mage is dead, the warrior should pin the thief to the right and let the ranged classes kill it. Each of the bosses deal about 3-4k will their long ranged skills and touch damage except the warrior boss deals 7k. Each boss should drop a Marks of Naricain. Once all bosses are dead, you can advance to the bonus stage. Quickly advance to the door on the right to enter the bonus stage.

Stage 7: Bonus Stage!

Once you are teleported to the bonus stage, you have one minute to gather as many items as you can. Hit the boxes around the map to get items. You can get mastery books (ussually cheap ones because of CWKPQ), scrolls,  green mittens (6 slot gloves), white seal cushions, and swiss cheeses (+200 m.atk pots).

*Please let me know if there is any wrong information or if anything has been changed.*


Multi Link Test

December 23, 2009

Move the cursor around and test.

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FM Guilds

December 22, 2009

In almost world other than the new ones and Mardia (my world), there seems to be large FM guilds that control basically FM 1-3. Many people have wondered whether or not they even affect the market or if it is worth it. Obviously they don’t form these guilds because they are friends. In fact, most merchants dislike each other and compete for profit. I believe that FM guilds rarely affect the wide variety of other players. Instead, they just are a sign to “Not Shop Here”. However, desperate buyers look for these stores.


Vega Spell Scroll + WS?

December 22, 2009

No! Vega’s Spell Scroll does not work with white scrolls. Hopefully now the prices of items won’t deflate. :D


All MapleStory Bosses!

December 22, 2009

~Mushmoms~

  • Mushmom – lv. 60 – 20,000hp – 1,200exp – Spawn time : 40minutes – 1hour
  • Zombie Mushmom – lv. 65 – 35,000hp – 1,500exp – Spawn time : 45minutes
  • Blue Mushmom – lv. 90 – 200,000hp – 10,000exp – Spawn time : 48hours

~Strong Bosses~

  • Chief Gray – lv. 49 – 9,000hp – 580exp – Spawn time : 45minutes -1hour
  • Mt-09 – lv. 54 – 13,500hp – 980exp – Spawn time : 45minutes -1hour
  • Jr. Balrog – lv. 80 – 50,000hp – 2,500exp – Spawn time : 5-6hrs
  • Headless Horseman – lv. 101 – 3,500,000hp – 300,000exp – Spawn time : 8-12hrs depends on the place
  • Griffey – lv. 105 – 3,700,000hp – 13,500exp – Spawn time : 3-4 hours
  • Manon – lv. 105 – 3,700,000hp – 13,500exp – Spawn time : 3-4 hours
  • Bigfoot – lv. 110 – 32,000,000hp – 2,660,000exp – Spawn time : 7-8hours
  • Pianus – lv. 110 – 30,000,000hp – 1,300,000exp – Spawn time : left 36hours / right 24hours
  • Black Crow – lv. 115 – 35,000,000hp – 1,780,000exp – Spawn time : 24-48
  • Female Boss – lv. 130 – 75,000,000hp – 3,900,000exp – Spawn time : 5 – 8hours

~Area Bosses~

  • Mano – lv. 20 – 2,000hp – 120exp – Spawn time : 45minutes
  • Stumpy – lv. 35 – 3,500hp – 205exp – Spawn time : 45minutes
  • Deo – lv. 38 – 7,700hp – 445exp – Spawn time : 45minutes
  • Seruf – lv. 45 – 7,800hp – 330exp – Spawn time : 45minutes – 1hour
  • Faust – lv. 50 – 9,800hp – 410exp – Spawn time : 45 minutes
  • King Clang – lv. 55 – 25,000hp – 1,210exp – Spawn time : 45minuts
  • Timer – lv. 59 – 21,000hp – 650exp – Spawn time : 45minutes
  • Dyle – lv.65 – 31,000hp – 810exp – Spawn time : 45minutes
  • Zeno – lv. 65 – 36,000hp – 940exp – Spawn time : 45minutes
  • Old fox – lv. 70 – 89,000hp – 1,300exp – Spawn time : 45minutes
  • Tae Roon – lv. 71 – 93,000hp – 1580exp – Spawn time : 45minutes
  • Master Goblin – lv. 77 – 108,000hp – 2,280exp – Spawn time : 45minutes
  • Elliza – lv. 83 – 87,000hp – 2,800exp – Spawn time : 45minutes
  • Kimera – lv. 85 – 96,000hp – 350exp – Spawn time : 45minutes
  • Snowman – lv. 90 – 120,000hp – 5,200exp – Spawn time : 14-20minutes
  • Leviathan – lv. 120 – 13,400,000hp – 47,355exp – Spawn time : 2hours

~Time Temple~

  • Dodo – lv. 121 – 5,900,000hp – 20,850hp – Spawn time : 1hour 30 – 2hours
  • Lilynouch – lv. 131 – 7,600,000hp – 26,580exp – Spawn time : 1 – 2hours
  • Lyka – lv. 141 – 9,300,000hp – 32,865exp – Spawn time : 2hour

~CWKPQ Bosses~

  • (To be added)
  • (To be added)
  • (To be added)
  • (To be added)

Credit to Soulier


Vega Scrolls?

December 22, 2009

What do I think about the new “Vega Spell Scrolls”? I think they’re good! But mainly the 30% ones. This can help us scroll godly items without the worry of blowing them up with a dark scroll. Personally, I would only scroll GODLY or EXPENSIVE items. Because otherwise, it would not be worth it. The 3k you have to pay for each scroll will cost a lot. Therefore, this should only be used on good items where after scrolling, the price will increase tremendously.

As for the 90% vega scrolls, once again. ONLY FOR EXPENSIVE ITEMS. I wouldn’t use this much. Mainly for gloves. This is because the 90% upgrades cost 4k each! But as you know, 60% scrolls don’t add much stat.

For anyone who doesn’t know, the Vega Scroll Upgrades are basically items from the cash shop. There are two different types: 30% and 90%. The 30% lets you scroll an item with a 10% except it has a 30% chance of working and no chance of being destroyed. The 90%, makes a 60% scroll work on a 90%. This DOES NOT give you a 30% or 90% scroll. Instead, you place the item which you wish to scroll and the scroll and it will scroll it right there. After clicking the Vega Spell’s Scroll Item, it is pretty self explanatory.

Good Luck to everyone who wishes to test their luck!


Test o.o

December 22, 2009

*deleted*
^ It works! Basically, one image, but multiple links :D
I’ll incorporate this into some of my new guides.


Aran Skills

December 21, 2009

1st Job

  • Double Swing
  • Combo Ability – req. level 13
  • Combo Step
  • Polearm Booster – req. level 22

2nd Job

  • Triple Swing
  • Polearm Mastery – req. level 31 quest
  • Combo Drain – req. level 37 quest
  • Combo Smash – req. level 45 quest
  • Final Charge – req. level 54 quest

3rd Job

  • Full Swing – req. req. level 63 quest
  • Smart Knockback
  • Combo Critical
  • Final Toss
  • Combo Fenrir
  • Snow Charge
  • Rolling Spin

4th Job

Not sure. Maple Hero/Warrior should be given upon advancement.

Mounts

Level 50 Mount – Costs 10 mil.

Level 100 Mount – Costs 40 mil.

Level 150 Mount – Costs 80 mil.

(No Image) Level 200 Mount – Rewarded at level 200.


Aran Skill Build: 2nd Job

December 20, 2009

Here is my Aran skill build for 2nd job.

  • Level 30 : Triple Swing 1 (+1)
  • Level 31 : Triple Swing 3 (+2), Polearm Mastery 1 (+1)
  • Level 32 : Polearm Mastery 4 (+3)
  • Level 33 : Polearm Mastery 7 (+3)
  • Level 34 : Polearm Mastery 10 (+3)
  • Level 35 : Polearm Mastery 13 (+3)
  • Level 36 : Polearm Mastery 16 (+3)
  • Level 37 : Polearm Mastery 19 (+3)
  • Level 38 : Polearm Mastery 20 (+1), Triple Swing 5 (+2)
  • Level 39 : Triple Swing 8 (+3)
  • Level 40 : Triple Swing 11 (+3)
  • Level 41 : Triple Swing 14 (+3)
  • Level 42 : Triple Swing 17 (+3)
  • Level 43 : Triple Swing 20 (+3)
  • Level 44 : Combo Drain 3 (+3)
  • Level 45 : Combo Drain 6 (+3)
  • Level 46 : Combo Drain 9 (+3)
  • Level 47 : Combo Drain 11 (+2), Combo Smash 1 (+1)
  • Level 48 : Combo Smash 4 (+3)
  • Level 49 : Combo Smash 7 (+3)
  • Level 50 : Combo Smash 10 (+3)
  • Level 51 : Combo Smash 13 (+3)
  • Level 52 : Combo Smash 16 (+3)
  • Level 53 : Combo Smash 19 (+3)
  • Level 54 : Combo Smash 20 (+1), Final Charge 2 (+2)
  • Level 55 : Final Charge 5 (+3)
  • Level 56 : Final Charge 8 (+3)
  • Level 57 : Final Charge 11 (+3)
  • Level 58 : Final Charge 14 (+3)
  • Level 59 : Final Charge 17 (+3)
  • Level 60 : Final Charge 20 (+3)
  • Level 61 : Final Charge 23 (+3)
  • Level 62 : Final Charge 26 (+3)
  • Level 63 : Final Charge 29 (+3)
  • Level 64 : Final Charge 30 (+1),  Body Pressure 2 (+2)
  • Level 65 : Body Pressure 5 (+3)
  • Level 66 : Body Pressure 8 (+3)
  • Level 67 : Body Pressure 11 (+3)
  • Level 68 : Body Pressure 14 (+3)
  • Level 69 : Body Pressure 17 (+3)
  • Level 70 : Body Pressure 20 (+3)

Result: Polearm Mastery 20, Triple Swing 20, Combo Drain 11, Final Charge 30, Combo Smash 20, Body Pressure 20

I wouldn’t max Mastery until you are higher level. I would keep it at 19 because the last point only adds accuracy. However, if you are dexless, it is important. That is why I added it.

Combo Drain isn’t very important. That is why I didn’t max it. It can allow you to train without pots, however if you have a good amount of mesos, you don’t need this skill. I would rather max Final Charge.

*BOLD TEXT means maxed. (Parenthesis) show amount added per level*


Aran Skill Build : 1st Job

December 20, 2009

I am a dexless Aran and here is what my first job skill build was. I will also share my other skill builds once I level up. :D

  • Level 10 : Double Swing 1 (+1)
  • Level 11 : Double Swing 4 (+3)
  • Level 12 : Double Swing 7 (+3)
  • Level 13 : Double Swing 10 (+3)
  • Level 14 : Combo Ability 1 (+1), Combat Step 1 (+1), Double Swing 11 (+1)
  • Level 15 : Double Swing 14 (+3)
  • Level 16 : Double Swing 17 (+3)
  • Level 17 : Double Swing 20 (+3)
  • Level 18 : Combat Step 4 (+3)
  • Level 19 : Combat Step 5 (+1), Saved 2 (+2)
  • Level 20 : Saved 5 (+3)
  • Level 21 : Saved 8 (+3)
  • Level 22 : Polearm Booster 11 (+11) *from saved*
  • Level 23 : Combat Ability 4 (+3)
  • Level 24 : Combat Ability 7 (+3)
  • Level 25 : Combat Ability 10 (+3)
  • Level 26 : Combat Step 8 (+3)
  • Level 27 : Combat Step 11 (+3)
  • Level 28 : Combat Step 14 (+3)
  • Level 29 : Combat Step 15 (+1), Polearm Booster 13 (+2)
  • Level 30 : Polearm Booster 16 (+3)

Result: Double Swing 20, Combat Ability 10, Combat Step 15, Polearm Booster 16 (Max Lvl 20)

*BOLD TEXT means maxed. (Parenthesis) show amount added per level*


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