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 Post subject: New CWKPQ Guide!
 Post Posted: Thu Mar 05, 2009 8:28 pm 
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Leaf
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Joined: Wed Jan 28, 2009 1:49 am
Posts: 203
In terms of what level of attackers you'll require to complete the PQ, I'd advise bringing a good few 13x~170s.

And remember, BRING APPLES.

NOTE:To begin the PQ it works like a Zak squad. Everyone has to sign up. The leader needs to have a Crimsonwood keystone and 8 crimson guardian hearts.


Pre-PQ and FACTS.



* You'll need a minimum of 10 people to be able to enter and a maximum of 20 people.

*You'll need All Cures.About 50~100 per person

* You need 2 people of each class: i.e. 2 warriors, 2 magicians, 2 archers, 2 pirates and 2 thieves.

I'd advise having at least 4.5k HP. without HB for melee classes and 3.5k HP without HB for ranged classes.
There is only 1 type of pendant you can get.
You get 4 pendants per PQ (each boss drops one).
*You need haste.

You must be lvl 90+ at least. (Although, a party of all level 90s will fail. It's like sending a party of 30 level 50s to zakum; same principle).

*If you die at the bosses you loose 1%.

Stage 1


* The first stage consists of a long room. Black invincible guardians will start spawning if you take to long to enter the second room.

Everyone in the party needs to count to the third pillar on the right and push up there.

Stage 2

This consists of a room with 5 tower type things.(Sigals)
There is 1 tower for each class. Here is a list of what each sigal looks like and its class:
Image
In the room going from left to right they are set up as
Warrior>Archer>Mage>Thief>Pirate
Attack the towers with one of your classes skills and the reactor will activate.


Stage 3
This is a jump quest.
Haste is mandatory.
Again there are 5 towers which can only be activated by each class' respective skills.

Climb up and activate all 5 towers.
Don't worry about the totems; they basically 1/1 you.
In this case it takes your hp down to 100 and if you do not pot and are hit again you die,but it does not matter what your hp is as long as its not under 100 or less.
Eg.--100hp--,Totem hits you,you die.
--101hp--,totem hits you,your hp becomes 100 again.
If you don't pot or get healed after getting hit and are hit again you die, that's basically what I'm saying.
So using a weak pot is suggested.
Once 5 adventurers have reached the top and pass through the top portal which sends them back down to the bottom portal. It will activate and allow everyone onto the next stage.

Stage 4


*Again there are 5 towers which can only be activated by each class' respective skills.

Alas this is another annoying jump quest filled with fire and stirges.
Warriors with stance use the stirges to your advantage. Stance does work!
Marauders/Buccaneers also have an advantage in this since they can use corkscrew blow on the stirges.
Same thing applies with shadowers/CBs with assaulter.
Also, mages can tele up past the platforms.


Climb up and activate the towers.
Some of the towers here are fake so make sure that the message saying that the sigal has been activate in blue appears.
Once they have all been activated, go through the portal at the bottom.


Stage 5
This is the main hall way. There are 5 rooms; one for each class.
Enter the appropriate room and do as instructed by the statue.

* If you die in the room of your class with the ancient piece, the PQ is over since a bishop cannot go into the room to resurrect you unless you're a mage, so be careful in these rooms.


Archer room: Kill all the black guardians and then talk to the statue and he'll give you the ancient bow.


Warrior room:Clear the room and talk to the statue at the top to receive the ancient 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 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 ancient claw.

Magician room:Kill all monsters and pick up wand that drops (has a heart with wings at top). Must teleport through walls...a LOT of walls.

Pirate room:
In this room, you have to open the treasure chests around the map until the ancient gun drops out of one. Watch out for the aqua road related monsters located in the map.

Once you have all 5 items, place them on the hands of the HUGE statue in the main hall.
Statues left, and right. Not Yours.
Staff-Top right hand.
Claw-Top left hand.
Sword - Bottom right hand. Hand is centered.
Bow-Bottom left hand.
Gun-On his belt just above the Bottom left hand.

Once all have been placed go through the portal at the bottom to progress.

Stage 6 Bosses
Stage 6 is finally the long awaited boss stage.
You have 1 hour 30mins to kill all 4 bosses.

The leader or anyone else is to talk to the battle statue once the group is ready. This will spawn several black guardians along with mobs found around Crimsonwood. Kill them all, then the leader is to talk to the statue again to spawn the bosses.

There are a few sniping spots. The bosses do varying damage.
They mostly do up to 3k damage except the touch damage of the warrior boss which can do over 6k when it is buffed.

The easiest method to killing the bosses are having a warrior or buccaneer push the 3 bosses that spawn below to a corner. Each boss has their own set of skills. Refer below.

Warrior boss:The warrior boss can cast a buff on itself which increase its attack. Its damage goes from 3k to up to 7k. A bishop or dark knight can dispel this buff. This boss also has a skill which can push you back and another skill in which it will spin and can stun if you stand too close. After the warrior boss dies, he will spawn 2 monsters.

Archer boss:The archer boss can 1/1 you that comes with a poison. When the archer does this, you have to heal immediately and cure your poison. If you don't, and the archer were to 1/1 you again, 99% chance that you'll die. Do not wait on you bishop to dispel you. The archer also has an annoying stun attack which it usually uses more than 3 times, which means 3 stuns or more in a row. The archer boss also has an arrow rain which will skill lock you.

Mage boss:The Mage boss casts Undead aka Zombify. In this case, all bishops are asked to take off heal and not use their skill until after the mage boss is dead, otherwise the bishop can kill the whole party if caught in zombify and heals. The mage boss can summon a barrier, in which, you will have to use a mob attack to be able to attack the mage. The mage can also poison.

Thief boss: This boss is probably the easiest; however, it has somewhat high avoidability which can make the melee ranged class miss at times. It can jump high too and can hit people that are on the upper platforms if above it.

Each boss will drop one of the new pendants upon death.

Stage 7 Bonus
Bonus is available right after the last boss dies.

* The bonus drops scrolls(70% gun and knuckle, 30% cape hp), skill books, exclusive weapons, taos, pots, and some other stuff.

* The pendant is 295~305 hp / 295~305 mp, +4~6 str, dex, int, luk, +8~12 watt, +8~12matt.


Made by VietSwift and Gairfrede.(Edited old post)

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