Gstatue
2008-09-23, 10:16 AM
Carnival Party Quest Guide
By: Gstatue (gstatue1) 2008
You can use part or all of this guide, as long as you give the author full credit.
Table of Contents: If you want to find something, use the Ctrl+F function and search the keyword next to each section.
1. Intro [CPQ1.1]
2. Basics of CPQ [CPQ1.2]
a. Requirements and preparations [CPQ1.2.1]
b. Entering CPQ [CPQ1.2.2]
c. Waiting room [CPQ1.2.3]
d. Challenging others [CPQ1.2.4]
e. Getting challenged [CPQ1.2.5]
f. Mechanics of CPQ/flowchart of events [CPQ1.2.6]
g. Basics of CPQ [CPQ1.2.7]
3. Room by room breakdown [CPQ1.3]
a. Rooms 1 and 2 [CPQ1.3.1]
b. Rooms 3 and 4 [CPQ1.3.2]
c. Rooms 5 and 6 [CPQ1.3.3]
4. Job descriptions [CPQ1.4]
a.Warrior [CPQ1.4.1]
b.Magicians [CPQ1.4.2]
c.Thieves [CPQ1.4.3]
d.Bowmen [CPQ1.4.4]
5. Monster descriptions [CPQ1.5]
6. Strategies [CPQ1.6]
a. Basic strategies [CPQ1.6.1]
b. In-Depth strategies [CPQ1.6.2]
7. Miscellaneous[CPQ1.7]
8. Conclusion/Credits [CPQ1.8]
1. Introduction[CPQ1.1]
What is Carnival Party Quest, or CPQ, exactly? Well, it is a party quest released to GMS in version 0.52, where you “fight” in a party against other maplers. Unlike other party quests, there is no “boss”, you just go against other maplers in a unique way of “fighting”. This guide is for newcomers and funded people alike, as there is a basic and advanced section. The basics will cover how to CPQ, while the advanced will cover how to win in CPQ. This is one of my favorite subjects, as I have CPQ’d multiple characters to 50, and I’ve made my winning strategies that way.
Maplestory’s description: Spiegelmann has arrived in Kerning City, Ludibrium and Orbis!
Experience the all-new Monster Carnival, where you can compete with friends and rivals alike for fantastic new prizes! Frylocks and Meatwads will rule the world one day. Sentence was included because I was forced. :f4:
2. Basics of CPQ[CPQ1.2]
This is crucial to having the best experience of CPQ, as doing good here will grant you better exp than even training, which is another thing that sets it apart from other party quests. Also, this guide will be written from a leader’s point of view. Skip this if you're not completely ignorant at CPQ, because this will offend you. The basics section was made for the newbies. :f3:
Requirements and preparations:[CPQ1.2.1]
The requirements for CPQing are:
ˇ The minimum level is level 30. The max is level 50.
ˇ You CANNOT use any pots in CPQ.
ˇ You must be prepared to win and lose.
ˇ And always, have fun, and learn from your mistakes, which this guide will attempt to fix.
Entering CPQ:[CPQ1.2.2]
Spielgelmann:
http://www.southperry.net/database/NPC/2042000.img/eye.0.png
Speak to this NPC in either Kerning City, Orbis, or Ludibrium to enter his waiting room, which looks like this:
Waiting room:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0019.jpg
He also has other options besides entering the room, which are learning about CPQ and trading in maple coins. Maple coins will be explained in the miscellaneous section.
Waiting room:[CPQ1.2.3]
After getting to the waiting room, Spielgelmann will be there. If you are a member, do not talk to him, and listen to your leader. As the leader, you will talk to him, and options will pop up, letting you choose the room in which you want to fight in:
Options for rooms:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0012.jpg
If rooms do not show up, the room is occupied, like so:Options for challenging people:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0013.jpg
These are the waiting rooms for the 6 rooms, split into 3 categories. 1 and 2, 3 and 4, and 5 and 6 are the same maps, with not much difference in layout:
1 and 2: Challenging room 1&2
http://i402.photobucket.com/albums/pp108/gstatue/Maple0016.jpg Only parties of 2~4 here
3 and 4: Challenging room 3&4
http://i402.photobucket.com/albums/pp108/gstatue/Maple0015.jpg Only parties of 2~4 here
5 and 6: Challenging room 5&6
http://i402.photobucket.com/albums/pp108/gstatue/Maple0014.jpg Only parties of 3~6 here
You can stay in the challenging rooms, waiting for people to challenge you, for a maximum of 3 minutes.
Challenging others:[CPQ1.2.4]
Challenging other maplers is the foundation of how CPQ starts. There are a couple rules on challenging others, which are:
ˇYour party’s average level must not be 10 levels lower or higher than the team you challenge.
ˇYour party must be the same number of people as the opposing team you challenge.
You challenge people by first, clicking on the party:
Options to challenge other parties:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0013.jpg
Then you look at their levels and jobs (it even tells you what type of wizard you’re challenging):Small description:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0018.jpg
If someone else is challenging the party, you will get a message similar to this:
Haha, you got Cock challenge-blocked:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0017.jpgThere are some more words though.
After you challenge, and accept, you will get a message in your chat box, which says that the other party is making their decision. If they accept, you will be tele’d into 1 of the 3 rooms, depending on what room the party is in that you challenged. If they decline, you will get a pink message in your chat box saying that they declined. Do not spam invite them, because that is unsportsmanlike, and there is no logic in it. If they said no the first time, do 1 or 2 MAX subsequent invites to make sure they know who you are.
Getting challenged:[CPQ1.2.5]
You get challenged when you are in a waiting room and another party outside challenges you.
When that happens, a box pops up, describing the opposing party:
Description of opposing party:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0020.jpg
Accept, and they get tele’d in. Decline, and you can continue to receive challenges. Most idiots spam challenge, so instead of clicking accept and decline, use Y for accept, and N for decline. Hold N if they click really fast; they might get the message and leave, emphasis on might :f7:. After you accept, there will be a 10 second wait before you enter the battlefield. Click the NPC at any moment to be instantly tele’d out. Also, after the 3 minutes run out, you get kicked out of the room. When that happens, there is a 10 second pause before any party can re-enter that room.
Flowchart of events:[CPQ1.2.6]
The mechanics of CPQ are very simple, yet very complex when you get into it. You enter, you fight monsters, and you gain points. Different monsters give different points, and the party with the most points at the end wins. The basic flowchart is: Entering CPQ>Fighting enemies>Getting your exp reward. Very simple. Exp rewards are based on your ranks, and ranks are based on how many points you have at the end of the PQ. Ranks:
A rank- 501 CP and above. Easily obtained with a decent party, shoot for 1000 :shine:
B rank-250~500 CP. Good, just a bit more!
C rank-50~249 CP. Room 1/2 average score, or you need more power.
D rank-0~49 CP. Heh, you need to improve.
Winning A-30,000 exp. Losing A-10,000 exp
Winning B-25,500 exp. Losing B-8,500 exp
Winning C-21,500 exp. Losing C-7,000 exp
Winning D-7,500 exp. Losing D-1,000 exp
Basics of CPQ:[CPQ1.2.7]
Now then, the basics of CPQ will be explained. You enter the battlefield, and monsters will spawn. Sometimes they take 2~5 seconds, and sometimes they’re already there. Also, on rooms 1, 2, 5, and 6, monsters look like they’re in dark sight. They are your opponent‘s monsters, so do not bother with them. You have 10 minutes to gain CP. What monsters you fight and their descriptions will be explained further into the guide. Because you cannot use pots inside the battlefield, the monsters drop pots for you to recover, as well as extra points and curses/points. As soon as you loot pots/curses, they work, so keep them on the ground. A list of pots and buffs/curses:
Note: They are text descriptions, until I can obtain real pictures.
Carnival Point 1: Increases Carnival Point by 1. Blue sphere with shiny white ... dots?
Carnival Point 2: Increases Carnival Point by 2. Red sphere with shiny white dots.
Carnival Point 3: Increases Carnival Point by 3. Purple sphere with shiny white dots.
Mana Elixir: Recovers 300 MP for you. A mana elixir which looks the same as the ones sold inside stores.
White Potion: Recovers 300 HP for you. A white potion which looks the same as the ones sold inside stores.
Elixir: Recovers 50% of your HP and MP for you. A recolored mana elixir; it's pinkish.
Power Elixir: Recovers 100% of your HP and MP for you. A recolored mana elixir; it's purple.
Party Mana Elixir: Recovers 300 MP for all members of your party. A huge mana elixir.
Party Elixir: Recovers 50% of HP and MP for all members of your party. A huge elixir.
Party Power Elixir: Recovers all HP and HP for all members of your party. A huge power elixir.
All Cure: Cures any abnormal state affecting you. A small blue and orange pot. Roundish, with a sphere at the top.
Party All Cure: Cures any abnormal state affecting any members of your party. A huge all cure.
Mini Cube of Darkness: One of the members in the opposing party will be inflicted a random abnormal state. A tiny cube with symbols.
Cube of Darkness: Everyone in the opposing party will be inflicted a random abnormal state. A huge cube with symbols.
Stunner: One of the members of the opposing party will be stunned. A sphere with a spiral in the middle.
Also, mind the window at the top left, as it is your “toolbox” for this party quest.
The toolbox for a fool or a god:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0032-1.jpg?t=1222277698 That is what you use to win.
Ok, now to describe this box. You see "Obtained CP: #/#"? This is how many points you have. You get points by killing monsters, and different monsters give varying amounts of points. The left number is how much you can use and the right number is the total you have. Only the left number loses 10 points when you die. Dying will not cause you to lose exp, it just sends you to a room, where you can reenter the fray. The left number loses points when you spend them on mobs, skills or protectors, which will be described in this section. The right number does not lose points, EVER, even when you die.
Notice how there are 2 party CP: #/#’s. When you enter the battlefield, your color will be under your name. If you’re blue, your party’s CP is the one with the blue maple leaf, and vice versa. Party CP works like obtained CP, left number goes down when someone dies/uses a tactic. BUT, the right number is VERY important. Your right number MUST be higher at the end of the 10 minutes than the opposing team to win the battle. Also, it doesn’t go down.
The mob tab shows the monsters you can summon and how much CP they are. When you summon monsters, they appear on your opponent’s side of the field. The list is:
Name/CP amount/Hotkey*:
Brown Teddy 7 F1:
Bloctopus 7 F2
Ratz (Actually Retz)8 F3
Chronos 8 F4
Toy Trojan 9 F5
Tick-Tock 9 F6
Robo 10 F7
King Bloctopus (wrong name in-game, it's actually King Block Golem) 11 F8
Master Chronos 12 F9
Rombot 22/30 F10
*Hotkeys are the F# buttons, they will not trigger face emotions in the battlefield, so do not use face emotes. Also, bear with Nexon. They make a lot of typos, but don't mind them. :cool:
Rombots are 30 CP in every room except room 6, where they are 22. King Block Golems are indeed the King Bloctopus’, they were named wrong. Also, Ratz are really Retz. All monsters will be described in the Monsters Descriptions section, while monster strategies will be in the Strategies section.
The skill tab inflicts curses onto your opponents. Also, all skills that have a lasting effect besides slow can be cured with an all-cure. Here’s a list:
Name (Who gets inflicted)/ CP amount/ Hotkey
Darkness (Party) 17 F1
Weakness (Party) 19 F2
Curse (Party) 12 F3
Poisoned (Party) 19 F4
Slow (Party) 16 F5
Seal (1 person) 14 F6
Stun (1 person) 22 F7
Cancel Buff (1 person) 18 F8
Party is every member of the opposing team, and 1 person is a random member of the opposing team.
Darkness reduces the opponents accuracy, so they will miss more often. It reduces by a set percentage, so even someone with 1 million accuracy will miss on monsters. Also, it does not reduce magical accuracy, so this is ineffective on mages. Weakness forces the opponent to not be able to jump. Curse cuts the opponent’s monster exp in half, while poisoned poisons the other party, 25 hp a second. Slow reduces the enemies’ speed to 80%, stun stops them from doing anything for 5~10 seconds, and cancel buff dispels every buff the opponent has.
Protectors protect your monsters that you cannot attack, I.E., the ones in “dark sight”. Protectors are jewel pillars that cast different buffs on your monsters. They make them stronger and thus, harder to kill. They look like this: Myyyy preeciiiioussss :shine:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-1.jpg?t=1222181372
If you are on the blue team, you hit the red towers, and vice versa. If you and your opponent can attack the same monster, it will not be affect by protectors. A list of buffs:
Name/CP amount/Hotkey/Symbol
Power UP 17 F1 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-2.jpg
Guard UP 16 F2 http://i402.photobucket.com/albums/pp108/gstatue/Maple0041-1.jpg
Magic UP 17 F3 http://i402.photobucket.com/albums/pp108/gstatue/Maple0041-2.jpg
Shield UP 16 F4 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-4.jpg
Accuracy UP 13 F5 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-5.jpg?t=1222181898
Avoidability UP 16 F6 http://i402.photobucket.com/albums/pp108/gstatue/Maple0040-3.jpg
Speed UP 12 F7 http://i402.photobucket.com/albums/pp108/gstatue/Maple0040-2.jpg
Cancel Weapon Attack 35 F8 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-3.jpg
Cancel Magic Attack 35 F9 http://i402.photobucket.com/albums/pp108/gstatue/MapleStory2008-03-2303-15-23-08-1.jpg
Power up increases a monster’s physical attack by 50 points, while Guard up increases a monster’s physical defense by 50 points. Magic up increases a monster’s magical attack by 40 points, while Shield up increases a monster’s magical defense by 50 points. Accuracy increases a monster’s accuracy by 30 points. Avoidability increases a monster’s avoid by 30 points, and Speed increases a monsters speed by 30 points. Cancel Weapon Attack (CWA) makes all physical damage to the monster become 1 damage. Cancel Magic Attack (CMA) makes all magic damage become 1. Of course, there’s a glitch where you do your normal damage, even if the cancel attacks are up, but that’s rare.
3. Room by room breakdown[CPQ1.3]
Each of the 3 rooms have many distinctive qualities from each other, which sets them apart. This section will describe the rooms, as well as the monsters. Refer to these when you read the Strategies section. Screenshots will be provided.
Rooms 1 and 2: [CPQ1.3.1]
No difference between rooms. Basically a flat room, with ladders and platforms at the top: A section of the entire room: http://s402.photobucket.com/albums/pp108/gstatue/th_Maple0227.jpg
Basically what the room is like the whole map. There are 18 platforms at the top, where the protectors form. The bottom has all the monsters. You spawn at the far left or far right. Monsters in this map are brown teddies and king block golems, which give 1 and 3 CP, respectively. The max monsters you can summon in this room is 7.
Rooms 3 and 4: [CPQ1.3.2]
There is a distinct difference between these rooms, as Room 3 has less spawning monsters due to a glitch by Nexon. Room 3 has only 4 monsters, while Room 4 has 7. The glitch in room 3 is caused by a mistake in the spawn locations of the monsters, so that they appear on the top middle platform.
http://i402.photobucket.com/albums/pp108/gstatue/Maple0023.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0024.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0025.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0026.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0027.jpg
Basically what the entire room looks like. That is room 4, as room 3 would be glitched, as mentioned earlier. The monsters spawn at the bottom only. Both rooms have robos and trojans in them, but with varying amounts. Room 4 has 3 robos and 4 trojans, while Room 3 has 2 robos and 2 trojans. Room 3 spawns all the monsters on the opposite end of where you spawn from, and room 4 spawns them evenly throughout the room, except the corners. You spawn in the corner facing the opposing party's side. Robos give 3 cp, while trojans give 2. Protectors spawn at the top of the map, where the platforms are. The max amount of mobs you can summon is 7.
Rooms 5 and 6: [CPQ1.3.3]
Both the same map layout, only difference is that room 6 has rombots which cost 22 cp instead of 30. Sort of like rooms 1 and 2, but more complex:
Robos and rombots spawn here. Robos only spawn at the top while rombots spawn at the bottom, 3 at a time. There is also a spawn glitch here. The top level spawns 1 robo where it can’t move, at the far left. Also, it spawns 2 robos, on the second platform to the right. The middle level spawns no robos under the platform where 2 robos spawn on the top level. It also spawns 2 robos on the second from the left platform.
A few screenshots:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0030.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0032.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0033.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0034.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0035.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0036.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0037.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0038.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0039.jpg
The opponent’s rombots will be down here in “dark sight” as well. Robos give 3 cp, while rombots give a whopping 6 CP. Summons and protectors spawn at the top 2 levels, and not the bottom. Protectors appear anywhere in the map, so scan the map carefully when taking one down. The max number of mobs you can summon is 16. You spawn on either side of the map, on the little small platforms.
4. Job Descriptions[CPQ1.4]
Job descriptions are the introduction to the advanced part of this guide. This will describe the classes of Maple story, as well as the jobs those classes do on the battlefield. It will also explain the subclasses and
-less builds. I think this is the one place KSing is allowed, so go crazy. :f3:
Warrior:[CPQ1.4.1]
General warrior: Skills shared between all sub classes will be here. Mastery increases stability, booster increases attack speed, and final attack does a second consecutive attack after power strike or slash blast. This is very quick, and costs no mp. Although, it makes slash blast weaker every monster it hits, it does almost the same damage power strike does. Of course, FA is only added this early for a page and maybe a spearman, if they skip Hyper Body.
Dexless warrior: These guys have huge amounts of damage to their name. They have highly unstable damage, but extremely awesome when funded. Accuracy issues pose a problem though.
Fighter: This class utilizes swords and axes. They have semi-stable damage, but very high nonetheless. Swords are more stable, but have a lesser maximum attack, while axes are unstable, but have high maximum attack. Fighters are usually a staple in parties. They tear through everything in their 40’s, and they give a nice boost in weapon attack. You see, one of their party skills is rage. Rage boosts everyone’s weapon attack by 10, which gives a lot more to your damage range, besides magicians. Dexless fighters are incredible, having high damage and mauling everything.
Pros: Destroys monsters quickly and efficiently, decent, stable attack speed, and has a party attack boosting skill.
Cons: Avoid makes them miss A LOT, unless they're reg dex and in their high levels, and even then, they miss once in a while. Bad movement speed, medium range with weapons, and accuracy issues at lower levels. Also, rage doesn't really decrease Hit/kill ratio usually, so it's not that useful.
Page: A fighter that maxes final attack instead of rage. This class uses swords and blunt weapons/maces. Think fighter, but replaces axes with maces. Because they don't have to max rage, they can get final attack, and become a beast at soloing different spots on the field.
Pros: Destroys monsters efficiently and quickly, and can get FA earlier than other warriors, making for a better damage build.
Cons: Avoid, movement, and accuracy issues at lower levels.
Spearman: Awesome class for CPQing. This class uses spears and pole arms, both having huge range with power strike. Their party skill, Hyper Body, increases HP and MP of the entire party by 60%, increasing survivability. Range sometimes makes up for movement.
Pros: Destroys monsters efficiently, weapon range is good, hyper body decreases chance of usable points being lost.
Cons: Avoid, movement, and accuracy issues at lower levels.
Warrior pros and cons are basically the same. They are the tanks of the party. They kill what low hp classes cannot without risk of dying. Although, their accuracy is sort of low, they make up for it with huge hits. This class should stay away from rooms 1 and 2. Rooms 3 and 4 are the best room for them, as mobs accumulate really easily. Slash blast burns everything there. Rooms 5 and 6, they should rombot if they are the best attackers in the party, as they won’t die easily.
Low level warriors should stick to training, as their accuracy is terrible. When you hit around 37, which is when you max your mastery, you should try it out. Rooms 3 and 4 are the best for you until your damage is good enough to rombots in 5 and 6. Protectors are their greatest weakness with bad movement, so try to get a Magician or an Assassin with haste.
Magicians:[CPQ1.4.2]
General mage: They all have magic guard, which greatly increases survivability. Not the best attackers, but great for tower killers and they can attack, so use them wisely. Alls magicians use staffs or wands. Also teleport makes their movement range unparalleled, so they can get to towers quickly. Also, they have MP eater, while it might not be a skill gotten at lower levels, it conserves mp by sapping other monsters mp.
Lukless mages: These guys have high damage while holding all their good qualities. Strong when funded, cheap power when not funded. They aren’t as strong as regular attackers, but they will pose a threat if underestimated.
Ice lightning mage: Great mobbers, their AoE (area of effect) attack is lightning based which would be good, except all monsters in CPQ are lightning resistant, which cuts its power in half. Nevertheless, it's a decent luring and damaging skill, since most monsters have low HP anyways. Also, they have cold beam, which is a 1 on 1 attack with freezing capabilities.
Pros: Great mobbers, highest movement range, and decent, very stable, damage.
Cons: Most monsters are resistant to ice or lightning in CPQ, avoid completely negates all but the highest mages, damage isn’t that great, and some monsters won’t freeze due to being ice resistant.
Fire poison mage: Great 1 on 1 stable damage, good attackers if you want someone to be a main attacker that the other party doesn’t expect. Classes they do expect: bandits, sins , and fighters. High movement, but suffers due to lack of a mob skill. Also, they have poison breath, which can poison and do more damage while fighting another monster, or weakening that monster. Very strategic.
Pros: Can poison, stable 1v1 damage, highest movement range.
Cons: Some monsters resist poison and fire, so the damage will be cut in half. Also, poison will not poison if the monster is resistant to it. Damage pales to other classes, and no mob attack.
Cleric: Clerics are a staple for low to mid-level parties, because they die more often than usual. Their main skill in 2nd job is heal, which recovers hp for the whole party if they are in range. Also they have invincibility and bless, one reduces physical damage by 30% for the cleric, and the other increases defense and accuracy for the whole party, almost a must for warriors. This class can stay alive in almost any situation. Their damage is sub-par, but is offset by their usefulness. Also, heal can attack the undead monster in CPQ, master chronos, which is summoned often.
Pros: Keeps the party alive if they cannot by themselves, gives them accuracy, and survives even better than other magicians. Highest movement range.
Cons: On average, the lowest damage of all classes, heal cannot damage anything besides master chronos, and though they have the best defenses, they aren’t invincible.
Magicians are a flexible class, but each has their own rooms they shine in.
Ice mages shine in rooms 3 and 4, where mobs accumulate fast. 5 and 6 are bad since robos are ice resistant, and they don’t form mobs, since there are gaps between platforms. If you are overrun by monsters, get on the small platforms and spam thunderbolt, because it actually reaches the monsters. Also, bolt can reach Rombots if you're directly above them.
Fire mages shine in rooms 5 and 6, where rombots do not form huge mobs, and they aren’t fire resistant. Though the robos are, just concentrate on shooting rombots down and you’ll be fine. Use magic claw when necessary.
Rooms 3 and 4 are good, but the mobs will overrun you and the robos are fire resistant.
Clerics can go to any room, since they won’t attack much. If you do decide to be an attacker with buffs and supports, every map is good, since you use magic claw and it is a neutral skill. All mages are good at rooms 1 and 2, since their teleport skill can traverse the entire map easily.
Thieves: [CPQ1.4.3]
General thieves: Usually, avoid is not a problem for high level thieves. They have enough accuracy from dexterity and nimble body to not be affected much. This class is a huge staple for CPQ parties, as they do high stable damage. Both thieves have haste, which maxes speed to 140% and bumps jump to 120% at max. Of course, only Assassins have max haste by their high 4x's, so don't ask a Bandit for haste. It makes you look stupid. Booster speeds the weapon up, but only dagger mastery stabilizes a bandits damage. Both classes have bad survivability rates, due to low hp.
Dexless thieves: These guys are the pinnacle of “uber” damage. If properly funded, they could be undefeated and unparalleled, but their accuracy is lower than normal, making them suffer from avoid. Damage is a bit unstable, but the high maximum damage make up for it.
Assassins: Usually called sins, these thieves throw stars. This class is one of 3 classes that can critical hit at 2nd job, the others being the 2 bowmen. These guys have the second highest mobility, with haste and a ranged move.
Pros: High damage, high movement, slim to no problems with accuracy, and fast attacks.
Cons: Must recharge stars because they could run out of stars inside a PQ, and criticals cause the damage to be unstable.
Bandits: These thieves utilize daggers in close range combat. Their main attack is savage blow, which attacks a monster 6 times in succession. Very unstable without mastery, but with it, it can savagely tear through anything the opponent throws at them.
Pros: High accumulative damage, and booster with savage blow equals terrifyingly speedy damage.
Cons: Unstable until mastery is high, does not achieve peak until low 4x’s, and cannot hit do 6 hits until SB is level 21.
These guys operate anywhere, anytime, and can defeat a lot of things. They aren’t invincible though, just really good at what they do. Sins fail at rooms 3 and 4 though, the trojans overwhelm them with their speed, unless they have maxed haste. They’ll punch a lot. Bandits maul everything though, a HUGE staple for most successful parties.
Assassins do good in Rooms 1, 2, 3, 5, and 6. They get killed in 4 because the mobs overrun them usually. Go at your own risk. Rooms 1, 2, and 3 are very simple, even at lower levels. Just sweep the map for kills. For 5 and 6, robos for weaker sins, and rombots if they're decently strong.
Bandits...just about anywhere, as soon as they get 6 hit SB. There's really not much to...say. Too epic :excellent:
Bowmen: [CPQ1.4.4]
General bowmen: These are the underdogs, or at least, they’re treated like it. Though they are unstable, and a slow ranged class, they make up for it with fast attacks and high damage. Unstability goes away with mastery though, and booster just bumps their speed up. Also, both classes of bowmen can critical, so their damage is one of the highest. Both classes have their special mob skill, so these guys are very flexible. Soul arrow allows them to shoot arrows without buying new arrows, letting them stay in CPQ. Of course, they have low hp, so they could die more easily than other classes.
Strless bowmen: Uncommon because at higher levels, regular strength bowmen outshine them, so yeah. Bowmen with higher damage at the CPQing levels and lack of good clothes.
Hunter: These guys use bows to shoot arrows. Bows are faster than crossbows, but a bit weaker. High damage, low movement speed, but the maple bows add speed. Also, their special mob attack is arrow bomb, where they shoot an arrow with a bomb attached to it. If it connects, the first monster gets low damage while any monster around it will be bombed for high damage. It can hit up to 6 monsters, and it also stuns.
Pros: Medium to high damage, speedy weapons, and ranged attacks with mob attacks. Also, very high accuracy.
Cons: Unstable damage with critical, overwhelmed by mobs, and low hp.
Crossbowmen: These are the underdogs of the underdogs. Weapon speed is low, while damage is a bit higher than hunters. Often called xbowmen, these guys have the special mob skill, Iron Arrow. Iron arrow shoots straight, going through up to 6 monsters. Damage reduces slightly for each monster, but it isn’t that significant. Also, it only hits straight, so if the monster is jumping, it won’t get hit.
Pros: High damage, ranged attack, and extremely high accuracy.
Cons: Slow weapon, unstable damage, overwhelmed by mobs, and low hp.
They're basically the same thing, except one can stun and the other can do more damage, on average. Rooms 1, 2, 5, and 6 are good, because the mobs overrun you at 3 and 4. 1 and 2 is just sweeping and shooting. At Rooms 5 and 6, robos for weaker bowmen and rombots for stronger bowmen. Robos can be sniped across platforms, so be a stationary turret of arrows, and you'll be good.
These are the classes of maple story, refer to this when we get to strategies.
5. Monster descriptions[CPQ1.5]
This will be where you find information on the monsters inside CPQ. Refer here when strategies call for summons. The layout of the monsters will be:
Monster name
Location
CP cost
HP
Accuracy to hit when level=monsters level
Description
Keep in mind that while accuracy required is the same inside and outside of CPQ, other stats were changed to fit CPQ. And, don't ever, ever, EVER summon monsters because you have spare CP and can't use it anywhere else. Waste of CP, and gain of CP for the other team.
Use this calculator: http://www.screamingstatue.com/accuracy/ for accuracy measuring and http://www.hidden-street.net for monster pictures.
Brown Teddy
They are found on rooms 1 and 2.
They cost 7 CP
Around 2000 hp
44 accuracy at level 30 to hit 100%.
These are the weakest monster inside CPQ.
Bloctopus
None
7 CP
Pending info
55 accuracy at level 35 to hit 100%
None
Retz (Says ratz, but it is retz)
None
8 CP
Pending info
66 accuracy to hit at level 36 100%
None
Chronos
None
8 CP
Pending info
73 accuracy to hit at level 37 100%
None
Toy Trojan
Room 3 and 4
9 CP
2000~2500 hp
66 accuracy to hit 100% at level 39
None
Tick-Tock
None
9 CP
Pending info
73 accuracy to hit at level 40 100%
None
Robo
Rooms 3,4,5 and 6
10 CP
Around 3000
55 accuracy to hit 100% at level 41
None
King Bloctopus (wrong name in-game, it's actually King Block Golem)
Rooms 1 and 2
11 CP
Pending info
51 accuracy to hit 100% at level 45
Laugh at the typo ;)
Master Chronos
None
12
Pending info
88 accuracy at level 46 to hit 100% at level 46
Undodgeable magic attack.
Rombot
Rooms 5 and 6
22CP at room 6/30CP all other rooms
Around 6000 hp
58 accuracy to hit it 100% at level 47
Strongest monster in CPQ.
Again, this is a reference section for the strategies section.
6. Strategies[CPQ1.6]
Ah, strategies. One of the only reasons I wrote a guide on CPQ was to share my insanely awesome strategies to you, the reader. Though they will not work 100%, they do their best, and you should find yourself without fear of higher levels. I’m assuming you read the room by room breakdown section, so I won’t describe the map unless it is vital to the strategy(ies). And, be prepared to make sure that they don't get any sympathy from you.
Basic strategies:[CPQ1.6.1]
These are for the casual CPQer, who don’t get into the experience, and just want to win some of the time…which no one ever wants to lose, but nonetheless, onwards.
Rooms 1 and 2: Usually, people here aren’t experienced, so they would be low levels. Ranged people prosper here, so if you face an all ranged party, get 63 CP, which is the trojans cost of 9x7, the max summon limit here, and max the trojans out. Then cast speed up and avoid. Power up is next if you want to see tombstones, which I will label as a sadism strategy. CWA if you want a guaranteed win, as that blocks physical damage, and all ranged people are physical. Don’t bother with avoid, unless there is a mage or a warrior on the opposing team. If the teams are mainly warriors, bandits, and mages, do not summon. Use avoid and SPAM it. By SPAM I mean, HOLD THE HOTKEY DOWN. Not seriously, but there is a strategy where you do that. So yeah, rooms 1 and 2 in a nutshell.
Rooms 3 and 4: People here are usually good, sometimes experts. Remember the toy trojans strategy I mentioned in rooms 1 and 2? Twice as effective here, since the room is half the size. Speed, avoid, power/CWA or both. All warrior and mage party will be affected by avoid up. More information on this room will be provided in the in-depth section.
Rooms 5 and 6: Best stage to go when your party is higher than average. Both this section and the in-depth section have the same strategy, but the other one goes more into the details. Ok, when your party at 192 CP, max out master chronos. Then keep up buffs of avoid, speed, magic, power, and CWA/CMA. Basic, simple, and A KILLER of any party.
In-Depth strategies:[CPQ1.6.2]
This will expand on all rooms besides 1 and 2, since strategies are too easy to go into detail.
Rooms 3 and 4: Ok, strategy number 1. Clear and to the point. Conserve points to 2:30~3 minutes, and then keep cancel weapon/magic attack up, depending on the party. If they start doing it, you better have a magical class and a weapon class in your party, to bypass one of the two cancels. if they use both, they lose CP faster than you. If you are the tower breaker, and you have CP, hold the CWA/CMA button down during tower downtimes. Easy, simple, and 30k exp.
Now for the class specific strategies. If the opponents mainly ranged, like sins and bowmen, save up 77 CP and spam King Bloctopuses. They are tall, and with speed up, will cause a frenzy of bow whacking and claw punching. Power up and CWA will just destroy what’s left. If it’s all warriors and mages, assign one person the job of avoid spam. Keep avoid up as much as you can. Others conserve points and spam CWA at the 3 minute mark. Also, room 3 is the lesser room, so you’ll gain less points. Unless your party is good, you should go back to basics, or hope that your teams offense>theirs. A bandit can’t really be beaten here without constant CWA.
Rooms 5 and 6: Fun room. The main focus here will be master chronos and then an alternate strategy in case masters aren’t enough to satisfy your sadistic streak.
192 CP, summon master chronos, blah. Already went over this in basics. Okay, now. The rombot attacker/main attacker should be the one that dumps all his CP into masters. Then, the other 2 or 3 or more will keep the buffs up. In order of what to keep up, Avoid, speed, power, magic. Those 4 will force all but the mightiest up from rombots. Then, use CWA to clean up what’s left. When they go up, they’ll be smacked in the face with ghosts with clown hats on steroids shooting lasers at them. They die, lose CP, and the vicious cycle of losing CP continues all the way to 0. Meanwhile, you get more CP, cast all the other unimportant protectors should they try to fight back, and then, stun spam. Stunning will make them die, which makes me laugh, and it should make you laugh too, heh.
There is also a strategy like this, but substituting masters for rombots. If you feel like watching a bunch of robots punch the hell out of the ground, this is the strategy for you.
7. Miscellaneous[CPQ1.7]
This is random things I forgot to add throughout the guide. Hm…
Maple coins. These coins can be traded to Spielgelmann outside of the waiting room, in Kerning, Orbis, or Ludibrium. As such, this won't be coded, because I don't know what I'll add here. Go find it yerself, lazy bums. :glitter:
The reward list:
Reward/Coins it costs
Spiegelmann Necklace 50
Spiegelmann's Marble 40
Cutlus 7
Lionheart 7
Traus 10
Zard 10
Jeweled Katar 20
Lion's Fang 20
Dankke 7
Niam 7
Blue Counter 10
Sabretooth 10
Buck 20
The Rising 20
Heavy Hammer 7
Sledgehammer 7
Jacker 10
Titan 10
Knuckle Mace 20
Golden Mole 20
Nakamaki 7
Axe Pole Arm 7
Zeco 10
Crescent Polearm 10
The Nine Dragons 20
Serpent's Tongue 20
Wizard Wand 7
Petal Staff 7
Crystal Wand 10
Hall Staff 10
Arc Staff 20
Cromi 20
Red Viper 7
Vaulter 2000 10
Olympus 20
Heckler 7
Silver Crow 10
Rower 20
Dark Guardian 7
Dark Avarice 10
Dark Slain 20
Gephart 7
Bazlud 10
Dragon Toenail 10
Sai 20
Shinkita 20
Spiegelmann necklaces are pendants that give the user stat boosts. It costs 50 coins, as seen up there.
Images: http://www.southperry.net/database/Character/Accessory/01122007.img/info.icon.png
The average stats are 1 strength, 1 dexterity, 1 intelligence, 1 luk, and 27 weapon and magic defense, and the 4 main stats can go up to 2 and down to 0. Also it has 3 slots with which you can scroll with the Spielgelmann marbles, which cost 40 coins. They have a 60% chance of working, and they add 30 hp and 30 mp to your necklace if successfully used.
All of the other equips are for the 4 classes of the 30~50 range. They can be over average or under average, it just depends on your luck. Also, Gepharts have the highest meso:coin ratio if sold to an NPC. 150k mesos for 7 coins, so if you're too lazy to sell necklaces, use those instead.
CPQ glitches: When you are in a room, and you get challenged, sometimes, the challenging party cannot enter due to a glitch, even if you accept. Also, they cannot rechallenge you. Room 3 has monsters spawning at the top. Rooms 5 and 6 has 2 robos on some platforms, none on some, and a robo that is glitches and cannot move at the top, far left. King Bloctopuses are really King Block Golems. Also, sometimes when you win a PQ, and you move around and use skills right before you’re sent to the reward room, you get disconnected. This was linked to an auto ban glitch that is not in CPQ anymore. And, protector towers sometimes lag when you knock them down. A way to see if they’re not really there is to see if the tower sparkles. If the jewel doesn’t sparkle, it is a lagged tower.
Beware of quitters. Quitters are the immature people that challenge you, go 2 minutes into the PQ, then leave because you have more points than them. There are a lot of those, so yeah. Also, watch out for room rushers. They challenge you, enter, then click the npc really fast so you get kicked out. Be ready to try to click back in.
Coin disputes: If you and your party member get into a coin dispute, I suggest you leave as soon as the PQ is over. Unless you knowingly stole the coin from him/her, they shouldn’t be complaining, and they will loot whatever coins were obviously yours.
Also, CP goes to the person who killed the monster. Even if you did 1 hp off the max HP of a monster, if someone else kills it, they get CP. U se this to your advantage at Rooms 5 and 6, because you can KS their robos.
8. Conclusion/Credits[CPQ1.8]
By: Gstatue (gstatue1) 2008
You can use part or all of this guide, as long as you give the author full credit.
Table of Contents: If you want to find something, use the Ctrl+F function and search the keyword next to each section.
1. Intro [CPQ1.1]
2. Basics of CPQ [CPQ1.2]
a. Requirements and preparations [CPQ1.2.1]
b. Entering CPQ [CPQ1.2.2]
c. Waiting room [CPQ1.2.3]
d. Challenging others [CPQ1.2.4]
e. Getting challenged [CPQ1.2.5]
f. Mechanics of CPQ/flowchart of events [CPQ1.2.6]
g. Basics of CPQ [CPQ1.2.7]
3. Room by room breakdown [CPQ1.3]
a. Rooms 1 and 2 [CPQ1.3.1]
b. Rooms 3 and 4 [CPQ1.3.2]
c. Rooms 5 and 6 [CPQ1.3.3]
4. Job descriptions [CPQ1.4]
a.Warrior [CPQ1.4.1]
b.Magicians [CPQ1.4.2]
c.Thieves [CPQ1.4.3]
d.Bowmen [CPQ1.4.4]
5. Monster descriptions [CPQ1.5]
6. Strategies [CPQ1.6]
a. Basic strategies [CPQ1.6.1]
b. In-Depth strategies [CPQ1.6.2]
7. Miscellaneous[CPQ1.7]
8. Conclusion/Credits [CPQ1.8]
1. Introduction[CPQ1.1]
What is Carnival Party Quest, or CPQ, exactly? Well, it is a party quest released to GMS in version 0.52, where you “fight” in a party against other maplers. Unlike other party quests, there is no “boss”, you just go against other maplers in a unique way of “fighting”. This guide is for newcomers and funded people alike, as there is a basic and advanced section. The basics will cover how to CPQ, while the advanced will cover how to win in CPQ. This is one of my favorite subjects, as I have CPQ’d multiple characters to 50, and I’ve made my winning strategies that way.
Maplestory’s description: Spiegelmann has arrived in Kerning City, Ludibrium and Orbis!
Experience the all-new Monster Carnival, where you can compete with friends and rivals alike for fantastic new prizes! Frylocks and Meatwads will rule the world one day. Sentence was included because I was forced. :f4:
2. Basics of CPQ[CPQ1.2]
This is crucial to having the best experience of CPQ, as doing good here will grant you better exp than even training, which is another thing that sets it apart from other party quests. Also, this guide will be written from a leader’s point of view. Skip this if you're not completely ignorant at CPQ, because this will offend you. The basics section was made for the newbies. :f3:
Requirements and preparations:[CPQ1.2.1]
The requirements for CPQing are:
ˇ The minimum level is level 30. The max is level 50.
ˇ You CANNOT use any pots in CPQ.
ˇ You must be prepared to win and lose.
ˇ And always, have fun, and learn from your mistakes, which this guide will attempt to fix.
Entering CPQ:[CPQ1.2.2]
Spielgelmann:
http://www.southperry.net/database/NPC/2042000.img/eye.0.png
Speak to this NPC in either Kerning City, Orbis, or Ludibrium to enter his waiting room, which looks like this:
Waiting room:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0019.jpg
He also has other options besides entering the room, which are learning about CPQ and trading in maple coins. Maple coins will be explained in the miscellaneous section.
Waiting room:[CPQ1.2.3]
After getting to the waiting room, Spielgelmann will be there. If you are a member, do not talk to him, and listen to your leader. As the leader, you will talk to him, and options will pop up, letting you choose the room in which you want to fight in:
Options for rooms:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0012.jpg
If rooms do not show up, the room is occupied, like so:Options for challenging people:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0013.jpg
These are the waiting rooms for the 6 rooms, split into 3 categories. 1 and 2, 3 and 4, and 5 and 6 are the same maps, with not much difference in layout:
1 and 2: Challenging room 1&2
http://i402.photobucket.com/albums/pp108/gstatue/Maple0016.jpg Only parties of 2~4 here
3 and 4: Challenging room 3&4
http://i402.photobucket.com/albums/pp108/gstatue/Maple0015.jpg Only parties of 2~4 here
5 and 6: Challenging room 5&6
http://i402.photobucket.com/albums/pp108/gstatue/Maple0014.jpg Only parties of 3~6 here
You can stay in the challenging rooms, waiting for people to challenge you, for a maximum of 3 minutes.
Challenging others:[CPQ1.2.4]
Challenging other maplers is the foundation of how CPQ starts. There are a couple rules on challenging others, which are:
ˇYour party’s average level must not be 10 levels lower or higher than the team you challenge.
ˇYour party must be the same number of people as the opposing team you challenge.
You challenge people by first, clicking on the party:
Options to challenge other parties:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0013.jpg
Then you look at their levels and jobs (it even tells you what type of wizard you’re challenging):Small description:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0018.jpg
If someone else is challenging the party, you will get a message similar to this:
Haha, you got Cock challenge-blocked:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0017.jpgThere are some more words though.
After you challenge, and accept, you will get a message in your chat box, which says that the other party is making their decision. If they accept, you will be tele’d into 1 of the 3 rooms, depending on what room the party is in that you challenged. If they decline, you will get a pink message in your chat box saying that they declined. Do not spam invite them, because that is unsportsmanlike, and there is no logic in it. If they said no the first time, do 1 or 2 MAX subsequent invites to make sure they know who you are.
Getting challenged:[CPQ1.2.5]
You get challenged when you are in a waiting room and another party outside challenges you.
When that happens, a box pops up, describing the opposing party:
Description of opposing party:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0020.jpg
Accept, and they get tele’d in. Decline, and you can continue to receive challenges. Most idiots spam challenge, so instead of clicking accept and decline, use Y for accept, and N for decline. Hold N if they click really fast; they might get the message and leave, emphasis on might :f7:. After you accept, there will be a 10 second wait before you enter the battlefield. Click the NPC at any moment to be instantly tele’d out. Also, after the 3 minutes run out, you get kicked out of the room. When that happens, there is a 10 second pause before any party can re-enter that room.
Flowchart of events:[CPQ1.2.6]
The mechanics of CPQ are very simple, yet very complex when you get into it. You enter, you fight monsters, and you gain points. Different monsters give different points, and the party with the most points at the end wins. The basic flowchart is: Entering CPQ>Fighting enemies>Getting your exp reward. Very simple. Exp rewards are based on your ranks, and ranks are based on how many points you have at the end of the PQ. Ranks:
A rank- 501 CP and above. Easily obtained with a decent party, shoot for 1000 :shine:
B rank-250~500 CP. Good, just a bit more!
C rank-50~249 CP. Room 1/2 average score, or you need more power.
D rank-0~49 CP. Heh, you need to improve.
Winning A-30,000 exp. Losing A-10,000 exp
Winning B-25,500 exp. Losing B-8,500 exp
Winning C-21,500 exp. Losing C-7,000 exp
Winning D-7,500 exp. Losing D-1,000 exp
Basics of CPQ:[CPQ1.2.7]
Now then, the basics of CPQ will be explained. You enter the battlefield, and monsters will spawn. Sometimes they take 2~5 seconds, and sometimes they’re already there. Also, on rooms 1, 2, 5, and 6, monsters look like they’re in dark sight. They are your opponent‘s monsters, so do not bother with them. You have 10 minutes to gain CP. What monsters you fight and their descriptions will be explained further into the guide. Because you cannot use pots inside the battlefield, the monsters drop pots for you to recover, as well as extra points and curses/points. As soon as you loot pots/curses, they work, so keep them on the ground. A list of pots and buffs/curses:
Note: They are text descriptions, until I can obtain real pictures.
Carnival Point 1: Increases Carnival Point by 1. Blue sphere with shiny white ... dots?
Carnival Point 2: Increases Carnival Point by 2. Red sphere with shiny white dots.
Carnival Point 3: Increases Carnival Point by 3. Purple sphere with shiny white dots.
Mana Elixir: Recovers 300 MP for you. A mana elixir which looks the same as the ones sold inside stores.
White Potion: Recovers 300 HP for you. A white potion which looks the same as the ones sold inside stores.
Elixir: Recovers 50% of your HP and MP for you. A recolored mana elixir; it's pinkish.
Power Elixir: Recovers 100% of your HP and MP for you. A recolored mana elixir; it's purple.
Party Mana Elixir: Recovers 300 MP for all members of your party. A huge mana elixir.
Party Elixir: Recovers 50% of HP and MP for all members of your party. A huge elixir.
Party Power Elixir: Recovers all HP and HP for all members of your party. A huge power elixir.
All Cure: Cures any abnormal state affecting you. A small blue and orange pot. Roundish, with a sphere at the top.
Party All Cure: Cures any abnormal state affecting any members of your party. A huge all cure.
Mini Cube of Darkness: One of the members in the opposing party will be inflicted a random abnormal state. A tiny cube with symbols.
Cube of Darkness: Everyone in the opposing party will be inflicted a random abnormal state. A huge cube with symbols.
Stunner: One of the members of the opposing party will be stunned. A sphere with a spiral in the middle.
Also, mind the window at the top left, as it is your “toolbox” for this party quest.
The toolbox for a fool or a god:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0032-1.jpg?t=1222277698 That is what you use to win.
Ok, now to describe this box. You see "Obtained CP: #/#"? This is how many points you have. You get points by killing monsters, and different monsters give varying amounts of points. The left number is how much you can use and the right number is the total you have. Only the left number loses 10 points when you die. Dying will not cause you to lose exp, it just sends you to a room, where you can reenter the fray. The left number loses points when you spend them on mobs, skills or protectors, which will be described in this section. The right number does not lose points, EVER, even when you die.
Notice how there are 2 party CP: #/#’s. When you enter the battlefield, your color will be under your name. If you’re blue, your party’s CP is the one with the blue maple leaf, and vice versa. Party CP works like obtained CP, left number goes down when someone dies/uses a tactic. BUT, the right number is VERY important. Your right number MUST be higher at the end of the 10 minutes than the opposing team to win the battle. Also, it doesn’t go down.
The mob tab shows the monsters you can summon and how much CP they are. When you summon monsters, they appear on your opponent’s side of the field. The list is:
Name/CP amount/Hotkey*:
Brown Teddy 7 F1:
Bloctopus 7 F2
Ratz (Actually Retz)8 F3
Chronos 8 F4
Toy Trojan 9 F5
Tick-Tock 9 F6
Robo 10 F7
King Bloctopus (wrong name in-game, it's actually King Block Golem) 11 F8
Master Chronos 12 F9
Rombot 22/30 F10
*Hotkeys are the F# buttons, they will not trigger face emotions in the battlefield, so do not use face emotes. Also, bear with Nexon. They make a lot of typos, but don't mind them. :cool:
Rombots are 30 CP in every room except room 6, where they are 22. King Block Golems are indeed the King Bloctopus’, they were named wrong. Also, Ratz are really Retz. All monsters will be described in the Monsters Descriptions section, while monster strategies will be in the Strategies section.
The skill tab inflicts curses onto your opponents. Also, all skills that have a lasting effect besides slow can be cured with an all-cure. Here’s a list:
Name (Who gets inflicted)/ CP amount/ Hotkey
Darkness (Party) 17 F1
Weakness (Party) 19 F2
Curse (Party) 12 F3
Poisoned (Party) 19 F4
Slow (Party) 16 F5
Seal (1 person) 14 F6
Stun (1 person) 22 F7
Cancel Buff (1 person) 18 F8
Party is every member of the opposing team, and 1 person is a random member of the opposing team.
Darkness reduces the opponents accuracy, so they will miss more often. It reduces by a set percentage, so even someone with 1 million accuracy will miss on monsters. Also, it does not reduce magical accuracy, so this is ineffective on mages. Weakness forces the opponent to not be able to jump. Curse cuts the opponent’s monster exp in half, while poisoned poisons the other party, 25 hp a second. Slow reduces the enemies’ speed to 80%, stun stops them from doing anything for 5~10 seconds, and cancel buff dispels every buff the opponent has.
Protectors protect your monsters that you cannot attack, I.E., the ones in “dark sight”. Protectors are jewel pillars that cast different buffs on your monsters. They make them stronger and thus, harder to kill. They look like this: Myyyy preeciiiioussss :shine:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-1.jpg?t=1222181372
If you are on the blue team, you hit the red towers, and vice versa. If you and your opponent can attack the same monster, it will not be affect by protectors. A list of buffs:
Name/CP amount/Hotkey/Symbol
Power UP 17 F1 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-2.jpg
Guard UP 16 F2 http://i402.photobucket.com/albums/pp108/gstatue/Maple0041-1.jpg
Magic UP 17 F3 http://i402.photobucket.com/albums/pp108/gstatue/Maple0041-2.jpg
Shield UP 16 F4 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-4.jpg
Accuracy UP 13 F5 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-5.jpg?t=1222181898
Avoidability UP 16 F6 http://i402.photobucket.com/albums/pp108/gstatue/Maple0040-3.jpg
Speed UP 12 F7 http://i402.photobucket.com/albums/pp108/gstatue/Maple0040-2.jpg
Cancel Weapon Attack 35 F8 http://i402.photobucket.com/albums/pp108/gstatue/Maple0227-3.jpg
Cancel Magic Attack 35 F9 http://i402.photobucket.com/albums/pp108/gstatue/MapleStory2008-03-2303-15-23-08-1.jpg
Power up increases a monster’s physical attack by 50 points, while Guard up increases a monster’s physical defense by 50 points. Magic up increases a monster’s magical attack by 40 points, while Shield up increases a monster’s magical defense by 50 points. Accuracy increases a monster’s accuracy by 30 points. Avoidability increases a monster’s avoid by 30 points, and Speed increases a monsters speed by 30 points. Cancel Weapon Attack (CWA) makes all physical damage to the monster become 1 damage. Cancel Magic Attack (CMA) makes all magic damage become 1. Of course, there’s a glitch where you do your normal damage, even if the cancel attacks are up, but that’s rare.
3. Room by room breakdown[CPQ1.3]
Each of the 3 rooms have many distinctive qualities from each other, which sets them apart. This section will describe the rooms, as well as the monsters. Refer to these when you read the Strategies section. Screenshots will be provided.
Rooms 1 and 2: [CPQ1.3.1]
No difference between rooms. Basically a flat room, with ladders and platforms at the top: A section of the entire room: http://s402.photobucket.com/albums/pp108/gstatue/th_Maple0227.jpg
Basically what the room is like the whole map. There are 18 platforms at the top, where the protectors form. The bottom has all the monsters. You spawn at the far left or far right. Monsters in this map are brown teddies and king block golems, which give 1 and 3 CP, respectively. The max monsters you can summon in this room is 7.
Rooms 3 and 4: [CPQ1.3.2]
There is a distinct difference between these rooms, as Room 3 has less spawning monsters due to a glitch by Nexon. Room 3 has only 4 monsters, while Room 4 has 7. The glitch in room 3 is caused by a mistake in the spawn locations of the monsters, so that they appear on the top middle platform.
http://i402.photobucket.com/albums/pp108/gstatue/Maple0023.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0024.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0025.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0026.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0027.jpg
Basically what the entire room looks like. That is room 4, as room 3 would be glitched, as mentioned earlier. The monsters spawn at the bottom only. Both rooms have robos and trojans in them, but with varying amounts. Room 4 has 3 robos and 4 trojans, while Room 3 has 2 robos and 2 trojans. Room 3 spawns all the monsters on the opposite end of where you spawn from, and room 4 spawns them evenly throughout the room, except the corners. You spawn in the corner facing the opposing party's side. Robos give 3 cp, while trojans give 2. Protectors spawn at the top of the map, where the platforms are. The max amount of mobs you can summon is 7.
Rooms 5 and 6: [CPQ1.3.3]
Both the same map layout, only difference is that room 6 has rombots which cost 22 cp instead of 30. Sort of like rooms 1 and 2, but more complex:
Robos and rombots spawn here. Robos only spawn at the top while rombots spawn at the bottom, 3 at a time. There is also a spawn glitch here. The top level spawns 1 robo where it can’t move, at the far left. Also, it spawns 2 robos, on the second platform to the right. The middle level spawns no robos under the platform where 2 robos spawn on the top level. It also spawns 2 robos on the second from the left platform.
A few screenshots:
http://i402.photobucket.com/albums/pp108/gstatue/Maple0030.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0032.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0033.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0034.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0035.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0036.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0037.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0038.jpg
http://i402.photobucket.com/albums/pp108/gstatue/Maple0039.jpg
The opponent’s rombots will be down here in “dark sight” as well. Robos give 3 cp, while rombots give a whopping 6 CP. Summons and protectors spawn at the top 2 levels, and not the bottom. Protectors appear anywhere in the map, so scan the map carefully when taking one down. The max number of mobs you can summon is 16. You spawn on either side of the map, on the little small platforms.
4. Job Descriptions[CPQ1.4]
Job descriptions are the introduction to the advanced part of this guide. This will describe the classes of Maple story, as well as the jobs those classes do on the battlefield. It will also explain the subclasses and
-less builds. I think this is the one place KSing is allowed, so go crazy. :f3:
Warrior:[CPQ1.4.1]
General warrior: Skills shared between all sub classes will be here. Mastery increases stability, booster increases attack speed, and final attack does a second consecutive attack after power strike or slash blast. This is very quick, and costs no mp. Although, it makes slash blast weaker every monster it hits, it does almost the same damage power strike does. Of course, FA is only added this early for a page and maybe a spearman, if they skip Hyper Body.
Dexless warrior: These guys have huge amounts of damage to their name. They have highly unstable damage, but extremely awesome when funded. Accuracy issues pose a problem though.
Fighter: This class utilizes swords and axes. They have semi-stable damage, but very high nonetheless. Swords are more stable, but have a lesser maximum attack, while axes are unstable, but have high maximum attack. Fighters are usually a staple in parties. They tear through everything in their 40’s, and they give a nice boost in weapon attack. You see, one of their party skills is rage. Rage boosts everyone’s weapon attack by 10, which gives a lot more to your damage range, besides magicians. Dexless fighters are incredible, having high damage and mauling everything.
Pros: Destroys monsters quickly and efficiently, decent, stable attack speed, and has a party attack boosting skill.
Cons: Avoid makes them miss A LOT, unless they're reg dex and in their high levels, and even then, they miss once in a while. Bad movement speed, medium range with weapons, and accuracy issues at lower levels. Also, rage doesn't really decrease Hit/kill ratio usually, so it's not that useful.
Page: A fighter that maxes final attack instead of rage. This class uses swords and blunt weapons/maces. Think fighter, but replaces axes with maces. Because they don't have to max rage, they can get final attack, and become a beast at soloing different spots on the field.
Pros: Destroys monsters efficiently and quickly, and can get FA earlier than other warriors, making for a better damage build.
Cons: Avoid, movement, and accuracy issues at lower levels.
Spearman: Awesome class for CPQing. This class uses spears and pole arms, both having huge range with power strike. Their party skill, Hyper Body, increases HP and MP of the entire party by 60%, increasing survivability. Range sometimes makes up for movement.
Pros: Destroys monsters efficiently, weapon range is good, hyper body decreases chance of usable points being lost.
Cons: Avoid, movement, and accuracy issues at lower levels.
Warrior pros and cons are basically the same. They are the tanks of the party. They kill what low hp classes cannot without risk of dying. Although, their accuracy is sort of low, they make up for it with huge hits. This class should stay away from rooms 1 and 2. Rooms 3 and 4 are the best room for them, as mobs accumulate really easily. Slash blast burns everything there. Rooms 5 and 6, they should rombot if they are the best attackers in the party, as they won’t die easily.
Low level warriors should stick to training, as their accuracy is terrible. When you hit around 37, which is when you max your mastery, you should try it out. Rooms 3 and 4 are the best for you until your damage is good enough to rombots in 5 and 6. Protectors are their greatest weakness with bad movement, so try to get a Magician or an Assassin with haste.
Magicians:[CPQ1.4.2]
General mage: They all have magic guard, which greatly increases survivability. Not the best attackers, but great for tower killers and they can attack, so use them wisely. Alls magicians use staffs or wands. Also teleport makes their movement range unparalleled, so they can get to towers quickly. Also, they have MP eater, while it might not be a skill gotten at lower levels, it conserves mp by sapping other monsters mp.
Lukless mages: These guys have high damage while holding all their good qualities. Strong when funded, cheap power when not funded. They aren’t as strong as regular attackers, but they will pose a threat if underestimated.
Ice lightning mage: Great mobbers, their AoE (area of effect) attack is lightning based which would be good, except all monsters in CPQ are lightning resistant, which cuts its power in half. Nevertheless, it's a decent luring and damaging skill, since most monsters have low HP anyways. Also, they have cold beam, which is a 1 on 1 attack with freezing capabilities.
Pros: Great mobbers, highest movement range, and decent, very stable, damage.
Cons: Most monsters are resistant to ice or lightning in CPQ, avoid completely negates all but the highest mages, damage isn’t that great, and some monsters won’t freeze due to being ice resistant.
Fire poison mage: Great 1 on 1 stable damage, good attackers if you want someone to be a main attacker that the other party doesn’t expect. Classes they do expect: bandits, sins , and fighters. High movement, but suffers due to lack of a mob skill. Also, they have poison breath, which can poison and do more damage while fighting another monster, or weakening that monster. Very strategic.
Pros: Can poison, stable 1v1 damage, highest movement range.
Cons: Some monsters resist poison and fire, so the damage will be cut in half. Also, poison will not poison if the monster is resistant to it. Damage pales to other classes, and no mob attack.
Cleric: Clerics are a staple for low to mid-level parties, because they die more often than usual. Their main skill in 2nd job is heal, which recovers hp for the whole party if they are in range. Also they have invincibility and bless, one reduces physical damage by 30% for the cleric, and the other increases defense and accuracy for the whole party, almost a must for warriors. This class can stay alive in almost any situation. Their damage is sub-par, but is offset by their usefulness. Also, heal can attack the undead monster in CPQ, master chronos, which is summoned often.
Pros: Keeps the party alive if they cannot by themselves, gives them accuracy, and survives even better than other magicians. Highest movement range.
Cons: On average, the lowest damage of all classes, heal cannot damage anything besides master chronos, and though they have the best defenses, they aren’t invincible.
Magicians are a flexible class, but each has their own rooms they shine in.
Ice mages shine in rooms 3 and 4, where mobs accumulate fast. 5 and 6 are bad since robos are ice resistant, and they don’t form mobs, since there are gaps between platforms. If you are overrun by monsters, get on the small platforms and spam thunderbolt, because it actually reaches the monsters. Also, bolt can reach Rombots if you're directly above them.
Fire mages shine in rooms 5 and 6, where rombots do not form huge mobs, and they aren’t fire resistant. Though the robos are, just concentrate on shooting rombots down and you’ll be fine. Use magic claw when necessary.
Rooms 3 and 4 are good, but the mobs will overrun you and the robos are fire resistant.
Clerics can go to any room, since they won’t attack much. If you do decide to be an attacker with buffs and supports, every map is good, since you use magic claw and it is a neutral skill. All mages are good at rooms 1 and 2, since their teleport skill can traverse the entire map easily.
Thieves: [CPQ1.4.3]
General thieves: Usually, avoid is not a problem for high level thieves. They have enough accuracy from dexterity and nimble body to not be affected much. This class is a huge staple for CPQ parties, as they do high stable damage. Both thieves have haste, which maxes speed to 140% and bumps jump to 120% at max. Of course, only Assassins have max haste by their high 4x's, so don't ask a Bandit for haste. It makes you look stupid. Booster speeds the weapon up, but only dagger mastery stabilizes a bandits damage. Both classes have bad survivability rates, due to low hp.
Dexless thieves: These guys are the pinnacle of “uber” damage. If properly funded, they could be undefeated and unparalleled, but their accuracy is lower than normal, making them suffer from avoid. Damage is a bit unstable, but the high maximum damage make up for it.
Assassins: Usually called sins, these thieves throw stars. This class is one of 3 classes that can critical hit at 2nd job, the others being the 2 bowmen. These guys have the second highest mobility, with haste and a ranged move.
Pros: High damage, high movement, slim to no problems with accuracy, and fast attacks.
Cons: Must recharge stars because they could run out of stars inside a PQ, and criticals cause the damage to be unstable.
Bandits: These thieves utilize daggers in close range combat. Their main attack is savage blow, which attacks a monster 6 times in succession. Very unstable without mastery, but with it, it can savagely tear through anything the opponent throws at them.
Pros: High accumulative damage, and booster with savage blow equals terrifyingly speedy damage.
Cons: Unstable until mastery is high, does not achieve peak until low 4x’s, and cannot hit do 6 hits until SB is level 21.
These guys operate anywhere, anytime, and can defeat a lot of things. They aren’t invincible though, just really good at what they do. Sins fail at rooms 3 and 4 though, the trojans overwhelm them with their speed, unless they have maxed haste. They’ll punch a lot. Bandits maul everything though, a HUGE staple for most successful parties.
Assassins do good in Rooms 1, 2, 3, 5, and 6. They get killed in 4 because the mobs overrun them usually. Go at your own risk. Rooms 1, 2, and 3 are very simple, even at lower levels. Just sweep the map for kills. For 5 and 6, robos for weaker sins, and rombots if they're decently strong.
Bandits...just about anywhere, as soon as they get 6 hit SB. There's really not much to...say. Too epic :excellent:
Bowmen: [CPQ1.4.4]
General bowmen: These are the underdogs, or at least, they’re treated like it. Though they are unstable, and a slow ranged class, they make up for it with fast attacks and high damage. Unstability goes away with mastery though, and booster just bumps their speed up. Also, both classes of bowmen can critical, so their damage is one of the highest. Both classes have their special mob skill, so these guys are very flexible. Soul arrow allows them to shoot arrows without buying new arrows, letting them stay in CPQ. Of course, they have low hp, so they could die more easily than other classes.
Strless bowmen: Uncommon because at higher levels, regular strength bowmen outshine them, so yeah. Bowmen with higher damage at the CPQing levels and lack of good clothes.
Hunter: These guys use bows to shoot arrows. Bows are faster than crossbows, but a bit weaker. High damage, low movement speed, but the maple bows add speed. Also, their special mob attack is arrow bomb, where they shoot an arrow with a bomb attached to it. If it connects, the first monster gets low damage while any monster around it will be bombed for high damage. It can hit up to 6 monsters, and it also stuns.
Pros: Medium to high damage, speedy weapons, and ranged attacks with mob attacks. Also, very high accuracy.
Cons: Unstable damage with critical, overwhelmed by mobs, and low hp.
Crossbowmen: These are the underdogs of the underdogs. Weapon speed is low, while damage is a bit higher than hunters. Often called xbowmen, these guys have the special mob skill, Iron Arrow. Iron arrow shoots straight, going through up to 6 monsters. Damage reduces slightly for each monster, but it isn’t that significant. Also, it only hits straight, so if the monster is jumping, it won’t get hit.
Pros: High damage, ranged attack, and extremely high accuracy.
Cons: Slow weapon, unstable damage, overwhelmed by mobs, and low hp.
They're basically the same thing, except one can stun and the other can do more damage, on average. Rooms 1, 2, 5, and 6 are good, because the mobs overrun you at 3 and 4. 1 and 2 is just sweeping and shooting. At Rooms 5 and 6, robos for weaker bowmen and rombots for stronger bowmen. Robos can be sniped across platforms, so be a stationary turret of arrows, and you'll be good.
These are the classes of maple story, refer to this when we get to strategies.
5. Monster descriptions[CPQ1.5]
This will be where you find information on the monsters inside CPQ. Refer here when strategies call for summons. The layout of the monsters will be:
Monster name
Location
CP cost
HP
Accuracy to hit when level=monsters level
Description
Keep in mind that while accuracy required is the same inside and outside of CPQ, other stats were changed to fit CPQ. And, don't ever, ever, EVER summon monsters because you have spare CP and can't use it anywhere else. Waste of CP, and gain of CP for the other team.
Use this calculator: http://www.screamingstatue.com/accuracy/ for accuracy measuring and http://www.hidden-street.net for monster pictures.
Brown Teddy
They are found on rooms 1 and 2.
They cost 7 CP
Around 2000 hp
44 accuracy at level 30 to hit 100%.
These are the weakest monster inside CPQ.
Bloctopus
None
7 CP
Pending info
55 accuracy at level 35 to hit 100%
None
Retz (Says ratz, but it is retz)
None
8 CP
Pending info
66 accuracy to hit at level 36 100%
None
Chronos
None
8 CP
Pending info
73 accuracy to hit at level 37 100%
None
Toy Trojan
Room 3 and 4
9 CP
2000~2500 hp
66 accuracy to hit 100% at level 39
None
Tick-Tock
None
9 CP
Pending info
73 accuracy to hit at level 40 100%
None
Robo
Rooms 3,4,5 and 6
10 CP
Around 3000
55 accuracy to hit 100% at level 41
None
King Bloctopus (wrong name in-game, it's actually King Block Golem)
Rooms 1 and 2
11 CP
Pending info
51 accuracy to hit 100% at level 45
Laugh at the typo ;)
Master Chronos
None
12
Pending info
88 accuracy at level 46 to hit 100% at level 46
Undodgeable magic attack.
Rombot
Rooms 5 and 6
22CP at room 6/30CP all other rooms
Around 6000 hp
58 accuracy to hit it 100% at level 47
Strongest monster in CPQ.
Again, this is a reference section for the strategies section.
6. Strategies[CPQ1.6]
Ah, strategies. One of the only reasons I wrote a guide on CPQ was to share my insanely awesome strategies to you, the reader. Though they will not work 100%, they do their best, and you should find yourself without fear of higher levels. I’m assuming you read the room by room breakdown section, so I won’t describe the map unless it is vital to the strategy(ies). And, be prepared to make sure that they don't get any sympathy from you.
Basic strategies:[CPQ1.6.1]
These are for the casual CPQer, who don’t get into the experience, and just want to win some of the time…which no one ever wants to lose, but nonetheless, onwards.
Rooms 1 and 2: Usually, people here aren’t experienced, so they would be low levels. Ranged people prosper here, so if you face an all ranged party, get 63 CP, which is the trojans cost of 9x7, the max summon limit here, and max the trojans out. Then cast speed up and avoid. Power up is next if you want to see tombstones, which I will label as a sadism strategy. CWA if you want a guaranteed win, as that blocks physical damage, and all ranged people are physical. Don’t bother with avoid, unless there is a mage or a warrior on the opposing team. If the teams are mainly warriors, bandits, and mages, do not summon. Use avoid and SPAM it. By SPAM I mean, HOLD THE HOTKEY DOWN. Not seriously, but there is a strategy where you do that. So yeah, rooms 1 and 2 in a nutshell.
Rooms 3 and 4: People here are usually good, sometimes experts. Remember the toy trojans strategy I mentioned in rooms 1 and 2? Twice as effective here, since the room is half the size. Speed, avoid, power/CWA or both. All warrior and mage party will be affected by avoid up. More information on this room will be provided in the in-depth section.
Rooms 5 and 6: Best stage to go when your party is higher than average. Both this section and the in-depth section have the same strategy, but the other one goes more into the details. Ok, when your party at 192 CP, max out master chronos. Then keep up buffs of avoid, speed, magic, power, and CWA/CMA. Basic, simple, and A KILLER of any party.
In-Depth strategies:[CPQ1.6.2]
This will expand on all rooms besides 1 and 2, since strategies are too easy to go into detail.
Rooms 3 and 4: Ok, strategy number 1. Clear and to the point. Conserve points to 2:30~3 minutes, and then keep cancel weapon/magic attack up, depending on the party. If they start doing it, you better have a magical class and a weapon class in your party, to bypass one of the two cancels. if they use both, they lose CP faster than you. If you are the tower breaker, and you have CP, hold the CWA/CMA button down during tower downtimes. Easy, simple, and 30k exp.
Now for the class specific strategies. If the opponents mainly ranged, like sins and bowmen, save up 77 CP and spam King Bloctopuses. They are tall, and with speed up, will cause a frenzy of bow whacking and claw punching. Power up and CWA will just destroy what’s left. If it’s all warriors and mages, assign one person the job of avoid spam. Keep avoid up as much as you can. Others conserve points and spam CWA at the 3 minute mark. Also, room 3 is the lesser room, so you’ll gain less points. Unless your party is good, you should go back to basics, or hope that your teams offense>theirs. A bandit can’t really be beaten here without constant CWA.
Rooms 5 and 6: Fun room. The main focus here will be master chronos and then an alternate strategy in case masters aren’t enough to satisfy your sadistic streak.
192 CP, summon master chronos, blah. Already went over this in basics. Okay, now. The rombot attacker/main attacker should be the one that dumps all his CP into masters. Then, the other 2 or 3 or more will keep the buffs up. In order of what to keep up, Avoid, speed, power, magic. Those 4 will force all but the mightiest up from rombots. Then, use CWA to clean up what’s left. When they go up, they’ll be smacked in the face with ghosts with clown hats on steroids shooting lasers at them. They die, lose CP, and the vicious cycle of losing CP continues all the way to 0. Meanwhile, you get more CP, cast all the other unimportant protectors should they try to fight back, and then, stun spam. Stunning will make them die, which makes me laugh, and it should make you laugh too, heh.
There is also a strategy like this, but substituting masters for rombots. If you feel like watching a bunch of robots punch the hell out of the ground, this is the strategy for you.
7. Miscellaneous[CPQ1.7]
This is random things I forgot to add throughout the guide. Hm…
Maple coins. These coins can be traded to Spielgelmann outside of the waiting room, in Kerning, Orbis, or Ludibrium. As such, this won't be coded, because I don't know what I'll add here. Go find it yerself, lazy bums. :glitter:
The reward list:
Reward/Coins it costs
Spiegelmann Necklace 50
Spiegelmann's Marble 40
Cutlus 7
Lionheart 7
Traus 10
Zard 10
Jeweled Katar 20
Lion's Fang 20
Dankke 7
Niam 7
Blue Counter 10
Sabretooth 10
Buck 20
The Rising 20
Heavy Hammer 7
Sledgehammer 7
Jacker 10
Titan 10
Knuckle Mace 20
Golden Mole 20
Nakamaki 7
Axe Pole Arm 7
Zeco 10
Crescent Polearm 10
The Nine Dragons 20
Serpent's Tongue 20
Wizard Wand 7
Petal Staff 7
Crystal Wand 10
Hall Staff 10
Arc Staff 20
Cromi 20
Red Viper 7
Vaulter 2000 10
Olympus 20
Heckler 7
Silver Crow 10
Rower 20
Dark Guardian 7
Dark Avarice 10
Dark Slain 20
Gephart 7
Bazlud 10
Dragon Toenail 10
Sai 20
Shinkita 20
Spiegelmann necklaces are pendants that give the user stat boosts. It costs 50 coins, as seen up there.
Images: http://www.southperry.net/database/Character/Accessory/01122007.img/info.icon.png
The average stats are 1 strength, 1 dexterity, 1 intelligence, 1 luk, and 27 weapon and magic defense, and the 4 main stats can go up to 2 and down to 0. Also it has 3 slots with which you can scroll with the Spielgelmann marbles, which cost 40 coins. They have a 60% chance of working, and they add 30 hp and 30 mp to your necklace if successfully used.
All of the other equips are for the 4 classes of the 30~50 range. They can be over average or under average, it just depends on your luck. Also, Gepharts have the highest meso:coin ratio if sold to an NPC. 150k mesos for 7 coins, so if you're too lazy to sell necklaces, use those instead.
CPQ glitches: When you are in a room, and you get challenged, sometimes, the challenging party cannot enter due to a glitch, even if you accept. Also, they cannot rechallenge you. Room 3 has monsters spawning at the top. Rooms 5 and 6 has 2 robos on some platforms, none on some, and a robo that is glitches and cannot move at the top, far left. King Bloctopuses are really King Block Golems. Also, sometimes when you win a PQ, and you move around and use skills right before you’re sent to the reward room, you get disconnected. This was linked to an auto ban glitch that is not in CPQ anymore. And, protector towers sometimes lag when you knock them down. A way to see if they’re not really there is to see if the tower sparkles. If the jewel doesn’t sparkle, it is a lagged tower.
Beware of quitters. Quitters are the immature people that challenge you, go 2 minutes into the PQ, then leave because you have more points than them. There are a lot of those, so yeah. Also, watch out for room rushers. They challenge you, enter, then click the npc really fast so you get kicked out. Be ready to try to click back in.
Coin disputes: If you and your party member get into a coin dispute, I suggest you leave as soon as the PQ is over. Unless you knowingly stole the coin from him/her, they shouldn’t be complaining, and they will loot whatever coins were obviously yours.
Also, CP goes to the person who killed the monster. Even if you did 1 hp off the max HP of a monster, if someone else kills it, they get CP. U se this to your advantage at Rooms 5 and 6, because you can KS their robos.
8. Conclusion/Credits[CPQ1.8]