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Crimsonwood Keep Party Quest
Welcome to AcornStory, our ongoing guide to getting started in Maple World!
In case you hadnt noticed, the Crimsonwood Keep Party Quest (CWKPQ) is back, and its better than ever! We figured its high time to let this fun and rewarding Party Quest bask in some AcornStory glory. If youre wondering what the brouhaha is about, take a look at this baby.
Mark of Naricain STR/DEX/INT/LUK +5, Max HP/MP +300, Weapon/Magic ATT +10, ACC +15, Speed/Jump +5, Untradeable, Not scrollable or socketable
This drool-worthy pendant drops off each of the four bosses in Crimsonwood Keep. Got your attention? Then, keep reading to learn how you can snatch up a Mark of Naricain for yourself!
Crimsonwood Keep Requirements
Crimsonwood Keep isnt for the faint of heart. You have to meet some strict requirements to enter.
- You must be at least Lv. 90 to participate. (Not high level enough? Check your Quest Log for available quests or use the World Map to search for recommended monsters to hunt. Youll get there before you know it!)
- You must be in an expedition with at least two of every Explorer class (Warrior, Bowman, Magician, Thief, Pirate). With a few exceptions, only members of these classes can activate the sigils that allow you to port to the next stage.
- Up to 20 Maplers can enter Crimsonwood Keep together, so the more, the merrier!
- The Legends classes (Cannoneer, Mercedes, Demon Slayer) can enter, but they must use 2nd job skills to activate the sigils.
- The expedition leader must be in a party of three or more for NPC Jack to start the expedition sign up list.
Preparing for Crimsonwood Keep
Before you head to the keep, make sure youre prepared!
- Bring potions to restore health and remove status effects! Depending on your level, you may take a lot of damage.
- Make sure the Thieves in your group have max Haste, and bring speed- or jump-boosting items as a back-up. This Party Quest contains a lot of jumping, including one platform that requires max Haste to cross!
Getting to Crimsonwood Keep
Its not just the Party Quest itself thats exciting, getting to the entrance is half the fun! Here are step-by-step instructions.
- Take the subway in Kerning City to get to New Leaf City. Youll need to purchase a ticket for 5,000 mesos from Bell, the NLC Subway Staff NPC.
- Take the NLC Taxi to the haunted Prendergast Mansion.
- Once youre outside the Haunted House, go right and enter the yellow ring portal.
- Continue to the right throughout the Phantom Forest and up Crimsonwood Mountain.
- In the Phantom Forest, the portals to and from the keep are copses of trees with a red light between them.
- On Crimsonwood Mountain, the portals to and from the keep are stacks of rocks with a tunnel through them.
- After reaching the keep, enter the courtyard through the portcullis, then take the portal on the right side of the courtyard to enter the Hall of Mastery.
- There is a giant statue in the middle of the hall which you can climb by jumping on it, and using some of its parts as platform. Use this to jump up to the platform in the top right. A high jump stat really helps here!
- Click on the door on the top right platform to move to the next room.
- Head to the right until you see NPC Jack. If there are enough people available, you can sign up to join the Party Quest!
Youve met the requirements, youve stocked up on potions, and you got yourself to Crimsonwood Keeps entrance, now youre ready to vanquish the keep itself!
Starting the PQ
- Once all players are assembled, have one person form a party of at least three members and talk to Jack to set up an expedition.
- Everyone who wants to participate must talk to Jack to sign up for the expedition.
- Once sign up is complete, everyone needs to talk to Jack again to enter stage one of the PQ.
Stage One
This ones easy.
- Talk to Jack.
- Enter the secret portal behind the column to the left of the lion shield on the wall.
Stage Two
Sigils
Warrior Magician Bowman Thief Pirate
This ones also easy. The sigils in this stage are always in the same spot. The five sigils can be activated with 3rd job skills for regular Explorers and 2nd job skills for Cannoneers, Mercedes, and the Demon Slayer.
Once they are all activated, take the portal to the next stage.
Stage Three
Now things get a little more complicated. Each of the five sigils spread throughout this room can be activated by a specific class.
To make things even more exciting, navigating around the room requires a lot of careful jumping. (This is where max Haste comes in handy!) Watch out for the moving pillars, too. They do quite a lot of damage.
Once again, the sigils can be activated with 3rd job skills for regular Explorers and 2nd job skills for Cannoneers, Mercedes, and the Demon Sla
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