GUIDE: MapleStory: Participating in Guild PQ

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GUIDE: MapleStory: Participating in Guild PQ

Postby fwaggle on Thu Feb 11, 2010 6:02 am

This is a work in progress - we'll be adding more screenshots and information as time goes by. I'm also not going to pretend that this is the greatest guide ever to completely GPQ - there's plenty of other guides out there that'll tell you how to successfully lead a party through it... This guide is an attempt to not confuse people, and just give them the information they need to come on one of our runs.

Getting There

The GPQ camp is in the eastern domain of perion. If you're in Ellinia - or coming back from Ludi/Orbis/etc - it's easiest just to start walking west. The second room that's Perion themed will have a portal up top that takes you to the excavation site.

If you're in perion, start walking east. Keep going right four rooms or so until you see a room with a portal on the top right cliff. Go through the excavation site a few rooms until you find a large room with the Guild Ladder Board in the middle of it. This is the campsite. Go all the way right of this room, and you'll see a character named Shuang - this is where we meet for the guild quest.

The Stages
Stage 1: Collect Earrings
Stage 2: Statue Simon Says
Stage 3: Jumpquests
Stage 4: Mastermind
Stage 5: Underground Maze
Stage 6: The Boss

Once the leader double clicks Shuang and enters, everyone else may. The door to go in won't be open yet, you have to wait in the waiting room for everyone else to have a chance to doubleclick Shuang and enter. It waits for three minutes, anyone who didn't make it by then has to catch the next run. :D

Stage 1: Collect Earrings

This stage is easiest, simply enter the portal and you'll be in a room full of purple crystals hanging out of the rocks. Start smacking one with regular attack (not a skill) and eventually it'll break open and drop a Protector Rock earring. Put them on. The first two rooms are the only rooms that you won't be killed instantly if you're not wearing earrings.

Please, only take earrings from the first room - don't take any from the second room. The reason for this is because the sacrifice (later) has to drop his/her earrings in order to open the Boss chamber. They need another set if they want to take part in the bonus room, and can only get them from the second room.

Stage 2: Statue Simon Says

This part is basically like "Simon Says". The Statues will light up in patterns of four, five, and six, and the party must smack them in order. If anyone smacks a statue in the wrong order, you have to start the entire stage again. The easiest way of doing this is to have only two members do it, and they can communicate either by party chat or via Skype/Ventrillo. We number the statues, and then call out the order number, followed by the statue number. Then once the entire pattern is played out, we can calmly smack the statues in order.

If you're not involved in this, it's best to just sit quietly by the door so the whole thing goes faster. We've actually had instances where the entire stage has been completed, just about to click the lion statue to clear the stage, and someone hit a statue. You don't want anyone to make fun of you, do you? :D

Stage 3: Jump Quests

This is quite a complicated stage unless you know what you're doing. There are three jumpquests that give spears, in the room in the bottom middle door. If you're doing these jumpquests, try to reach the top of one. If you do, call out that it's done by saying the color of the lasers. There are red, yellow and blue jumpquests - if you reach the top of the red jumpquest yell out "red done" or "i have red spear" in guild chat. The spear is on a rack, smack it five times with normal attack and it will drop (it goes in etc, make sure you have room prior to coming to the GPQ). It helps if you jump and press loot, because it's a tall item.

Once we have all three spears, there are four "put back" jumpquests in the room to the upper right corner of the main hall, where the spear must be placed on another rack. We number them from left to right, 1 through 4. 1 and 2 simply require haste - any hasted character can put back the spear. Go to the top and drop the spear in the center of the rack. If you've done it right, after a few seconds a loud boom will occur and the spear will begin to glow.

Jumpquest #3 requires a combination of teleport pads. Start with the middle top one (which I call #5) i think it goes 5, 1, 1, 5, 2, 2, 1, 2. If it's wrong I'll update it next time. The last jumpquest requires level 17 teleport or higher - the mage/cleric must teleport straight up in order to put back the spear.

Hang on, we need four spears, but there's only three?

You may skip this bit if you're lower levelled, not sure what to do, and don't mind just doing the jump quests. Chances are someone else will know what they're doing and do this bit for us, so you won't have to worry about it.

Yeah, the higher levels usually won't be doing the laser jumpquests to get the spears. There's another room in approximately the middle of the map called the "room of courage". Unless you're at least level 50 we don't recommend going in for this one. It's filled with Muscle Stones, large golem like creatures that take a whipping and hand one out. One of them will drop a key, which is used to unlock the chamber in the upper left corner of the main hall.

Once inside this chamber, there are a pile of boxes in the bottom right corner. A magician must teleport past several columns to get over to the boxes, then smack them and get another key. He/she will then teleport back to the staircase, and give the key to someone who has darksight. The person will then darksight past the Dark Muscle Stones, drop the key in front of the door, then go inside where the fourth spear lives. Once they have the spear, they dark sight again, come back out, and run past the Dark Muscle Stones before going back to drop the last spear.

The Dark Muscle Stones are practically invincible, and they will one-hit kill almost any character in the game. Don't mess with them. :D

Success!

Once all the spears are put back, the large demon-enchanted door to the bottom right of the main hall will explode and open, allowing us to move onto the next stage.

The next room is called "Middle path", shown in the screenshot below. If you're below level 50 and not interested in dying, wait by this door until someone yells out "clear" in guild chat.

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Stage 4: Mastermind

This stage is like the game "Mastermind", where you must guess a combination knowing only how many you have right and how many you have wrong. If you aren't really interested in playing along, you can just chill on a ladder and no one will mind - communication is easier with less people. :D

The first thing that must be done is all the Shades must be killed. Anyone lower than level 50 should probably sit outside for a bit until the ones by the door are cleared. Please disable all pets, and try not to loot any of the items unless instructed to. In this room, anything you drop cannot be given to anyone else. Once all the Shades have been killed and all 4 scrolls and all 4 medals have been picked up, there are two other rooms to the left and right. In them are 4 wines and 4 spoiled foods. Once we have all 16 items, it's time to begin.

We start out by dropping one of each item in front of the statues, writing down the combination, and how many are right/wrong unknown. We then switch the first two, and repeat the process. Next, we switch the middle two, then finally the last two. We will have now used four tries out of the seven allowed. In most cases it's possible to figure out on pen and paper what the combination is within one or two tries, but sometimes it's a nail-biter and goes to the 7th. Very occasionally when you get a particularly nasty combination, we fail it all 7 times.

If this happens, all lower levels need to be up on the ladders, because a buttload of shades are summoned. But if all goes well, we clear it, and can move through the secret passage into the underground maze (shown in screenshot below).

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Stage 5: The Underground Maze

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This stage has four different sections to it (shown in screenshots above), one of which may only be attempted by players under level 31. If you're at or under level 30, you'll want to go in the 30 and Under room - keep walking through the passageway until you see three tunnels arranged in a slope. Jump in the bottom one and press up. In here will be 20 purple mutant slimes, which all must be killed so you can collect the tablets they drop. One player must collect all 20 tablets and drop them in a single pile in front of the door to open it. Inside this door is a two-level jumpquest. Someone needs to make it to the top, smack the box and collect the item of cltohing that's in it. Take it out the door to the right and wait for further instructions.

The next room is the Gargoyle Room (or "Goblin Room", depending on who you ask). All the way to the far right is an arrangement of five tunnels - the middle one leads to the gargoyle room. In it is a single gargoyle up top, who summons more down the bottom. A ranged character must jump over the bottom gargoyles, into the tunnel on the wall, which will teleport them up top where they can shoot the gargoyle. It helps if the ranged character is a hermit, and they should be at least level 60 or so to survive. It also helps to have someone else in there for mob control down the bottom because there can easily be a lot of gargoyles summoned. Once the top gargoyle dies, he will summon a few more, which will drop tablets when they die. Kill all the gargoyles, collect the tablets and drop them in front of the door. Following this is a rather trivial jumpquest, where you must collect an item of clothing from the box. Take it out the door to the right and wait for further instructions.

Another room is the Puppet Room. In the first group of tunnels in the maze, you will see one that is in the bottom right corner, under a waterfall. In here are a bunch of puppet monsters - kill them and take the tablets they drop. One player must drop all the tablets in a single pile in front of the door, which opens up a rather aggrevating jump quest. Make it to the end, grab the clothing in the box, go through the door to the right and wait for further instructions.

The last room (Haste Room) is a jump quest that can only successfully be completed by hermits with flashjump (easier) or mages with teleport (much tougher) or someone quite clever with Haste. Make it to the top, grab the clothing from the box, and head out the door.

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By now all players should have gone out through one of the four doors, which all lead to the same place - the king's grave. We should have four pieces of clothing, which must be dropped in order on the pile of bones. The order goes from ground up: shoes, pants, cloak, crown. Once all four are dropped, the king's ghost will appear and we can clear the stage.

Stage 6: The Boss

In order to open the boss's chamber, one player must sacrifice themselves. We usually have our GPQ-only character, chopper999 do this, so that no one else has to. He'll then grab another set of earrings and wait.

Once the boss's door opens, players can either enter through the main door, or through the crack in the wall. The crack in the wall takes you up top, where you are safe from the boss's attacks. Take care to note however, that to the right are spikes on the wall, which can probably one-hit kill you. If you go up here, it's best just to hug the left wall and not move, because if a CB is trying to drop mesos, nothing will attack if everyone's hugging the left wall.

If you go in through the main door, you will be down the bottom, in danger of magic attacks and mobs. Everyone except the chief bandits will generally hug the left wall, except the leader who will do the summoning.

The Chief Bandits will begin to drop mesos under where the boss will summon. Do not, under any circumstances loot these mesos - doing so is likely to get you kicked from the guild. Just hug left and wait for the summon. Once all the mesos are down, one person - usually a mage or hermit - will smack the crystal to summon Ergoth. The CBs will blow up the mesos, hopefully killing Ergoth in a matter of seconds, however often the left statue will still be alive and require further mesos. For this reason it's best if everyone hugs the left wall, so it doesn't attack while the Chief Bandit is in dark sight.

Often the statue will summon, so the group in the bottom left will need to clear up the mob so that no one dies - if you have to do this, try and do it without moving from the left wall.

If everything goes well this stage is usually over in a minute or two. Whoever collected the rubian crystal drops it and the leader grabs it, double clicks the statue and clears the entire quest. Everyone (regardless of where they are) gets teleported to the bonus room.

The Bonus Room

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Inside the bonus room are a bunch of boxes, and we only get 30-something seconds in there. Run to a box (taking care not to select an occupied one) and start smacking it. If anything drops, it belongs to the person that smacked the box. If that person is off smacking another, and can't make the grab, it's acceptable for you to do it if you're closer, then give the item to them after the quest is over. Looting from someone else is a really shitty thing to do.

Getting something good from the bonus is quite uncommon, but not impossible. We've gotten Black Sacks for one example - you can get some really nice stuff. If in doubt, ask a Jr Master - no one wants to screw anyone, we just don't want to get screwed.

So there you have it. Hopefully it wasn't too confusing, I'll be cleaning it up and adding screenshots later. Hope to see lots of people on future runs!
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fwaggle
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