Poll: Is this PQ any good?
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Yea, this is awesome!
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It looks good
26.67%
4 26.67%
Looks ridiculously hard
13.33%
2 13.33%
This PQ lacks ideas...
13.33%
2 13.33%
It's horrible... (state your reason below)
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Total 15 vote(s) 100%
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New Adventurers Party Quest
#1
Adventurers PQ
Prerequisites:
• Must be 50+
• Must have 6 people in one party.
• OPTIONAL: 1 of every job (1 warrior, 1 bowman, 1 magician, 1 thief and 1 pirate)

Forming up
As in the prerequisites, you must be 50+ and have 6 people in your party with all the jobs. Once you’ve formed up, talk to the npc Dave shown in the screenshot here and you’ll be transported into a waiting room.
In the waiting room, because this PQ requires 12 members, the party that first got in can choose whether this party will be joining them. You have 5 minutes to decide. After 5 minutes, enter through portal in the middle of the map. This pre-stage is somewhat similar to the Sharenian GPQ.
 Spoiler

Stage 1a
The first stage consists of a very long map full of curse eyes that are stronger than the original, the party of 12 is transported to the far left of the map. There are 12 mobs that resembles braziers spread out in the map. There is a portal on the far right on the map but it cannot be used until this stage is complete.
Basically in this stage, a torch item called “Holy Fire” is needed in order to pass this stage and this is obtained in stage 1b which will be explained below.
Once the parties recover the torch, a member must travel across the map and drop the torch on all of the braziers setting it alight. After the brazier is alight, the curse eyes in this map can attack it and if the brazier even gets hit once, it extinguishes. Therefore one member must carry the Holy Fire and drop it on every brazier and in the meantime the other party members must defend the brazier to prevent it from extinguishing. Note that the Holy Fire does not disappear when dropped on the brazier thus it can be repeatedly used.
Once all the braziers are lit, the stage is complete. Once you complete the stage, keep the Holy Fire! You’ll be needing it for the final stage.

Note that haste, platform and flash jump doesn’t work in this stage.

Rough sketch of the map:
S___X___X___X___X___X___X___O___X___X___X___X___X___X___E

S= Start (where you start and where the npc is located)
X= Brazier
O= Portal to Stage 1b
E= Stage Exit

REWARD: 5000 EXP

Stage 1b
This stage is accessed from a portal in the middle of stage 1a and basically this map is a jump quest. Only 3 party members can enter this stage at a time.
At the very top, there is a stand holding a burning torch in which the mapler must hit to obtain it. This torch is used in stage 1a.


Stage 2a
The second stage is a long horizontal jump quest over a chasm. To the far left is another inactive portal and to the far right is an altar where the party must destroy to obtain a portal stone. Between this is a long simple jump quest in which if you fall, you are warped to a specific map (See 2b below for more details). There are those annoying fuzzballs like in Johns pink flower basket JQ in the way except they are a bit faster.
Once a member reaches the other side, he/she must obtain the portal stone and take it to the inactive portal and drop it. The portal then becomes active and the stage is complete.

REWARD: 3000 EXP

Stage 2b
This minor stage is another simpler jump quest where the mapler must climb upwards to the end. This stage is similar to the first sleepywood JQs first map with the exception of no obstacles. It is time consuming however and should be avoided.


Stage 3
This stage is a small map where two doors from a huge temple are located on the left and the right side of the map. The aim of this stage is simple: Once the leader has spoken to the npc, swarms of monsters will rush into the map via the doors. Those monsters include Dark Stone Golems, Mix Golems, Tauromacis then the Taurospear. 4 Dark Stone Golems and 2 Taurospears spawn on the left while 4 Mix Golems and 2 Tauromacis spawn on the right. These mobs spawn after every 5 seconds until the map has at least 20 mobs which would be living hell towards bowmen and assassins.
Kill all the mobs and obtain the 40 sealing stones they drop. Once you’ve collected enough, drop 20 sealing stones on each door and the mighty doors would close preventing more monsters from entering the map.
Once this is done, talk to the NPC to finish this stage.

Rough design of the 3rd stage:
D___S___D
D= Doors
S= Starting point (Where you spawn and where the npc is)

REWARD: 25000 EXP

Stage 4
Again this is a stage similar to stage 3. The map resembles the inside of a temple with vines everywhere along with a huge stone door in the middle of the map.
The aim of this map is to destroy the door which acts like a boss mob that doesn’t attack or use any skills of any sort. The door has 2 million hp with high weapon defense and magic defense. Meanwhile different kinds of mobs will be attacking you. It is advisable that at least 8 members should be defending (4 on each side) while the remaining four attacks down the door. AoE abilities are also recommended.
Mobs range from Dark Stone Golems and Mix Golems at the very start, five minutes later the Tauromacis and the Taurospear joins in, another five minutes later would spawn Dark Werewolves (image and stats is shown below) and if the party still hasn’t escaped through the door five minutes later after that Jr Balrogs spawn in the map (with normal stats) causing chaos in the map. The stage would be cleared if the door is destroyed.

Rough design of the 4th stage:
|___________D___________|
| = Wall
D = Door (Boss)

REWARD: 30000 EXP

Stage 5 (Boss Stage)
The boss stage’s room is similar to the previous stage except perhaps much more larger. In the middle of the room is another altar with two braziers nearby.
The boss itself is summoned by igniting the two braziers with the Holy Fire obtained from stage one. The boss itself is known as the Doom Knight and it’s a level 120 boss, details on the boss is below.
After you defeat the boss, pick up the scythe shard it drops and give it to the NPC in which you finish this stage. The Doom Knight also drops tons of mesos in 1k bags along with mastery books and useable items even 70% and 30% dark scrolls for weapons.
Rarely, the boss may also drop it’s own scythe in a miniature version that has a level 90 requirement. The scythe gives +6 to all stats along with +15 speed and +10 jump, 95 weapon atk and 100 magic attack. Oddly enough, it’s classified as a one handed sword thus making it a useful weapon for almost all classes.

REWARD: 50000 EXP

Once this stage is finished, you are transported to the exit map and you’ve finished the PQ!

Monsters:
There are only 2 new monsters in this PQ:
Dark Werewolf
 Spoiler

Doom Knight
 Spoiler

New Weapons:
Doom Knights Scythe
 Spoiler

I hope you enjoyed reading this, please comment below on my ideas.
Images will be posted on soon...
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Messages In This Thread
New Adventurers Party Quest - by JezzaRules - 2008-08-01, 09:04 AM
New Adventurers Party Quest - by Slashermills2 - 2008-08-01, 10:05 AM
New Adventurers Party Quest - by Magus - 2008-08-01, 01:51 PM
New Adventurers Party Quest - by Corn - 2008-08-01, 01:53 PM
New Adventurers Party Quest - by JezzaRules - 2008-08-01, 07:30 PM
New Adventurers Party Quest - by iiMarik - 2008-08-01, 07:54 PM
New Adventurers Party Quest - by randompeep - 2008-08-07, 12:33 AM
New Adventurers Party Quest - by JezzaRules - 2008-08-07, 02:12 AM
New Adventurers Party Quest - by Mega - 2008-11-06, 10:48 PM
New Adventurers Party Quest - by JezzaRules - 2008-11-07, 12:53 AM
New Adventurers Party Quest - by SimSambo - 2008-11-07, 12:05 PM
New Adventurers Party Quest - by Stereo - 2008-11-08, 04:15 PM
New Adventurers Party Quest - by JezzaRules - 2008-11-08, 07:44 PM
New Adventurers Party Quest - by crewe127 - 2009-01-10, 04:46 AM

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