Crimsonwood Party Quest & Prequisite Guide 2020 [CWPQ]

Discussion in 'Guides' started by Labour, Apr 4, 2020.

  1. Labour
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    Introduction

    Hi and welcome to my guide! I decided to make an updated guide for Crimsonwood Party Quest and it's prerequisites
    because the two that we have are outdated and have a bit of wrong information which has confused quite a few people I know,
    as well as me. With the influx of new and returning players, many are sure to be looking to tryout CWPQ once they can.
    I am by no means an expert on CWPQ and hope people help me out with stuff that could be added in the guide.
    Some information & inspiration has been gotten from Miika's CWPQ guide & QuantaFam's CWPQ/Exchange Quest guide.

    Table of Contents

    1. Party quest requirements
    2. Player requirements
    3. Prequests needed
    4. Prequest guide
    5. How to get there
    6. Starting out CWPQ
    7. Stage 1: "Inner Sanctum Hallway"
    8. Stage 2: "Forgotten Storage Chamber"
    9. Stage 3: "The Test of Agility"
    10. Stage 4: "The Test of Wit"
    11. Stage 5: "The Test of Unity"
    12. Stage 6: Grandmaster Council Hall (Boss)
    13. Stage 7: "Crimsonwood Armory" (Bonus)
    14. End Notes
    Party quest requirements

    • Minimum of 5 players.
    • Must have 1 of each class. (Warrior, Magician, Archer, Thief, Pirate)
    • Archer(s) with enough damage to do 49 million total damage in under 15 minutes.
    • A character with a rush skill. (Rush, Corkscrew Blow, Backspin Blow)
    • A character with max Haste .
    • 12 Crimson Hearts for every time you go in, these drop from Crimson Guardians.
    Crimson Hearts
    You can either kill Crimson Guardians at the gate to the Crimsonwood keep (Crimsonwood Mountain: Crimsonwood Keep) or in the Crimsonwood Keep (Crimsonwood Keep: Eternal Vigilance). They are annoying to kill since they spam Seal on you so you will have to use All-Cure Potions. Crimson Guardians have no weakness and are resistant to Fire, Poison, Lightning & Ice. They are also immune to Holy so Genesis does not work on them but as a tip to Bishops you can use your 3rd job skill Doom to turn them into Blue Snails. When they get doomed they lose their resistances but keep their HP at 120k. Doom uses 1 Magic Rock per cast. Crimson Hearts are also tradable if you feel like buying them.
    Player requirements
    • Level 90.
    • Minimum of 3.5k hp for Ranged classes and 7k for Melee classes.
    • All cure potions.
    • Attack potions.
    • Crimsonwood Keystone Set-up item. (This is a must! You cannot go in CWPQ if you have not gotten this item from prerequisite quests.)
    Prequests needed
    • Lost! (Elpam Gorlab, NLC)
    • ReVersal (Elpam Gorlab, NLC)
    • Subani's Legacy - Discovery (John Barricade, NLC)
    • Subani's Legacy - Transgression (John Barricade, NLC)
    • Subani's Legacy - Deliverance (John Barricade, NLC)
    • The Brewing Storm (Lukan, Phantom Forest)
    • Finding Jack (John Barricade, NLC)
    • Lost in Translation 1/2/3 (Jack, Crimsonwood Mountain / John Barricade & Elpam Gorlab, NLC)
    • Stemming the Tide (Jack, Crimsonwood Mountain)
    • Storming the Castle (Lukan, Phantom Forest)

      Once you get the Crimsonwood Keystone from Lukan, you do not have to finish Stemming the Tide by going back to Jack but it is a quest that needs to be started in order to get the Keystone.
    Prequest guide

    Lost!
    1. Go to Elpam Gorlab (Right side, on the tower in NLC)
    2. Travel to Omega Sector
    3. 1 map left from Omega then take bottom left portal on that map.
    4. Kill Barnard Grays for 30 Elpam Magnets.
    5. Return to Elpam Gorlab
    ReVersal
    1. Go to Elpam Gorlab
    2. Travel to Ludibrium
    3. Go in the Ludibrium clocktower and keep going towards deep Ludibrium clocktower until you are at the Whirlpool of Time map
    4. Kill Tick-Tocks for 60 Temporal Fragments
    5. Return to Elpam Gorlab
    Subani's Legacy - Discovery
    1. Go to John Barricade in Bigger Ben clocktower of NLC
    2. Travel to the next map from John Barricade and kill all the enemies in that map.
    3. Return to John Barricade
    Tip: To access the top floor of the map jump off the teleport (picture below) to the left and you will get warped up there.
    [​IMG]
    Subani's Legacy - Transgression
    1. Talk to John Barricade
    2. Return to NLC, go to the rightmost portal there.
    3. Go to the rightmost portal in that map as well.
    4. Use the teleportals to go to the top portal.
    5. Kill the Electrophants in that map for 50 Hyper Glyphs. (Immune to ice)
    6. Return to John Barricade
    Subani's Legacy - Deliverance
    1. Go to John Barricade
    2. Go to the same map as before with the Electrophants.
    3. Kill I.AM.ROBOT's for 50 MesoGear Map Pieces
    4. Return to John Barricade
    The Brewing Storm
    1. Go to the Haunted Mansion
    2. Go to the rightmost portal -> top left portal -> right portal -> next portal to the left -> leftmost portal
    3. Talk to Lukan on the rightside of the map
    4. Hunt Stormbreaker for 10 badges either in The Hall of Mastery near CWPQ (Teleport rock or watch video on "How to get there" -section)or around the Phantom Forest.
    5. Return to Lukan.

    Finding Jack

    1. Go to John Barricade
    2. Next you need to get to Jack, either use a Teleport Rock to teleport to someone near there (You can smega and ask for someone at WR-Windraiders or SB-Stormbreakers) or walk your way there from the Phantom Forest. Below I've included clips of both ways to get to Jack.
    Lost in Translation 1/2/3
    1. Talk to Jack and get the Coded Communique
    2. Go to John Barricade
    3. Talk to John Barridace again to start part 2
    4. Go to Elpam Gorlab and get the Translated Communique
    5. Go to John Barricade and start part 3
    6. Go back to Jack.
    Stemming the Tide
    This quest is only started to be able to start Storming the Castle to obtain the Crimsonwood Keystone , once you get that from Lukan you do not need to go back to Jack to complete Stemming the Tide.
    1. Talk to Jack
    2. Go to Lukan to start Storming the Castle
    Storming the Castle
    1. Start the quest from Lukan
    2. Travel to the Hall of Mastery right next to the CWPQ (Check the video on how to get there or use a teleport rock on somebody at Windraiders or Stormbreakers.)
    3. Top left room is Nightshadows, middle left room is Firebrands and bottom left room is Windraiders, kill 75 of each.
    4. Return to Lukan and obtain the Crimsonwood Keystone.
    5. Congratulate youself on completing the CWPQ Prequests.

    How to get there
    You can either walk there following the path in the video below, have someone Mystic Door you or use a Teleport Rock. If you don't want to walk there and don't want to do the jump quest then I suggest smegaing and asking if anyone is at Windbreakers (WR) or Stormbreakers (SB). These two common leeching locations are right next to CWPQ. To enter the lobby where you can start the party quest, click on the door with electricity running through it on the top right side. There is a portal on the bottom left part of the statue that will teleport you up there.



    Starting out CWPQ
    • Just like with bosses such as Zakum and Horntail, there is a sign-up period which the expedition leader must start by talking to Jack.
    • Can only be done 2 times a day. Like with bosses, the timer resets at midnight server time.
    The Crimsonwood party quest has a mechanic in which sigils need to be activated with a corresponding skill from the class that the sigil represents.
    Warriors
    • Charged Blow (White Knight)
    • Shout (Crusader)
    • Dragon Fury: Spear/or Pole Arm (Dragon Knight)
    Magicians
    • Magic Claw (Magician)
    • Explosion (F/P)
    • Ice Strike (I/L)
    • Bahamut (Bishop)
    Archers
    • Strafe (Sniper/Ranger)
    • Golden Hawk (Ranger)
    • Silver Hawk (Sniper)
    • Piercing Arrow (Marksman)
    Thieves
    • Avenger (Hermit)
    • Shadow Partner (Hermit)
    • Chakra (Chief Bandit)
    • Meso Explosion (Chief Bandit)
    • Band of Thieves (Chief Bandit)

    Pirate

    • Flash Fist (Pirate)
    • Transformation (Marauder)
    • Dragon Strike (Buccaneer)
    • Gaviota (Outlaw)
    • Rapid Fire (Corsair)
    [​IMG]
    They are quite hard to recognize but try to at least know which one is the class you attend with.

    Stage 1: "Inner Sanctum Hallway"
    This stage takes no time at all. There is a hidden portal in the map, as shown in the picture below.
    Leader has to talk to Jack first for the portal to work. The portal will then teleport you to the next stage.
    The location is easy to remember by just going to the next dark pillar after the bags that are hanging on

    the wall. If you stay in this stage too long, some Guardians will spawn but you will never really be in this stage long enough for them to spawn.
    [​IMG]
    Stage 2: "Forgotten Storage Chamber"
    There are 5 sigils in the room that must be activated with their corresponding class' skill.
    Once done go in the portal that opens up between Thief & Pirate sigils. Very simple stage as well.

    [​IMG]
    Stage 3:"The Test of Agility"
    Just like stage 2, stage 3 is about activating your sigils but this time they are scattered across a bigger area which includes a very easy jump quest. The jump quest however includes pillars that start moving once you activate the nearest sigil to that pillar. These pillars hit just a bit under you maximum HP so be sure to be at full HP at all times. At the top of the jump quest there is a portal that opens up once all the sigils have been activated. 5 people must go through this portal in total for you to be able to continue on to the next stage.


    • No restrictions on mobility skills.
    • If playing as a Thief, remember to haste your party.
    • If you die, DO NOT press ok. When you are dead as long as the other members can complete the run, you will respawn as the 5th person passes through the top portal.
    • For Night Lords, you can Flash Jump through the wall in between the top portal and the Thief sigil to save yourself the trouble of climbing from up top.
    [​IMG]
    Stage 4:"The Test of Wit"
    Once again the objective is to activate all the sigils. This time however they are randomly placed on another jump quest with Stirges and fires. There are 9 sigils total which will include fake ones for each class except Pirate. You should continue looking for it until it says that "The x sigil has been activated." in the chat. Once all 5 classes are done you are free to enter the next stage.

    • No restrictions on mobility skills
    • You should start by going all the way up and going down different sides with your class partner to find your sigil fast.
    • Buccaneers can use Corkscrew Blow on the Stirges to help with movement.
    • The fires turn on and off when people stand on the platforms on the bottom of the map.
    • Stirges turn on and off when people hit a certain special sigil. (there are 2 of these on the map.)
    [​IMG]
    Stage 5:"The Test of Unity"
    The Test of Unity consists of each class having their own room to do. The goal is to complete a task and obtain a Relic Weapon which you will need to place on the big statue in the main room. The weapons are etc. items so make sure you don't have too many Snail Shells and Veetron Horns.

    [​IMG]
    Magician Room - Staff of First Magic
    Keep teleporting towards the left side of the first map and go through to the next map. Keep teleporting to the right side on the second map to find a Statue who will give you the Staff of First Magic once you talk to him.
    Return to the main room and drop the staff on the top left hand.


    Archer Room
    - Ancestral Bow

    Head up top and talk to the statue to spawn 7 Master Guardians. These Guardians have 7m HP each so decent damage is needed here. Once all 7 are dead, talk to the statue again to receive the Ancestral Bow.
    Return to the main room and drop the bow on the bottom right hand.


    Warrior Room
    - Master Sword

    Clear your way to the top killing the Guardians and talk to the statue to receive the Master Sword.
    Return to the main room and drop the sword on the middle hand.


    Pirate Room
    - Forbidden Gun

    The room has chests that you need to open with basic attacks until you receive the Forbidden Gun from one of them.
    Return to the main room and drop the gun on the middle belt/holster thing.

    Thief Room - Primal Claw

    The room has purple eyeballs that you need to hit once with a basic attack to make them disappear. Continue doing this all the way to the top. Some eyeballs need a Hermit's Flash Jump to be reached. Once all are dead go back to the beginning and talk to the statue to receive the Primal Claw.
    Return to the main room and place the claw on the top right hand.
    [​IMG]
    Stage 6:"Grandmaster Council Hall" (Boss)
    [​IMG]

    When you have entered the boss stage, be sure to check that your attacking parties are all setup properly and you are ready to summon the bosses. Once you are ready, talk to the Battle Statue on the right side of the room. It will first summon a bunch of mobs from the Crimsonwood area. Once you have dealt with all of them, talk to it again to summon the 5 bosses of the Crimsonwood Keep.
    The simple way to go about the boss stage is to just rush the bottom floor bosses to the left and pin the top floor bosses to opposite sides. With this setup melees take care of bottom floor and ranged attackers deal with top floor. There are of course changes you can make to the simple way to make your clear more effective. For example, a strong Paladin can deal with Margana fast because of the Holy weakness and high single target damage. Once you do the boss stage a few times with different setups you'll eventually know what would be the best for your attacker setup.



    Margana (Magician)
    [​IMG]
    • Can cast Zombify, poison and heal
    • Can summon a pillar similar to the ones in stage 3 except it blocks your projectiles.
    • Bishops DO NOT heal when she is alive, if allies are zombified they will die to your heal
    • Spawns on the top platform
    Weakness: Holy
    Strong against:Ice, Lightning, Fire
    Immune: Heal


    Master Gawyllacs (Pirate)
    [​IMG]
    • Can can cast a barrage of sharks with very long range
    • Can cast dispel if you are too close to him
    • Spawns on the top platform
    • Once pinned to either side, try to keep 1 throne in between you to be out of dispel range.
    Weakness: ?
    Strong against: ?
    Immune: Heal?


    Hsalf (Thief)
    [​IMG]
    • Has very high avoidability
    • Even higher levels can miss occasionally if accuracy not high enough
    • Spawns on the bottom floor
    Weak against Ice
    Strong against: -
    Immune : Holy, Heal

    Rellik (Archer)
    [​IMG]
    • Can cast 1/1, stun, poison and seal
    • Can cast a move knockback move
    • Stun is very obnoxious, try to stand on top of the bosses when rushed in the corner to avoid it
    • Spawns on the bottom floor
    Weakness: Fire
    Strong against: -
    Immune: Holy Heal

    Red Nirg (Warrior)
    [​IMG]
    • Can cast a buff that makes him able to hit up to 7k
    • Can cast a knockback move
    • Will summon a bunch of Crimsonwood mobs at a certain point
    • Spawns on the bottom floor
    Weakness: Lightning
    Strong against: -
    Immune: Heal




    Stage 7:"Crimsonwood Armory" (Bonus)
    Before entering the bonus stage, there are some things you need to go over with your party members. Usually only the members who did not loot a Mark of Naricain~mon will enter the bonus stage.
    You need to decide on the boxes each person will take. If following this picture, then calling out different numbers will make it much easier for everyone involved.
    To enter the bonus stage, you first talk to the Battle Statue and go in the door to the right of it.
    This room will have a timer and a portal on the right side. Once someone enters the portal, the timer for the bonus room will start. Someone needs to call a time on the countdown for everyone to enter at the same time to not lose any precious time in the bonus stage.

    • Thieves remember to haste your party.
    • If no thieves are coming to bonus stage, ask one of them to come and haste you. This will help low mobility classes like Warriors a ton.
    • Try to give the closest treasure chests to the least mobile classes.
    • For 4-man bonus there will be 2 people that get 8 chests and 2 that get 7. Either switch them around for next run or give 1 extra box to a person who brought mules.
    [​IMG]

    Rewards

    Good money to be gained in the bonus stage, especially if you get lucky with a godly pair of Spectrum Goggles or Blackfist Cloak.

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]


    To be added:

    • Some more detail on boss stage
    • Finish up all the random etc. item drops from bonus stage
      Subani's Mystic Cauldron
      Barricade Booster
      Naricain's Demon Elixir
      Gold ore
      Mithril Ore
      Knuckle attack 70%
      Cape MP 30%
      Cape HP 30%
      Elixir
    • Full map pictures for class rooms
    • Some end notes I guess
     
    Last edited by a moderator: Jan 10, 2023
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  2. Labour
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    Labour Donator

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    Not near completion yet, just created thread because scared of losing progress lol. Probably got everything mostly done tomorrow.
     
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  3. Tiffaux
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    Nice! Looks good already :)
     
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    Looks very well made!
     
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  5. Labour
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    Almost done! I'll finish up the boss & bonus stage sections in the next few days.
    Thank you for the kind words. ~f2
     
  6. Diphenhydramine
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    In stage 4: test of wit, the fire and stirges will keep on and off is due the player step on the 8 platforms below there. If im not wrong, the fire at certain area will turn off corresponding to the platform with player on it.
     
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  7. cafebeat
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    :love::love::love:
     
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    Absolutely love the full map images.
     
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    The fires are turned on/off from players standing on the platforms at the bottom of the map
    The Stirges are turned off by hitting 2 certain sigils in the map
     
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  10. Labour
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    I always thought they were both by sigils, learn something new everyday! Thank you, fixed.
     
  11. Memester
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    They resist lightning too.
     
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  12. Labour
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    Did some more editing and went through some of the mistakes. Need some help with bonus drops, I think I have all the bigger ones but I know I'm missing some etc. items at least. So if you see any missing please let me know. ~f2

    Fixed that earlier I think but forgot to say thanks! ~f11
     
  13. MightyTwo
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    Wow what a great and detailed guide, thank you so much Labour !
     
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    upload_2020-5-24_17-31-26.png
    this drops from bonus stage as well
     
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  15. Labour
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    Oh yeah forgot about that one, even though I have some in my inventory hehe. Thanks!:D

    Added a list of the missing items that I'm aware of at the end.
     
    Last edited: May 24, 2020
  16. bibz
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    I got an Elemental Staff today from the PQ but it doesn’t seem to be on the equip list. It was the blue one ^_^'
     
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    Amazing guide, Thank you so much for all the hard work you put into this!
     
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    the prequest takes 3h min
     
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