Ludibrium Party Quest Guide Ludibrium Party Quest, commonly known as LPQ, comprises of 9 stages and a bonus stage. This PQ is usually meant for players ranging from levels 35-50, but sometimes higher-levelled players come by as well. After fully completing this party quest 35 times, you will receive a pair of Broken Glasses. Table of contents 1. Requirements 2. Getting to LPQ 3. Joining a party 4. Inside the PQ a) Stage 1 b) Stage 2 c) Stage 3 d) Stage 4 e) Stage 5 f) Stage 6 g) Stage 7 h) Stage 85. Alishar 6. Bonus stage 7. Credits & references Requirements You have to be at least level 35 to be eligible for this PQ. Tip: If you can, do purchase some All Cure Potions in advance. It’ll be very useful during your boss fight against Alishar because you might get sealed up or fall into a state of darkness for a period of time… which is really annoying. Getting to LPQ This PQ is located at Ludibrium: Eos Tower 101st Floor. The place we are all familiar with If you're in Victoria Island, head to Ellinia Station and get on a ship to Orbis. When you arrive at Orbis Station, go to your right all the way till you see an NPC. This is pretty self-explanatory. Choose the option that leads you to Ludibrium. Now that you're at Ludibrium: Ludibrium, keep heading to your left. You'll pass by Ludibrium Village and Eos Tower Entrance. Once you reach Eos Tower 100th Floor, use the screws as platforms and make your way up to the brown door. You've arrived at Eos Tower 101st Floor! If you don’t see anyone there, change your channel to Channel 1. If it’s actually empty, then you might want to consider waiting for a while or doing something else instead. :/ Joining a party For LPQ, you will need a party of 6 members. In order to do a full run, ensure that you have: 1 Thief with dark sight 1 Ranged character (Assassin/Hunter/Crossbowman) 1 Magician with teleport Note that only skills up to 2nd job can be used in this PQ. Stage 1 <Killing the Ratz> 25 passes total 9600 EXP As the name states, your goal for this stage is to kill the Ratz and Dark Ratz. They will drop passes. Collect them and pass them to your leader. When all the passes are collated, your leader will click on the Red Balloon and a portal will appear. DO NOT enter the portal immediately. Only 1 person will enter the portal first. Wait for this person to say ‘c’ or ‘clear’ in chat before entering. *There is currently a bug that will get your character stuck and thus be unable to proceed to the next stage. To avoid this, don’t press ‘up’ on the portal before the stage clears. Stage 2 <Boxes> 15 passes total 11520 EXP Should you be the one assigned to enter the portal first, hit the second box from the top. It is a portal to another map - Tower’s Trap. There will be 4 boxes in that map and as mentioned, hit them and collect the passes that drop. Remember to let your party know that you've entered the trap by sending a 'c'/'clear' in chat. The remaining members of the party will then go through the portal, hit all the boxes, collect the passes and hand them to the leader. Stage 3 <Bloctopus> 32 passes total 13440 EXP Hit the boxes and a few Bloctopus will spawn. Kill the Bloctopus, collect the passes that they drop and pass them to your leader. Stage 4 <Darkness in the Tower> 6 passes total 15360 EXP The topmost and bottommost portals are inaccessible. They do not work. This leaves us with 5 working portals. The top 3 portals have monsters weak to magic attack, so Magicians should do these portals (but other classes can attempt this as well). The bottom 2 portals have monsters weak to weapon attack. The 2nd last portal (the left one) has 2 monsters inside, so make sure you obtain 2 passes! Do your party a favour and remember to mark your portal with a 10 meso coin or ETC to indicate that you are inside. Kill the monsters, collect the passes and hand them to your leader. *You can only attack the monster when their eyes are open. Spoiler: Tips - Unlike most of the other portals, the monster in the 2nd mage portal lurks on the right side of the map (just below you when you enter). It's sneaky, so if you aren't able to find it at first, hang around at the sides till it appears. - In case you're not 100% sure that you are able to clear a portal, drop a unique ETC before entering. So, in the event that you're hitting 1's or have difficulty, your members will know which exact portal that you are in by letting them know what you've dropped. Stage 5 <Tower's Maze> 24 passes total 17280 EXP There are 6 rainbow portals in this map. The topmost portal is for Magicians with teleport. The bottommost portal is for Thieves with dark sight. Also, if you're a Thief with Haste, be sure to buff your members before heading to your portal! This stage is a chore without haste. Remember to mark your portals! You will be transported to a map upon entering your respective portal. Hit the boxes and collect the passes. Each portal has 4 boxes, so make sure you have 4 passes before leaving the map. Hand them to your leader. DO NOT go down unless you have dark sight or are washed. Those monsters deal about 8000 damage. Stage 6 <Portal Boxes> No passes 0 EXP Press the ‘up’ key on the boxes, they work like portals. If you press up on the wrong box, you will be teleported back to the bottom. This is the order of the boxes, it never changes: 133 221 333 123 111 There’s no rush in memorizing this, you’ll get used to it after several PQs. Stage 7 <Rombots> 3 passes total 21120 EXP Have your ranged member climb up and kill the Ratz/Bloctopus. It’s better to kill them one by one to reduce the risk of dying when Rombot spawns, but it depends on how well your party is able to manage the mobs. If you’re a Cleric, stay alert and heal your members when necessary! Focus more on healing than attacking because you have to keep your members alive. 3 Rombots will spawn and they drop 1 pass each. Give the passes to your leader if you’re holding on to any. Stage 8 <Box Combinations> No passes 23040 EXP Welcome to everyone’s favourite stage! This stage is similar to Kerning Party Quest’s (KPQ) barrel stage, just with more people and numbers. There are 2 ways to do this, gMS and jMS. Here in Royals, most parties go with the gMS method, but in this guide I’ll be covering both methods. Spoiler: gMS The boxes look like this: We start with 12345. The last person (number 5) will the one moving the most. This is a short example on how it should progress: 1-2-3-4-5 (START) 1-2-3-4-6 1-2-3-4-7 1-2-3-4-8 1-2-3-4-9 1-2-3-5-6 The concept is simple. When one person reaches the end, the person before him/her will move 1 box forward. ‘P4’ - Person standing on 4 at the start. ‘P5’ - Person standing on 5 at the start. For example, P5 is the person standing on 9 in the combination: 1-2-3-4-9, which means that he/she has reached the end. P4 will then move from box 4 to 5, and P5 will start again from box 6, since box 5 is already occupied. This explains the transition from combination 1-2-3-4-9 to 1-2-3-5-6. Also, do note that if you’re standing on box 1, you will be required to alternate between boxes 1 and 2. This alternating only begins when the original person standing on box 2 moves down to box 3 (aka when there isn’t anybody on box 2). Here is the list of all of the possible combinations: Spoiler: Combinations 1-2-3-4-5 1-2-3-4-6 1-2-3-4-7 1-2-3-4-8 1-2-3-4-9 1-2-3-5-6 1-2-3-5-7 1-2-3-5-8 1-2-3-5-9 1-2-3-6-7 1-2-3-6-8 1-2-3-6-9 1-2-3-7-8 1-2-3-7-9 1-2-3-8-9 1-2-4-5-6 1-2-4-5-7 1-2-4-5-8 1-2-4-5-9 1-2-4-6-7 1-2-4-6-8 1-2-4-6-9 1-2-4-7-8 1-2-4-7-9 1-2-4-8-9 1-2-5-6-7 1-2-5-6-8 1-2-5-6-9 1-2-5-7-8 1-2-5-7-9 1-2-5-8-9 1-2-6-7-8 1-2-6-7-9 1-2-6-8-9 1-2-7-8-9 1-3-4-5-6 1-3-4-5-7 1-3-4-5-8 1-3-4-5-9 1-3-4-6-7 1-3-4-6-8 1-3-4-6-9 1-3-4-7-8 1-3-4-7-9 1-3-4-8-9 1-3-5-6-7 1-3-5-6-8 1-3-5-6-9 1-3-5-7-8 1-3-5-7-9 1-3-5-8-9 1-3-6-7-8 1-3-6-7-9 1-3-6-8-9 1-3-7-8-9 1-4-5-6-7 1-4-5-6-8 1-4-5-6-9 1-4-5-7-8 1-4-5-7-9 1-4-5-8-9 1-4-6-7-8 1-4-6-7-9 1-4-6-8-9 1-4-7-8-9 1-5-6-7-8 1-5-6-7-9 1-5-6-8-9 1-5-7-8-9 1-6-7-8-9 2-3-4-5-6 2-3-4-5-7 2-3-4-5-8 2-3-4-5-9 2-3-4-6-7 2-3-4-6-8 2-3-4-6-9 2-3-4-7-8 2-3-4-7-9 2-3-4-8-9 2-3-5-6-7 2-3-5-6-8 2-3-5-6-9 2-3-5-7-8 2-3-5-7-9 2-3-5-8-9 2-3-6-7-8 2-3-6-7-9 2-3-6-8-9 2-3-7-8-9 2-4-5-6-7 2-4-5-6-8 2-4-5-6-9 2-4-5-7-8 2-4-5-7-9 2-4-5-8-9 2-4-6-7-8 2-4-6-7-9 2-4-6-8-9 2-4-7-8-9 2-5-6-7-8 2-5-6-7-9 2-5-6-8-9 2-5-7-8-9 2-6-7-8-9 3-4-5-6-7 3-4-5-6-8 3-4-5-6-9 3-4-5-7-8 3-4-5-7-9 3-4-5-8-9 3-4-6-7-8 3-4-6-7-9 3-4-6-8-9 3-4-7-8-9 3-5-6-7-8 3-5-6-7-9 3-5-6-8-9 3-5-7-8-9 3-6-7-8-9 4-5-6-7-8 4-5-6-7-9 4-5-6-8-9 4-5-7-8-9 4-6-7-8-9 5-6-7-8-9 Spoiler: jMS The actual boxes look like this: The imaginary boxes look like this: The concept is the same as gMS. When one person reaches the end, the person before him/her will move 1 box forward. This is challenging because you have to imagine the boxes in this order which could cause some confusion. But on the bright side, this is faster than gMS. This is in context of the actual numbers of the boxes. 'P4' - Person standing on 4 at the start. 'P7' - Person standing on 7 at the start. P4 is the last person, because he/she is on the imaginary 5. P7 is the second last person, because he/she is on the imaginary 4. Here is a short example of how the combinations should look like. 1-3-6-7-4 (START) 1-3-6-7-8 1-3-6-7-2 1-3-6-7-5 1-3-6-7-9 1-3-6-4-8 This is equivalent to the gMS order. 1-3-6-7-4 = 1-2-3-4-5 Look at the pictures above and compare. These numbers should match. When P4 moves from box 4->8->2->5->9, it is the same as moving from 5->6->7->8->9. So when P4 reaches the end (in this case; 9), P7 needs to move from 7 to 4. This is the same as moving from box 4->5. In any case, if you still don't understand, I think this video explains it best: The following combinations are in the order of the original boxes. Spoiler: Combinations 1-3-6-7-4 1-3-6-7-8 1-3-6-7-2 1-3-6-7-5 1-3-6-7-9 1-3-6-4-8 1-3-6-4-2 1-3-6-4-5 1-3-6-4-9 1-3-6-8-2 1-3-6-8-5 1-3-6-8-9 1-3-6-2-5 1-3-6-2-9 1-3-6-5-9 1-3-7-4-8 1-3-7-4-2 1-3-7-4-5 1-3-7-4-9 1-3-7-8-2 1-3-7-8-5 1-3-7-8-9 1-3-7-2-5 1-3-7-2-9 1-3-7-5-9 1-3-4-8-2 1-3-4-8-5 1-3-4-8-9 1-3-4-2-5 1-3-4-2-9 1-3-4-5-9 1-3-8-2-5 1-3-8-2-9 1-3-8-5-9 1-3-2-5-9 1-6-7-4-8 1-6-7-4-2 1-6-7-4-5 1-6-7-4-9 1-6-7-8-2 1-6-7-8-5 1-6-7-8-9 1-6-7-2-5 1-6-7-2-9 1-6-7-5-9 1-6-4-8-2 1-6-4-8-5 1-6-4-8-9 1-6-4-2-5 1-6-4-2-9 1-6-4-5-9 1-6-8-2-5 1-6-8-2-9 1-6-8-5-9 1-6-2-5-9 1-7-4-8-2 1-7-4-8-5 1-7-4-8-9 1-7-4-2-5 1-7-4-2-9 1-7-4-5-9 1-7-8-2-5 1-7-8-2-9 1-7-8-5-9 1-7-2-5-9 1-4-8-2-5 1-4-8-2-9 1-4-8-5-9 1-4-2-5-9 1-8-2-5-9 3-6-7-4-8 3-6-7-4-2 3-6-7-4-5 3-6-7-4-9 3-6-7-8-2 3-6-7-8-5 3-6-7-8-9 3-6-7-2-5 3-6-7-2-9 3-6-7-5-9 3-6-4-8-2 3-6-4-8-5 3-6-4-8-9 3-6-4-2-5 3-6-4-2-9 3-6-4-5-9 3-6-8-2-5 3-6-8-2-9 3-6-8-5-9 3-6-2-5-9 3-7-4-8-2 3-7-4-8-5 3-7-4-8-9 3-7-4-2-5 3-7-4-2-9 3-7-4-5-9 3-7-8-2-5 3-7-8-2-9 3-7-8-5-9 3-7-2-5-9 3-4-8-2-5 3-4-8-2-9 3-4-8-5-9 3-4-2-5-9 3-8-2-5-9 6-7-4-8-2 6-7-4-8-5 6-7-4-8-9 6-7-4-2-5 6-7-4-2-9 6-7-4-5-9 6-7-8-2-5 6-7-8-2-9 6-7-8-5-9 6-7-2-5-9 6-4-8-2-5 6-4-8-2-9 6-4-8-5-9 6-4-2-5-9 6-8-2-5-9 7-4-8-2-5 7-4-8-2-9 7-4-8-5-9 7-4-2-5-9 7-8-2-5-9 4-8-2-5-9 Stage 9 <Crack in the Wall> Key of Dimension needed 27200 EXP Congratulations! You’ve made it to the boss fight with Alishar. Have your ranged member kill the Ratz to summon Alishar. Beware of the seal and darkness skills that Alishar inflicts. If you’ve purchased some All Cure Potions like I’ve mentioned at the start, this will come in handy. Alishar may also summon Chronos, Platoon Chronos, Master Chronos to bother you. Your cleric will be able to kill them off with Heal, and keep your party alive at the same time. After your party has defeated Alishar, it will drop the Key of Dimension. Your leader should pick it up and speak to the Violet Balloon. From there, your party will be transported to the Bonus Stage. <Bonus Stage> You have 60 seconds to do whatever you want here - be it hit the boxes for rewards, or just wait for time to pass, it’s totally up to you. The most valuable drops from the boxes are Red/Yellow Ciders - they give +34 attack and +35 magic attack respectively for 5 minutes when consumed. They sell for about ~250k each, so this is also a good way to earn some extra money. Other than that, the Napoleon capes and earrings are worth picking up as well. You could NPC or sell them in FM to make some mesos if you don’t wish to use them. Once time is up, you and your party will be moved to the exit. Make sure to have some space in your inventory, and speak to Arturo to claim your reward. And that's the end, you've overcome all odds and completed a round of LPQ! Rewards Spoiler: Equipment White Napoleon Black Napoleon Green Napoleon Red Napoleon Blue Napoleon Blue Justice Cape Red Justice Cape White Justice Cape Black Justice Cape Blue Moon Skull Earrings Red-Hearted Earrings Sapphire Earrings Cat's Eye Blue Moon Maple Throwing-Stars Spoiler: Potions Blue Potion White Potion Elixir Mana Elixir Power Elixir Pure Water Ice Cream Pop Red Bean Sundae Unagi Watermelon Sunrise Dew Sunset Dew Spoiler: Etc items Screw Adamantium Ore Bronze Ore Gold Ore Mithril Ore Orihalcon Ore Silver Ore Steel Ore Amethyst Ore Aquamarine Ore Black Crystal Ore Diamond Ore Emerald Ore Garnet Ore Opal Ore Sapphire Ore Topaz Ore Credits and references Thank you to: - Thunda from MapleTip for his LPQ Guide - Marty's Guide to Making a Guide - Dar Zouras for their YouTube video explaining Stage 8 (JMS) - Before Big Bang Database - MapleRoyals Library - @resum and @Unjust for listing important pointers - Random Royallers for PQ-ing with me This is my first guide, so any kind of feedback will be appreciated. Thank you for reading and happy mapling! Back to top
Nice guide! A few quick things about LPQ on this server since there's no level cap and HP washing that makes finding PQersa little less stringent. 1) You don't need a thief with DS if you have a character washed to 9k+ or a mage with 1.8k+ HP since they can tank the golems. 2) If you have a mage with their ultimate, you don't need an Archer or Assassin to clear the ratz on platforms, their ult will reach. Another thing is that the best items to get in the bonus stage are red/yellow ciders as they sell for a 250kish each.
Finally now hopefully some people will learn the JMS method and i will not get shouted at for being dumb trying to do it.
It'll be great to add some details for specific classes / roles / situations : HP Washer 1) It's okay if you don't deal any damage, as long as you do the other parts right. It's highly recommended for you to hit the boxes to spawn the bloctopus in stage 3 for other party members to kill them instead of just standing there. 2) It's faster if you go in with a HP washer who can do 1) instead of a HP washer AND a high level character who dual client. Having to do two portals at stage 5 and having to wait for him to move his character one by one is going to make it longer. Thieves with max Dark Sight and Haste 1) If you've max Dark Sight, which means your speed will not be deducted by going into Dark Sight with Haste, it's highly recommended for you to climb to the top of stage 1 and kill the rats from there. This way, once other party members saw you jumping down, they can just jump down right away instead of climbing all the way up and jump all the way down again. 2) It's also best for you to cast haste when everyone is gathering up before the clearance of portal Those who do Thief / Mage portal in stage 5 1) While you're blessed with the quickest portals to do, it should be your responsibility to check if every portal is marked (unless you know and trust your party). 2) If someone else is dced / died / had glitched the portal and unable to do stage 5, those who do thief / mage portals should be the ones who work together to do the unfinished portal. Party Leader : 1) Best if it's a thief or mage, so that they can be the one to check on stage 5 on who's not doing the portal, and able to tell who has not drop their passes since you'll be the first one to reach the "lobby". This'll not be necessary if you trust your party. 2) Highly recommended if he/she can keep inventory opened at all times / when collecting the tickets and memorise the numbers of tickets required for each stage 3) Has to keep an eye on every party members to see if they are doing their job 4) Use NPC chat instead of clicking 5) Do the last number of stage 8 to ensure there's minimum delay for each click (not recommended if you can't do it, but it'll be the best if you can) 6) While recruiting party members, it's best if you take note of their fame if they are someone who you never partied before. While fame doesn't speak everything, it should have slight indication why someone is defamed. This is also to say that those with high fame are not necessary good party members either. But those who have defames, there should be a reason why they are being defamed in LPQ. 7) Considering giving small breaks every 5~6 runs of LPQ. This'll prolong the party if it's good and give everyone an opportunity to rest once in a while to keep it going. Unless they are like...irons. Markings : 1) It'll be good if each of the party members have unique etc as dropping, this make it easier to find out which portal needs help or who've done their own portal. Here's a 10 minutes run video if you want to use it to show how should it be done from a party leader perspective.
Just one thing tho. The NPC chat refers to any stage except stage 8 since NPC chat has limited range and it cannot reach the balloon...unless you'll be sitting beside it while letting your party members to do the jumping. Those with quick hands that are able to switch between keyboard and mouse constantly can ignore this but I myself find it easier and faster to focus all my hands on keyboard only unless it comes to stage 8.