faint
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Posts: 5
IGN: Faint
Job: Crossbow Man
Gender: Male
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Post by faint on Mar 6, 2021 23:38:49 GMT -8
Ludibrium Party Quest - LightSoul/Smuggle Style
Overview: This guide will inform you on how to do Ludibrium Party Quest (LPQ, levels 35-50) the way we typically do it on this server. LPQ is unchanged from its live version but because smuggling is allowed, there is a somewhat more efficient way to run the party quest. Knowing how to do LPQ is important to reading this guide so here’s a link if you need a refresher: forums.mapletip.com/index.php?/topic/105953-ludi-pq-guide/
Important Things to Note On LSMS, the item drop timer is down to one minute, and party members cannot loot your drops when you initially kill the monster. The Pass of Dimensions share all of these rules: they cannot be looted immediately and will expire so make sure you loot all passes. NPCs, except Arturo, will take all of your passes. As party leader, try to have the exact amount of passes you need to pass the stage before you talk to the Balloon. Make sure you have no passes when talking to the Red Sign or the Sgt Anderson. It is a good idea to designate a non-leader party member as the pass holder.
Only let one person hit a box. Hitting a box together can cause crashes.
If you die at Alishar, do not leave the stage you spawn in. You will be teleported into the reward room after your party clears Alishar. - There is no bonus stage.
The Stages
Stage 1
Stage 1 requires 25 passes and they can be obtained by killing the Ratz and Black Ratz that spawn throughout the map. If you are starting an LPQ session with no passes, do this stage normally. If you do have passes, immediately clear this stage. Designate 1 or 2 party members to stay behind and collect passes from the mobsl. The rest of the party should proceed to stage 2. Stage 2
Stage 2 requires 15 passes and they can be obtained by hitting the boxes that spawn throughout the map. The second box from the top on this map is known as the “Trap Box” and will take whoever broke the box to a separate map with the rest of the required passes. If this is a new LPQ session, do this stage normally. With passes, immediately clear this stage. Designate 1 (or 2, if necessary) party member(s) to stay behind and collect passes. The rest of the party should proceed to stage 3. On live and likely many other private servers, the “trap box” will teleport every player on the map to the separate map when broken. This does not happen in LSMS.
Stage 3
Stage 3 requires 88 passes and they can be obtained by killing the Bloctopuses that spawn from destroying the boxes that spawn throughout the map. If not aggroed, the Bloctopuses will slowly make their way to the bottom of the map. Typically, you shatter all the boxes, group them all on the bottom, then Slash Blast and Thunderbolt them to death. Make sure to loot your passes. It can be difficult because of the volume of mobs but it is imperative that you do.
If this is your first run of the session, have someone that is not the leader hold all the passes while the leader exits the party quest and do not clear this stage. Smuggle the passes and restart the party quest.
If you have smuggled passes, clear this stage and proceed. Stage 4 ~ 5
If you have smuggled passes, you can skip through these two stages. The stages require 6 and 24 passes, respectively.
Stage 6Ascend the map by teleporting through the correct boxes. The combination 133 221 333 123 111. It will not change between runs.
Stage 7
If you have smuggled passes, you can skip this stage. This stage requires 3 passes.
Stage 8
Similar to KPQ’s Stage 4, this stage requires you to find the correct combination. The methods I have seen are JMS and CMS. There are tutorials online but I have attached pictures of what each combination looks like here:
any help with how to put images into the thread i never used these forums pls
CMS (provided by Yiff/Gasbug1#2380)
Because we do not have down jump, CMS is a more efficient method of movement. However, JMS is much more common. They are both fundamentally the same besides the first few boxes so you will learn them simultaneously. The best type of practice is simply doing it so keep the picture of whatever style you will be doing open. It is significantly faster than going in order and the styles seem to be applicable for LPQ in other servers as well. Boss Stage
To clear this stage, kill Alishar. To spawn Alishar, have your Archer/Thief (possible with a lot of trouble with a Magician) kill the Black Ratz on the lone platform. A common strategy for Alishar is to have a member who cannot contribute meaningfully to the fight (typically your Warrior or low-levels) hit Alishar a few times then run to the other side of the map. All the technical jargon aside, this will cause Alishar to not summon Chronoses and use his attacks, making him easier to fight. This strategy will also remove the need for All-Cure Potions, Holy Waters, and Eyedrops although I would still pack some.
Party Composition & Notes
With the smuggling strategy, the only class you need to have would be a Magician because of Teleport parts in Stage 1. They can kill, albeit with a lot of struggle, the Black Ratz that spawns Alishar. Even though you can clear with any party composition, an Ice/Lightning Wizard and/or a Warrior is important for clearing Stage 3 smoothly. From my observation, most classes do not inflict meaningful damage to Alishar until mid-40s and most Warriors unless they have good gear and a maxed Bless cannot hit Alishar consistently even at Level 50. The “weakest” party I have ever cleared Alishar with is with Level 36 Cleric, I/L Wizard, Assassin, and Crossbowman, a level 41 and a level 49 Fighter with high Dexterity. It took 5~6 minutes typically and the potion use is probably pretty high as I recall using about 60-70 Mana Elixir pills as the Cleric. It would not be a bad idea to limit test with your party to see if clearing Alishar is worth the resources. While the scrolls are valuable, especially in a low population server, it is up to you to decide whether it is worth spending all those mesos to gamble.
Thanks for reading~ Post any criticism, etc. below or DM me through Discord~
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Totoro
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Posts: 32
IGN: Totoro
Guild: Staff
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Post by Totoro on Mar 13, 2021 15:53:34 GMT -8
Is this still an issue? This was something we addressed before our release. It was a known issue back in NSMS days. If it is still an issue please let me know thanks!
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Post by firegang on Mar 14, 2021 8:50:55 GMT -8
Is this still an issue? This was something we addressed before our release. It was a known issue back in NSMS days. If it is still an issue please let me know thanks! i dont think it is an isue anymore did a few pq's where multple ppl hit the same box
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Space
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Posts: 71
Job: Marksman
Guild: Rainfall
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Post by Space on Mar 15, 2021 17:54:12 GMT -8
I've got some additional info that may be useful to add, from my prior experience of smuggling and adopting a strategy to further optimize speed of clearing. In the first wave of LPQers, we split our party into 3 groups of two to tackle Stage 1, 2 AND 3 at the same time. Here's what our strategy looks like: - Stage 1: Magicians of any flavor can handle this stage quite easily and can reach those two out-of-the-way passes with Teleport, so assign at least one here. They should ideally be paired with another Magician, a Warrior, or Bandit w/ Savage Blow.
You could assign an Assassin or even an Archer here if there's not a better fit, but I would recommend against it. There are Ratz on some platforms that can only be punched/whacked as a result of there being no valid position to throw/shoot from, so it's better to assign these classes to other stages if the party composition allows for it.
- Stage 2: Assign anyone here that would not be as useful in Stage 1, with preference to Thieves as steady access to Haste can speed this section up a bit.
One person goes into the Tower's Trap, and one person clears the rest of the boxes starting from the bottom and going up. I recommend starting from the bottom because you're going to have to climb up to the top afterwards anyways, and it's faster to fall down than it is to climb up.
- Stage 3: You can either go for raw clear speed here, or a slightly slower version that allows the whole party to benefit from the Blocktopus EXP.
- If you're going for raw clear speed you'll obviously want to bring your Warriors and I/Ls here from the get-go, letting them mob to their heart's content. Only do this if you can be sure that the other four people aren't going to whine about getting less EXP because they didn't get to go to Stage 3 soon enough.
- For the slower party-friendly strategy, I recommend assigning classes with poor close-combat skills and/or non-existent mobbing ability, such as your Archers, Clerics, F/Ps, and Assassins. This might sound dumb, but the reason this works is that the other 4 members can rest assured that whoever is assigned to this stage will not be able to kill a significant portion of the Blocktopi (?) before everyone makes it to Stage 3, which makes everyone happy!
The goal of the two misfits that are assigned here will be to access this stage as early as possible and coax every single Blocktopus out of their boxes before the rest of the party gets there, which condenses most the monsters at the bottom of the map by the time the rest of the party arrives. One person goes up and the other goes down, breaking the boxes as they travel, so that every single Blocktopus becomes active and will naturally start to navigate their way down. Once every box is broken, their responsibility should shift to taking out stragglers that are taking too long to leave their platforms while the rest of the party handles the large mob that's collecting at the bottom.
Additional tips:- During Stage 1, always keep in mind that there are two passes that cannot be collected if your party does not possess Teleport or sufficient levels of Haste. If you do not have access to these skills on your first run then you'll need to smuggle out of this stage early just so you can get past it the first time. You'll be able to reach Stage 3 on your next run, where you can collect the bulk of your passes and proceed as usual but with 2 less passes on every run.
- It's okay to assign one less person to Stage 3 if you're LPQing with a mule, someone is AFK, or feel like Stage 1 isn't being cleared quickly enough. If you go with a 1-man Stage 3 then they'll need to focus on dealing with the upper half of the map first, as these will take the longest to trickle down to the bottom of the map.
- Do not assign your party leader to Stage 1 duty, as they are required to at least enter Stage 2 in order open up Stage 3 at the start of the round. However, it's okay if your smuggler is assigned to Stage 1, as they can simply drop a batch of 25 passes and a separate batch of 15 passes back-to-back before anything gets cleared. The party leader will pick up the first batch of 25, clear Stage 1, and THEN pick up the additional 15 passes from the floor before moving on to instantly clear Stage 2.
- The smuggler should not need to drop any passes for the purposes of clearing Stage 3 if they collected 40 or fewer passes over the course of a given run by the end of Stage 3. A total of 128 passes should have been collected by the party at this point, so as long as the smuggler isn't a Blocktopus mobbing powerhouse, it should always be possible to clear Stage 3 without the smuggler dropping here. If they are collecting more than 40 passes on each run, they're going to need to keep a close eye on their pass count so that they know how many to drop without wasting too much time asking how many the leader needs to proceed.
- Once the party leader collects a sufficient number of passes from everybody at the end of Stage 3, they should drop any excess passes beyond 88 on the floor. This signals to the smuggler that the party leader has more than 88 passes without needing to waste any time talking about who has what. The smuggler should drop 6 additional passes on the floor in front of the portal in advance (to prepare for Stage 4), then swiftly collect all excess passes dropped by the leader just before the leader clicks the balloon to clear the stage. The leader will loot the 6 passes from the floor before proceeding to the next stage so that no unnecessary downtime is spent in Stage 4.
- In Stage 4, the smuggler should climb the rope and drop 24 passes right at the top of the rope in preparation for Stage 5. This is the ideal location to drop the passes because the leader is guaranteed to climb the rope anyway, regardless of Teleport/Haste, and it's easy to just hold the pickup button while ascending the rope. The leader should click the balloon to clear the stage before climbing up the rope after entering the stage, then loot the 24 passes on their way to Stage 5.
- In Stage 5, the smuggler should drop 3 passes at any position to the left of where the portal will appear in preparation for Stage 7. It can be dropped at any point here since the party leader will ideally be clicking the balloon as soon as they enter the map, and will collect the passes on their way to the portal leading to Stage 6.
Hopefully these tips are helpful! If your party follows everything flawlessly, gets a lucky Stage 8 combination, and is powerful enough to whoop Alishar fast, you might even be able to beat the OG crew's smuggle LPQ clear record.
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