At a glance
Level40 or higher (no upper limit)
PartyExactly 6 players, every one of them married
StartAmos the Strong at Amos' Training Ground, then Amos inside the Entrance of Amorian Challenge
Entry itemOne Entrance Ticket per player (10 Lip Lock Keys buy one)
Time limit75 minutes in all; the gate corridor of stage 5 has its own 4-minute clock and the final vault 1 minute (2 minutes in the couples' vault)
RunsOne party at a time per channel
Daily limitNone
Rewards2,000 to 11,000 EXP for each of the six stages (40,000 EXP in all) and a vault of prize boxes at the end

Amoria Challenge (called the Amorian Challenge in the game) is a party quest for six married adventurers of level 40 or higher. Amos the Strong built it for couples to train together. Over six stages the party shatters a magic mirror, weighs itself on three ropes and nine platforms, collects Cupid Code Pieces, breaks seven gates while a stampede of apparitions runs down the corridor, and beats the three-form Geist Balrog. The last minute is spent smashing prize boxes in Amos' Vault.

Before you go

  • Married. Every one of the six members must be married (a ring and a partner). Your spouse does not have to be in the party. See Marriage.
  • Level 40 or higher. There is no upper limit. A Super Beginner's Head Start skill lowers the minimum by 5 levels for each skill point.
  • A party of exactly six standing together in the lobby. Amos' notice also asks for "at least 1 of both genders". The game does not check this separately, but the first stage sends women and men through different doors and both rooms have to be cleared, so a party needs both.
  • One Entrance Ticket each. It is used up when you walk into the lobby.

Getting an Entrance Ticket

  1. Lip Lock Keys. Indigo Eye and Crystal Boar in Purplewood Forest 1 and Purplewood Forest 2 drop a Lip Lock Key. The original game gave 4%; MapleVerse doubles the drop rate of etc items, so expect about 8% per kill, roughly 125 kills for the 10 keys.
  2. The trade. Take 10 keys to Amos the Strong in Amos' Training Ground, at the far end of Purplewood Forest 2. Choose Trade 10 Keys for a Ticket! and confirm. You can hold only one ticket, so he refuses while you already have one (You already have an Entrance Ticket!) and when you have fewer than 10 keys (Please get me 10 Keys first!).
  3. Optional intro quest. Ames the Wise in Amoria gives About the Amorian Challenge! (level 40; talk to Amos at the training ground): 3,000 EXP and an Amorian Rice Cookie.

The training ground lies at the end of the road that runs from Amoria through the Purple Plains and the two Purplewood Forests.

★
Different from the original game Etc items drop twice as often in MapleVerse as in the original game. That is why the Lip Lock Key is about 8% instead of 4%.

Walking in

  1. All six members get to the lobby. To get there, talk to Amos at the training ground, choose Enter the Amorian Challenge!! and answer yes. The ticket is taken and you arrive in the Entrance of Amorian Challenge.
  2. In the lobby, every member talks to the Amos who stands there and chooses I want to participate in the party quest. Do it together. The game counts the party members standing in the lobby at the moment each of you chooses. As soon as the first player has gone in, the others are counted short and Amos turns them away. Count down in party chat.
  3. The first one in reserves the Challenge for the party. Everybody who made it is taken to stage 1.

If something is wrong, Amos says one of these:

  • You can participate in the party quest only if you are in a party.
  • You cannot start this party quest yet, because either your party is not in the range size, some of your party members are not eligible to attempt it or they are not in this map. (An unmarried member, a member below level 40, a party that is not exactly six and a late member all get this line.)
  • Another party has already entered the Party Quest in this channel. Please try another channel, or wait for the current party to finish.

The lobby has no door out. Amos in the lobby has a Leave the Entrance row that takes you back to the training ground. A Return Scroll also works there; Mystic Doors and teleport rocks do not.

★
Different from the original game The Leave the Entrance row is a MapleVerse addition. In the original game a player who had walked in without a Return Scroll was stranded in the lobby.

Rules

  • Clock. 75 minutes, counted on your own screen from the moment you walk in. When it runs out you are sent back to Amos' Training Ground. Two stages change the clock:
    • Stage 5 (the gate corridor): when you arrive and more than 5 minutes are left, the time that is left is set aside and you get a 4-minute clock. If those 4 minutes run out before you are through, the run is over. On arriving at stage 6 the clock is restored to the time set aside minus what the corridor cost you. With 5 minutes or less left, the clock is left alone.
    • The final vault gives a fresh 1-minute clock.
  • One party at a time. Only one party per channel can be inside. The place is freed when a member uses a Leave row, when the clock runs out, and about five minutes after the last member stopped being active. One member leaving through The Glimmer Man frees it for the whole party.
  • Death. When you die you wake up at the Exit area outside the stages, which takes you out of the run. You cannot come back: the lobby wants all six party members on its map and a new Entrance Ticket.
  • Leaving. The Glimmer Man has a Leave row on every map except stage 1, where he gives the mission. It takes you back to the training ground.
  • Leader. The party leader does the talking for every judged stage. Anyone else who talks to Amos about one of them is told Please tell your Party-Leader to come talk to me.
  • Items. The special items of the Challenge (Wing Hammer, Magik Mirror Shard, Cupid Code Piece, Geist Fang) are not taken away when you leave or when the clock runs out. Cupid Code Pieces collected in one stage are still in your bag in the next.
  • Portals. The portals that would carry you from one stage to the next are sealed. Amos the Strong is the only way forward and moves one player at a time.

How progress is tracked

The party shares one record of the Challenge. When the leader finishes a stage's task (handing in the shard, getting the ropes or platforms right, handing in the 50 Cupid Code Pieces, handing in the Geist Fang), the stage is finished for everyone: each member then talks to Amos to move on and goes to the same room as the leader. Members hand in nothing themselves and keep whatever pieces they carry. A member who talks to Amos before the leader has finished the task is told to fetch the leader.

The leader's task still has to be done by the leader, so keep the leader alive and close to Amos.

Stage by stage

Stage 1: Magik Mirror

Map: Stage 1 - Magik Mirror. Goal: clear the two monster rooms, defeat the fierry that appears, smash the Magik Mirror with the hammer it drops and bring the shard to The Glimmer Man. Reward: 2,000 EXP.

The party arrives at the top of a tall map. Amos the Strong stands near the arrival point and the Magik Mirror a little further down. The Glimmer Man is in the great hall further down, between two doors.

  1. Pick your door. Women take the door on the left of the hall, men the door on the right. The wrong door refuses you with This portal leads to the girls' area, try the portal at the other side. or This portal leads to the boys' area, try the portal at the other side.
  2. Clear your room. The left room (women) holds 23 Indigo Eye PQ and 13 Magik Fiarry A PQ, 36 monsters in all. The right room (men) holds 29 Crystal Boar PQ and 14 more Magik Fiarry A PQ, 43 in all. The stage counts 79 defeats. They give no EXP. Every Indigo Eye PQ and Crystal Boar PQ drops two Cupid Code Pieces; the Fiarries drop none.
  3. Summon the fierry. When the rooms are empty the leader talks to The Glimmer Man. He calls a Magik Fierry B (level 30, 800 HP, it flies) into the hall: The fierry appeared! Defeat it to get the Wing Hammer! While monsters are left he only repeats the task.
  4. Take the hammer. The fierry always drops two Wing Hammers. One is enough.
  5. Smash the mirror. Carry a hammer to the Magik Mirror and drop it on the ground right in front of the mirror, within about a fifth of a screen of its middle. After 5 seconds the mirror eats the hammer and shatters, and a Magik Mirror Shard falls out.
  6. Hand in the shard. Give the shard to the leader. The leader talks to The Glimmer Man: You retrieved the Magik Mirror Shard, splendid! You may report to Amos about your success on this task.
  7. Move on. The leader talks to Amos, who carries the leader to one of the three Heart Strings rooms, chosen at random. +2,000 EXP.

On the first talk of each stage the leader hears Amos' briefing instead; talk to him again after the task is done.

Mistakes: giving the shard to The Glimmer Man as a non-leader (he says Your leader must bring the Magik Mirror Shard to have my pass.), carrying the hammer instead of dropping it, or dropping it outside the mirror's reach.

Stage 2: Heart Strings

Map: Stage 2 - Heart Strings (three identical rooms, one picked at random). Goal: stand five climbers on three ropes in exactly the arrangement Amos has in mind. Reward: 4,000 EXP.

Amos stands on the floor of the room. Three tall ropes hang high above: left, middle and right. A climber counts only while hanging near the top of a rope. The climbers hang there and the leader talks to Amos, who weighs the arrangement.

  • Five players must be hanging on the ropes when Amos is asked, and the sixth waits off the ropes. If fewer than five players are on the map, all of them climb. A wrong head count is answered with It looks like you guys haven't found the ways of this trial yet. Think on an arrangement of 5 members on the platforms... and does not count as a try.
  • The hidden answer is how many climbers hang on each rope, for example 2 / 2 / 1 (left / middle / right). It is drawn at random and always adds up to the number of climbers.
  • Amos compares the arrangement with the answer rope by rope. A rope with the right number counts as a match, even when both numbers are zero. He then says either One rope weigh the same. Think your next course of action, then try again. (exactly one rope matches) or All ropes weigh differently. Think your next course of action, then try again. (none matches). Two ropes cannot match without the third, so there is no other case.
  • Every wrong arrangement is a miss. The first 6 misses get a hint. The 7th miss makes monsters appear and the answer is thrown away and drawn again: You have failed to discover the right combination, now it shall be reset. Start over again!
  • The punishment is 30 monsters: 2 Indigo Eye, 2 Crystal Boar and 2 Magik Fierry A at each of five spots on the floor. Amos refuses to weigh anyone until all of them are down: Defeat all mobs before trying for a combination.
  • When the arrangement matches, Amos carries the leader to stage 3 and pays +4,000 EXP.
★
Different from the original game The original game's answer generator often drew an answer nobody could reach (about a third of the time), so the party burned its tries for nothing. MapleVerse always draws an answer that adds up to the number of climbers. Amos also accepts a smaller group: the climbers needed are the players on the map, not a fixed five.

The always-works method (five climbers). There are 21 possible answers. Following the tree below never needs more than 5 tries, so the 7th-miss punishment is never reached. "Try" means: put that many climbers on the left / middle / right rope and ask Amos.

All 21 answers (left / middle / right): 0/0/5, 0/1/4, 0/2/3, 0/3/2, 0/4/1, 0/5/0, 1/0/4, 1/1/3, 1/2/2, 1/3/1, 1/4/0, 2/0/3, 2/1/2, 2/2/1, 2/3/0, 3/0/2, 3/1/1, 3/2/0, 4/0/1, 4/1/0, 5/0/0.

Each line is the next try. "One" means Amos said One rope weigh the same, "none" means All ropes weigh differently. When Amos accepts a try, you are done.

  • Try 0 / 0 / 5
    • one: try 0 / 1 / 4
      • one: try 1 / 2 / 2
        • one: try 0 / 2 / 3
          • one: try 0 / 3 / 2
          • none: try 1 / 0 / 4
        • none: try 0 / 4 / 1
          • one: try 0 / 5 / 0
      • none: try 2 / 1 / 2
        • one: try 2 / 0 / 3
          • one: try 3 / 0 / 2
        • none: try 4 / 0 / 1
          • one: try 5 / 0 / 0
    • none: try 1 / 1 / 3
      • one: try 1 / 2 / 2
        • one: try 1 / 3 / 1
          • one: try 1 / 4 / 0
          • none: try 2 / 1 / 2
        • none: try 3 / 1 / 1
          • one: try 4 / 1 / 0
      • none: try 2 / 2 / 1
        • one: try 2 / 3 / 0
          • one: try 3 / 2 / 0

With fewer than five climbers the same idea works: list every way to split the climbers over the three ropes and cross out the ones that disagree with Amos' last answer.

Mistakes: moving while Amos weighs (the arrangement is read at the moment he is asked) and a climber leaving the map so that fewer than five are left (the number of climbers changes, so a new answer is drawn; the miss count is kept).

Stage 3: Twisted Switcher

Map: Stage 3 - Twisted Switcher. Goal: stand five players on five different platforms out of nine. Reward: 6,000 EXP.

There are nine platforms in two rows: four in the upper row and five in the lower row, which is shifted half a step to the left. Number them from the left, upper row first: upper 1 to 4, then lower 1 to 5. The hidden answer is five of the nine, drawn at random. Exactly one player must stand on each chosen platform (two on the same platform does not count), and the sixth player waits elsewhere. The leader then talks to Amos.

  • A right answer opens the way: Amos carries the leader on and pays +6,000 EXP.
  • A wrong answer is punished at once; there is no free hint. Amos says nothing, but one G Slime, P Slime, O Slime or B Slime appears for each player who stood on a correct platform. The number of slimes is the hint. The answer is not changed after a miss, and Amos will not weigh the next try until every slime is dead.
  • A wrong try always leaves at least one slime, because any two groups of five platforms out of nine share at least one platform. If there is exactly one slime, the four platforms you left empty are all part of the answer and exactly one of the five you used is right.
  • Choosing, each time, an arrangement that agrees with every earlier slime count solves the stage in about five tries on average.

The slimes are level 35 to 38 with 1,300 to 1,850 HP. They give no EXP and no loot.

Stage 4: Last Man Standing

Map: Stage 4 - Last Man Standing. Goal: bring 50 Cupid Code Pieces to Amos. Reward: 8,000 EXP.

The map holds 57 monsters: 19 Toy Trojan GL (level 39), 19 Curse Eye GL (level 35) and 19 Zombie Lupin GL (level 40). Each drops two Cupid Code Pieces every time, so about 25 kills are enough. Amos counts the pieces in the bag of the player who talks to him, so collect them with the leader or pass them to the leader first. He takes exactly 50. Pieces you already collected in stage 1 count too.

Amos says Hey, didn't you pay heed? I demand 50 Cupid Code Pieces for the success of this trial. when you are short, and Well done! Let me open the gate for you now. when you are not.

Stage 5: Fluttering Hearts

Map: Stage 5 - Fluttering Hearts. Goal: break all seven gates along a very long corridor, then gather every living player at the far east end and ask Amos to open the way. Reward: 9,000 EXP. Clock: 4 minutes (see Rules).

The corridor is more than twenty screen-widths long. You start at the west end and Amos waits on the platform at the east end.

  • Gates. Seven gates block the corridor. Each takes four hits to break. A broken gate is open for the whole party, so split up and break them in parallel. A gate that is not open answers The gate is not opened yet.
  • The stampede. 37 apparitions start behind the starting point and sweep along the corridor faster than a character walks. A touch deals a fixed amount of damage that your defence does not reduce: the six large "Rombad" apparitions deal 9,999, the one "Skeledog" 125, the six "Bloctopus" 105, the nineteen "Wraith" 25 and the five "Black Ratz" 5. Another 185 spikes along the floor deal 300 each.
  • Gathering. When all seven gates are open on the leader's screen, Amos checks that every player on the map is standing on the east platform. Anyone still short of it blocks the check: Your team has not gathered nearby yet. Give them some time to reach here. When it passes, Amos says Okay, your team is already gathered. Talk to me when you guys feel ready to fight the Geist Balrog. and carries the player who spoke to him to stage 6. +9,000 EXP.
  • If the group stands on the platform but gates are still shut, Amos says: You guys reached here by teleporting, eh? I can tell it. This is a shame, all gates needs to be open to fulfill this stage.

Stage 6: Love Hurts

Map: Stage 6 - Love Hurts. Goal: defeat the Geist Balrog in all three forms and hand the Geist Fang to Amos. Reward: 11,000 EXP.

The party arrives in a safe area on the left. Talk to Amos while you stand in the safe area to be put into the arena. The boss is already waiting there.

Form Level HP Notes
Geist Balrog Phase 1 80 100,000 Immune to Poison, weak to Holy
Geist Balrog Phase 2 100 300,000 Immune to Poison, weak to Holy; flies
Geist Balrog Phase 3 95 1,500,000 Immune to Poison, Holy, Fire and Ice; flies; drops the Geist Fang

Each form rises again as the next one when it dies. Only the third form drops the Geist Fang (two of them, always); Amos needs one.

  • Anyone who is alive and standing in the safe area may step back into the arena by talking to Amos. Amos refuses someone with no HP left: Oy stand back... You are already dead. A player who has died is already out of the run (see Rules).
  • The leader picks up the Geist Fang and talks to Amos: Congratulations! Your party defeated the Geist Balrog, thus completing the Amorian Challenge! Talk to me again to start the bonus stage. Talking to him a second time takes the Fang, pays +11,000 EXP and carries the leader to the vault. A member who talks to him is told Wait for the leader's command to start the bonus phase.

Stage 7: Amos' Vault

Map: Stage 7 - Amos' Vault or Stage 7 - Amos' Vault for Couples. Clock: 1 minute; 2 minutes in the vault for couples, whose Amos then sends the party on to the ordinary vault with 1 minute.

You are dropped among 95 prize boxes and have one minute. Each box takes four hits and drops its prizes on the ground for anyone to pick up. A box breaks once per run. Amos the Strong in the vault only says Hurry up to get the last moments of the bonus stage! When the minute is over the Challenge ends and you are sent back to the training ground.

What each box is set to drop. Every line is rolled separately for each box, and the percentages include MapleVerse's doubling of etc items.

Prize Chance
Yellow Wish Ticket, Green Wish Ticket, Blue Wish Ticket Every box gives two of the three colours, always (which two depends on the box)
Amorian Loveseat 1%
Amorian Relaxer, Scroll for Shoes for ATT 2% each
Cecelia's Earrings, Moonstar Earrings, Celestial Earrings 4% each
Amos' Royal Cape, Amos' Spirit Cape 3.33% each
Dark scroll for Cape for STR, Dark scroll for Cape for INT, Dark scroll for Cape for DEX, Dark scroll for Cape for LUK, Scroll for Helmet for HP 5% each
Onyx Apple 6.67%
Victoria's Amorian Basket, Crystalized Pineapple Chew 10% each
Diamond, Black Crystal, Gold Plate 10% each
Amorian Rice Cookie, Wedding Cake, Grape Juice, Reindeer Milk, Mushroom Miso Ramen 20% each
Power Elixir Two separate 20% lines
Diamond Ore Two separate 40% lines

Amos' Vault for Couples

If the spouse of a player is in the party, that player is sent to Amos' Vault for Couples instead of the ordinary vault. Its boxes do not hold prizes. Each one, once broken, releases seven monsters, each an Evil Eye GL, a Curse Eye GL or a Cold Eye GL at random,, and every one of them drops a Cupid Code Piece. Bring 35 pieces to Amos the Strong, who waits beside the vault's other Amos. The first player of the run to do so receives a cape (The Legendary Elias Cape 1 to 3 for men, Cecelia Cloak 1 to 3 for women, one of the three at random) and 4,000 EXP. Everyone after the first still trades 35 pieces for 4,000 EXP. Without 35 pieces Amos explains the task; with a full Equip tab he says Check if you have a slot available before talking about receiving prizes!

You can also skip this vault and use its portals to reach the ordinary one.

Rewards

Stage EXP for each player Amos moves on
1. Magik Mirror 2,000
2. Heart Strings 4,000
3. Twisted Switcher 6,000
4. Last Man Standing 8,000
5. Fluttering Hearts 9,000
6. Love Hurts 11,000
Total 40,000
  • The EXP is paid when Amos moves you on, not to the whole party at once.
  • The Challenge has no end prize beyond the vault.
  • The last form of the Geist Balrog can also drop mastery books: [Mastery Book] Combo Barrier 30 (3%) and 1% each of [Mastery Book] Berserk, Bow Expert, Shadow Claw, Smokescreen and Air Strike. Like every boss with a loot table of its own it also drops a Dark Token.
  • The Challenge is not in the Weekly Open Party Quest rotation.

Tips and common mistakes

  • Start the lobby entry together. A late member is turned away and cannot catch up.
  • Keep the Cupid Code Pieces from stage 1: 52 monsters there drop two each, which saves the stage 4 farm.
  • Stage 5 is the only stage on a short clock. Four hits per gate, seven gates, four minutes: do not start it with anyone still away from the group.
  • Nobody who has died can rejoin, so the party shrinks as the run goes on. The puzzle stages cope with that (they use the players on the map), the head count at the start does not.

See also