Ludibrium Party Quest

(Redirected from LPQ)
At a glance
Level35 to 50
Party5 or 6 players
StartRed Sign on the Eos Tower 101st Floor, Ludibrium
Time limit45 minutes, then a 1-minute bonus stage
RunsA private copy of the tower for every party
Daily limitNone
Rewards28,410 EXP over the stages, one random prize from a pool of 77, and bonus-stage loot
Weekly rotationYes, see Weekly Open Party Quest

Ludibrium Party Quest is a nine-stage climb through the Abandoned Tower, a rift that has opened above Ludibrium. The game calls it Party Quest: Dimensional Schism. A party of five or six adventurers of level 35 to 50 hunts monsters and breaks boxes for Passes of Dimension, hands them to the balloon guides one stage at a time, works through a door puzzle and a box-combination puzzle, and finally defeats the boss Alishar for the Key that seals the crack.

Only the party leader can hand things in, so the whole party has to funnel its Passes to one player. Almost nothing in the tower grows back, so every Pass counts.

Before you go

Requirements

  • Level: every member must be level 35 to 50.
  • Party: five or six members who take part, the leader included. Everyone has to be standing on the Eos Tower 101st Floor (the floor above the 100th floor of the Eos Tower) when the leader starts the quest.
  • Nothing else. No items or earlier quests are needed. Keep a free slot in your Equip, Use and Etc tabs for the end prize.

Members who are on another map or outside the level range are simply left behind. If fewer than five eligible members are left, Red Sign refuses to start.

★
Different from the original game A Super Beginner's Head Start skill lowers the minimum level and raises the maximum level of party quests by 5 for every skill point (up to 50 levels).
i
In the week this quest is the Weekly Open Party Quest, its level ceiling is lifted altogether; the minimum of 35 still applies.

Who to bring

  • Both kinds of damage dealer. Stage 4 has Shadow Eyes that only magic hurts and Dark Eyes that only weapon attacks hurt.
  • Ranged attackers for stage 7, where the monsters stand on high ledges.
  • Strong single-target damage for Alishar (125,000 HP, resists every element).
  • Climbers. Stages 2, 5 and 6 are tall, and everyone moves through them on their own.

Starting the quest

  1. Gather the party on the Eos Tower 101st Floor.
  2. The party leader talks to Red Sign and chooses I want to participate in the party quest. (I would like to hear more details repeats the rules.)
  3. Every eligible member is carried into the tower at once, to the first stage.
You can't go any higher because of the extremely dangerous creatures above. Would you like to collaborate with party members to complete the quest?— Red Sign

If Red Sign cannot start the quest he says one of these:

Situation What Red Sign says
You are not in a party You can participate in the party quest only if you are in a party.
You are in a party but are not its leader Your party leader must talk to me to start this party quest.
Every place for a party in your channel is taken Another party has already entered the Party Quest in this channel. Please try another channel, or wait for the current party to finish.
Party size, level or map is wrong 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. ...

Rules

  • Party size. The quest needs at least five players inside. With a party of six one member can be lost and the rest carry on; with five, any loss ends the quest for everybody (see below).
  • The leader. The party leader who started the quest does every hand-in, the stage 8 check and the final Key. Teammates cannot do these for the leader.
  • Time. A 45-minute clock starts as the party enters the tower and is shown on screen. It stops when the leader hands in Alishar's Key; the quest then moves to the 1-minute bonus stage. If the clock runs out first, everyone is sent out to the End of Journey map with no prize. EXP already paid for earlier stages is kept.
  • A private tower. Every party gets its own copy of the tower, so parties never meet. If every place for a party in your channel is taken, Red Sign tells you to try another channel or wait.
  • Passes and the Key. Pass of Dimension and Key of Dimension are quest items. They vanish from your bag when you leave the quest, however you leave.
  • Almost nothing respawns. Monsters and boxes are placed once per run and do not come back while anyone is on their map. The number of Passes in the tower equals the number the guides ask for, stage by stage, so a Pass that is lost usually cannot be replaced. The one way to win a Pass again is described under stage 4.
  • Dying and leaving. If you die you are revived outside the tower on the End of Journey map, which counts as leaving the quest (in the bonus stage you are revived in the reward room instead). You also leave by saying yes to Sgt. Anderson, who stands on every stage, or by walking out in any other way.
  • When the quest ends for everyone. The tower closes and everyone still inside is sent to the End of Journey map if:
    • the leader leaves, dies or stays disconnected for more than a minute;
    • a member leaves, dies or stays disconnected for more than a minute while only five players are still inside;
    • the party is disbanded, or a member leaves the party while only five players are inside (with six inside, a member who leaves the party is simply sent out);
    • the 45-minute clock runs out before the Key is handed in.
  • Disconnecting. A member who is gone for 60 seconds is counted as having left. Reconnecting inside that minute is fine.
  • Doors. The exit portals of stages 1 to 5, 7 and 8 are invisible: no swirl is drawn, even once the stage is accepted. Each stands close to its guide (each stage below says on which side). Until the stage is accepted the portal stays shut: on stages 1 to 5 and 8 it says Some seal is blocking this door., and stage 7's just does nothing. Stage 6 has no hand-in; its top portal is visible and simply the way up. A stage's map cannot be entered any other way.
  • Nothing to ride or summon. Mounts and Mystic Door do not work inside the tower, and summoning skills are blocked on nearly every map of it. On stage 6 teleporting skills are blocked too.
  • Boxes. Every box takes four hits to break and can be broken only once per run. Boxes look alike, whatever is inside.
  • Ground items. An item dropped by a monster belongs to whoever did the most damage for 15 seconds (a box's drop to whoever broke it), but their party can pick it up straight away. After that anyone can take it. Everything on the ground disappears after 3 minutes.

How Passes are counted

The guides count the Passes (and the Key) that the leader has picked up in this run, minus any the leader has dropped. A Pass in a teammate's bag does not count. To give Passes to the leader, teammates drop them and the leader picks them up. A Pass obtained anywhere else (a trade, an earlier run) counts for nothing.

Each guide gives a briefing the first time the leader talks to it; the hand-in happens the next time. If the leader is short, the guide says Sorry you don't have all N Pass of Dimension's.

★
Different from the original game A Super Beginner has the Smuggler's Box skill. In this quest it can stash Passes and Keys so that they are not taken when the run ends, and unload them in a later run to count towards a hand-in. The box holds up to 50 of each item, enough for stage 3's 32 Passes. See Party Basics.

Stage by stage

Stage Guide Task Hand-in EXP for every member
1 Red Balloon Defeat 25 monsters 25 Passes 210
2 Orange Balloon Break boxes, spring the trap 15 Passes 2,520
3 Yellow Balloon Defeat 32 Bloctopus 32 Passes 2,940
4 Lime Balloon Defeat six hidden creatures in the dark rooms 6 Passes 3,360
5 Green Balloon Break the boxes in six rooms 24 Passes 3,770
6 Aqua Balloon Find the right doors to the top None 0
7 Sky-Blue Balloon Summon and defeat three Rombads 3 Passes 4,620
8 Blue Balloon Stand five players on the right five of nine boxes None 5,040
9 Violet Balloon Summon and defeat Alishar Alishar's Key 5,950

The maps are called Abandoned Tower with the stage number in angle brackets, plus a few special rooms. EXP is paid to every member still inside the tower when the stage is accepted, whichever map they are on, once per member per stage.

Stage 1: The first Passes

Map: Abandoned Tower<Stage 1> · Guide: Red Balloon · Hand-in: 25 Passes

You arrive at the bottom of a tall room. The guide and the exit portal are close to the arrival point (the invisible exit portal is a few steps to the right of the guide); the monsters are spread up the height of the tower.

Monster Level HP How many Drops
Ratz from Another Dimension 32 3,700 15 Pass of Dimension every time
Black Ratz from Another Dimension 34 4,300 10 Pass of Dimension every time
  1. The leader talks to the guide once to hear the briefing.
  2. Defeat all 25 monsters. Each leaves one Pass; 15 plus 10 is exactly the 25 the guide wants.
  3. Get every Pass to the leader (the leader picks them up, or teammates drop theirs for the leader).
  4. The leader talks to the guide again. With 25 Passes counted the stage is accepted: 210 EXP for everyone and the portal beside the guide opens.
✦
Tip There is no spare Pass, so do not leave Passes lying around: they disappear after 3 minutes. Agree early on who collects them for the leader.

Stage 2: Boxes and the trap

Map: Abandoned Tower<Stage 2>, then Tower's Trap · Guide: Orange Balloon · Hand-in: 15 Passes

You arrive near the top of the tower, close to the guide and the exit portal (invisible, a few steps to the left of the guide). The boxes are scattered below you, all the way down. Each box that holds a Pass drops exactly one when it breaks.

  • The main room has 11 boxes with a Pass inside, and one box that is a trap. All twelve look the same.
  • Breaking the trap box shows An unknown force has warped you into a trap. and carries everyone standing on that map to Tower's Trap.
  • Tower's Trap is a long vertical room with 4 more boxes, each holding a Pass. At its top is a portal that returns you to the start of stage 2.
  • 11 plus 4 is 15, so the trap must be sprung to reach the 15 Passes.

The trap box is the second-highest box in the main room: it stands on a ledge on the right-hand side, a short way below the platform where you arrive. Only one ordinary box is higher. Break it early, so the long climb of Tower's Trap is done while everybody is still together, then work down through the remaining boxes.

After the trap, the party climbs Tower's Trap, breaks its four boxes, uses the portal at the top and returns to the arrival platform. Finish the rest of the boxes in the main room, collect the 15 Passes with the leader and hand them in for 2,520 EXP.

!
Warning The trap carries everyone who is on the stage 2 map at that moment. Teammates who are elsewhere stay where they are.

Stage 3: Bloctopus

Map: Abandoned Tower<Stage 3> · Guide: Yellow Balloon · Hand-in: 32 Passes

You arrive about halfway up the tower, next to the guide (the invisible exit portal is a few steps to the guide's left). There are no Passes in the boxes here: breaking a box summons three Bloctopus at its position.

Monster Level HP How many Drops
Bloctopus from Another Dimension 35 4,900 8 on the map, plus 3 from each of the 8 boxes (24) Pass of Dimension every time

That is 8 + 24 = 32 Bloctopus, one Pass each, and the guide wants 32. Break all eight boxes, defeat every Bloctopus, bring the Passes to the leader and hand them in for 2,940 EXP.

Stage 4: The dark rooms

Map: Abandoned Tower<Stage 4> and five rooms called Darkness in the Tower · Guide: Lime Balloon · Hand-in: 6 Passes

Five doors below the guide lead to dark rooms (the stage's own exit portal is invisible, a few steps to the guide's right). Doors 1 to 5 are numbered from the highest door on the map to the lowest. Each room is a long corridor where a creature lurks; each of the six creatures leaves one Pass.

Door Creature Level HP Weapon DEF Magic DEF Use
1 Shadow Eye from Another Dimension 43 7,100 470 70 Magic
2 Shadow Eye from Another Dimension 43 7,100 470 70 Magic
3 Shadow Eye from Another Dimension 43 7,100 470 70 Magic
4 Two Dark Eyes 43 6,500 each 70 470 Weapon attacks
5 Dark Eye from Another Dimension 43 6,500 70 470 Weapon attacks

A Shadow Eye shrugs off weapon attacks, so use magic on it. A Dark Eye shrugs off magic (and also resists Fire, Ice, Lightning and Holy damage), so use weapons on it. The party needs both kinds of attacker, and anyone can go into any room. Leave each room through its portal and, once all six Passes are with the leader, hand them in for 3,360 EXP.

✦
Tip A dark room is set up again when someone walks into it after it has stood completely empty, and its creature is back. A Pass lost from a dark room can therefore be won again by going in once more. The creatures do not come back while anyone is still inside.

Stage 5: The six rooms of boxes

Map: Abandoned Tower<Stage 5> and six rooms called Tower's Maze · Guide: Green Balloon · Hand-in: 24 Passes

Six doors lead to six tall rooms (the stage's own exit portal is invisible, a few steps to the guide's right). Every room has four boxes, and each box holds a Pass: 6 × 4 = 24. The doors are numbered from the highest on the map (door 1) to the lowest (door 6).

  • Door 1 is very high up: reaching it takes a long climb from the arrival point.
  • Door 6 is below the arrival point and leads to a room guarded by seven King Block Golems, with two more outside on the main map. They have 99,999 HP and cannot be damaged at all. Do not fight them; walk around them. The room's four boxes are spread up its height, one of them at the very top.
  • The other rooms have no monsters.

Break all 24 boxes, give the Passes to the leader and hand them in for 3,770 EXP.

Stage 6: The doors to the top

Map: Abandoned Tower<Stage 6> · Guide: Aqua Balloon · Hand-in: none · EXP: none

The guide only says Try to find the right combination of numbers to reach the top. There are 45 doors in 15 rows of three, alternating between the right-hand and left-hand side of the tower. In every row exactly one door takes you up to the next row. The other two send you back to the start at the bottom. There are no monsters and no Passes, and every member climbs on their own; nobody needs the leader.

The answer never changes. Take these doors, counting from the left within each row of three:

In order from the bottom row to the top: third, third, first, second, second, first, first, first, second, first, third, second, first, first, third.

Row (from the bottom) Side of the tower Door to take
1 right-hand side third (rightmost)
2 left-hand side third (rightmost)
3 right-hand side first (leftmost)
4 left-hand side second (middle)
5 right-hand side second (middle)
6 left-hand side first (leftmost)
7 right-hand side first (leftmost)
8 left-hand side first (leftmost)
9 right-hand side second (middle)
10 left-hand side first (leftmost)
11 right-hand side third (rightmost)
12 left-hand side second (middle)
13 right-hand side first (leftmost)
14 left-hand side first (leftmost)
15 right-hand side third (rightmost)

After the last door you land beside the exit portal at the top. Use it to enter stage 7. Nothing is handed in on this stage and no EXP is paid for it.

Stage 7: Three Rombads

Map: Abandoned Tower<Stage 7> · Guide: Sky-Blue Balloon · Hand-in: 3 Passes

The guide says the party needs ranged attackers here. Three monsters stand on separate ledges on the right-hand side of the tower, one above the other, high above the guide. Next to each ledge stands a box. (The invisible exit portal is a few steps to the guide's right.)

Monster Level HP Drops
Ratz from Another Dimension 32 3,700 A Pass of Dimension (a different item with the same name) every time
Black Ratz from Another Dimension 34 4,300 A Pass of Dimension every time
Bloctopus from Another Dimension 35 4,900 A Pass of Dimension every time
  1. Defeat the three monsters; each drops a Pass of Dimension. These three Passes are a second item that shares the ordinary Pass's name. They only work on the boxes here and cannot be handed to the guide.
  2. Drop one of these Passes at the foot of a box, exactly one at a time. The box takes it and the message Rombard has been summoned somewhere in the map. appears. The game's monster is named Rombad from Another Dimension; it appears on a floor well below the guide, not at the box.
  3. Defeat each Rombad (level 47, 33,000 HP). Once it is below 75% health it calls two Block Golems every 30 seconds. Each Rombad drops an ordinary Pass and a Dark Token.
  4. With three ordinary Passes the leader talks to the guide: 4,620 EXP, and the portal beside the guide opens.

The party has exactly three box Passes, so each must go onto a different box.

Stage 8: The right five boxes

Map: Abandoned Tower<Stage 8> · Guide: Blue Balloon · Hand-in: none

Nine boxes stand in a stepped block: two on the top row, three on the middle row and four on the bottom row. (The invisible exit portal is on a higher platform, up and to the left of the guide.) Number the boxes like this, reading left to right, top to bottom:

1 2
3 4 5
6 7 8 9

The game chooses a secret combination of five of the nine boxes the first time the leader checks. The combination does not change for the rest of the run and is never shown.

  1. The leader talks to the guide for the briefing.
  2. Five players each stand on a different box. The leader counts if the leader is one of the five. Nobody else may be on a box.
  3. The leader talks to the guide again. Everyone has to hold still.
    1. If the number of players on boxes is not exactly five, the guide says It looks like you haven't found the 5 boxes just yet. and reminds you that only five may stand on boxes and that moving may stop it counting.
    2. If the five boxes are wrong (two players on one box counts as wrong), a wrong effect plays and nothing is said. Try another combination.
    3. If they are right the stage is accepted: 5,040 EXP and the portal opens.

There is no penalty for a wrong try and no limit except the 45-minute clock. There are 126 possible combinations (nine boxes choose five) and the game tells you nothing beyond right or wrong, so keep a list of the sets you have tried and never repeat one.

✦
Tip With six players, one person stays off the boxes and does the talking. With five, the leader stands on a box and talks from there, so everybody must already be in position.

Stage 9: Alishar

Map: A Crack on the Wall · Guide: Violet Balloon · Hand-in: the Key of Dimension

The party must defeat Alishar, but he is not here yet.

  1. The leader talks to the guide for the briefing: Kill the Ratz on that platform to reveal the Alishar, and defeat him!
  2. A Black Ratz from Another Dimension waits on the platform to the right. Defeat it; it leaves an ordinary Pass of Dimension.
  3. Drop that Pass, exactly one, at the foot of the box next to the platform. Alishar has been summoned. He appears farther to the right.
  4. Defeat Alishar. He drops the Key of Dimension every time.
  5. The leader must pick up the Key. A Key in anyone else's bag does not count. The leader talks to the guide to hand it in.
  6. The quest is complete: every member gets 5,950 EXP, the 45-minute clock stops and everyone is carried to the bonus stage.

If the guide says Please defeat Alishar and bring me his Key of Dimension, the leader does not hold the Key yet.

Boss Level HP Notes
Alishar 56 125,000 Resists Fire, Ice, Lightning, Holy and Poison (half damage). Casts Seal and Darkness on players (30 seconds each). From 75% health it calls groups of five Cronos, from 50% also Platoon Cronos, from 25% also Master Cronos. Drops the Key of Dimension every time, a Dark Token every time and an Alishar Card 2.4% of the time.

The bonus stage

Map: Abandoned Tower<Bonus> · NPC: Pink Balloon · Time: 1 minute

As soon as the Key is accepted everyone is sent here for 60 seconds. The map holds 36 boxes spread over a tall area. Each box takes four hits, can be broken once, and sprays at least 15 drops: mostly Vesos plus any of the items below. Each item is rolled separately for every box, so a box gives about 1.6 items on average.

Item Chance per box
Green Napoleon 1 in 30 (3.3%)
Blue Napoleon 1 in 30 (3.3%)
Red Napoleon 1 in 30 (3.3%)
White Napoleon 1 in 30 (3.3%)
Black Napoleon 1 in 30 (3.3%)
Blue Justice Cape 1 in 35 (2.9%)
Red Justice Cape 1 in 35 (2.9%)
White Justice Cape 1 in 35 (2.9%)
Black Justice Cape 1 in 35 (2.9%)
Star Earrings 1 in 30 (3.3%)
Blue Moon 1 in 30 (3.3%)
Skull Earrings 1 in 30 (3.3%)
Red-Hearted Earrings 1 in 30 (3.3%)
Silver Snowboard 1 in 25 (4.0%)
Golden Snowboard 1 in 30 (3.3%)
Watermelon 1 in 5 (20.0%)
Ice Cream Pop 1 in 5 (20.0%)
Red Bean Sundae 1 in 5 (20.0%)
Honey 1 in 10 (10.0%)
Dried Squid 1 in 10 (10.0%)
Orange Juice 1 in 10 (10.0%)
W Ramen 1 in 15 (6.7%)
Melting Cheese 1 in 15 (6.7%)
Reindeer Milk 1 in 15 (6.7%)
★
Different from the original game The Vesos in these boxes are scaled down the way Vesos from monsters are everywhere in MapleVerse. Each coin starts at 30 to 59 Vesos and, from level 30 up, is cut to 8% of that, so every coin is worth 2 to 5 Vesos.

When the minute is up, everyone still in the bonus stage is moved to the reward room. You can leave sooner by talking to the Pink Balloon and answering yes to Would you like to leave the bonus stage? Items on the ground disappear after 3 minutes, so pick up what you want before leaving.

Rewards

EXP

Stage EXP Paid when
1 210 Stage accepted
2 2,520 Stage accepted
3 2,940 Stage accepted
4 3,360 Stage accepted
5 3,770 Stage accepted
6 0 -
7 4,620 Stage accepted
8 5,040 Stage accepted
9 5,950 The Key is handed in
Total 28,410  

In terms of levels, a full run is worth about 20% of a level at level 35, 12% at level 40, 8% at level 45 and 5% at level 50.

Arturo's prize

Once the bonus stage is over, the party meets Arturo in the reward room (Abandoned Tower<Determine to adventure>). Speak to him to receive one prize.

  • The prize is picked at random from a pool of 77 entries, each equally likely (1 in 77, about 1.3%). Blue Moon appears twice, so it is twice as likely (about 2.6%).
  • Every member who was still inside when the quest was cleared gets one prize, once per run. A member who left earlier gets nothing.
  • If you have no room, Arturo says It seems you don't have a free slot in either your Equip, Use or Etc inventories. Please make some room and try again. Make room and talk to him again.
  • The reward room has no exit portal: once you have your prize, Arturo sends you back to Red Sign's map. Talk to him before you do anything else.

Scrolls

10% scrolls
Prize Amount
Scroll for Bottomwear for DEF 10% 1
Scroll for Gloves for DEX 10% 1
Scroll for Helmet for DEF 10% 1
Scroll for Topwear for DEF 10% 1
Scroll for Overall Armor for DEF 10% 1
Scroll for Overall Armor for DEX 10% 1
60% scrolls
Prize Amount
Scroll for Bottomwear for DEF 60% 1
Scroll for Bow for ATT 60% 1
Scroll for Claw for ATT 60% 1
Scroll for Crossbow for ATT 60% 1
Scroll for Cape for DEX 60% 1
Scroll for Cape for INT 60% 1
Scroll for Cape for LUK 60% 1
Scroll for Cape for STR 60% 1
Scroll for Cape for HP 60% 1
Scroll for Dagger for ATT 60% 1
Scroll for Earring for INT 60% 1
Scroll for Gloves for DEX 60% 1
Scroll for Helmet for DEF 60% 1
Scroll for Helmet for HP 60% 1
Scroll for Overall Armor for DEF 60% 1
Scroll for Overall Armor for DEX 60% 1
Scroll for Overall Armor for INT 60% 1
Scroll for One-Handed Axe for ATT 60% 1
Scroll for Two-handed BW for ATT 60% 1
Scroll for Pole Arm for ATT 60% 1
Scroll for Shoes for DEX 60% 1
Scroll for Spear for ATT 60% 1
Scroll for Staff for Magic Att. 60% 1
Scroll for Topwear for DEF 60% 1
Scroll for Wand for Magic Att. 60% 1
100% scroll
Prize Amount
Scroll for Gloves for ATT 100% 1

Potions and food

Prize Amount
Blue Potion 85
White Potion 85
Elixir 10
Mana Elixir 60
Power Elixir 2
Pure Water 20
Ice Cream Pop 15
Red Bean Sundae 15
Unagi 20
Watermelon 15
Sunrise Dew 10
Sunset Dew 5

Capes, earrings and equipment

Prize Amount
White Napoleon 1
Black Napoleon 1
Green Napoleon 1
Red Napoleon 1
Blue Napoleon 1
Blue Justice Cape 1
Red Justice Cape 1
White Justice Cape 1
Black Justice Cape 1
Blue Moon (listed twice in the pool) 1
Skull Earrings 1
Red-Hearted Earrings 1
Sapphire Earrings 1
Cat's Eye 1

Throwing stars and parts

Prize Amount
Maple Throwing-Stars 1
Screw 35

Ores and crystals

Prize Amount
Adamantium Ore 10
Bronze Ore 10
Gold Ore 6
Mithril Ore 10
Orihalcon Ore 10
Silver Ore 10
Steel Ore 10
Amethyst Ore 10
AquaMarine Ore 10
Black Crystal Ore 4
Diamond Ore 4
Emerald Ore 10
Garnet Ore 10
Opal Ore 10
Sapphire Ore 10
Topaz Ore 10
i
Characters above level 50 can still take part in the weeks this quest is the weekly open party quest, and earn extra EXP for each clear. The rules are on the Weekly Open Party Quest page.

Tips and common mistakes

  • Count your Passes before each stage. There is no spare; if a Pass has been lost the stage usually cannot be finished (stage 4's dark rooms are the exception). Passes on the ground vanish after 3 minutes.
  • Do not hand in on the first talk. The first conversation with each guide is only the briefing.
  • Whoever holds a Pass must give it to the leader. The guide counts only the leader's Passes. Drop them for the leader to pick up.
  • Do not leave the tower. Dying, saying yes to Sgt. Anderson, or being offline for over a minute removes you. With five players that ends the quest for everyone, so take no risks on the last stages.
  • Choose the leader carefully. The leader cannot be swapped during the run (a leader who leaves disbands the party), and if the leader dies or leaves the whole quest ends.
  • Stage 4 needs both magic and weapon attackers; stage 7 needs ranged attackers. Check the party's mix before you start.
  • Stage 8 is guesswork, but it only costs time. Stand still on the boxes while the leader talks.
  • Drop the box Pass carefully. On stages 7 and 9 only a single Pass dropped right at a box works, and each box needs its own.
  • Claim the prize. Talk to Arturo before anything else, with free slots in Equip, Use and Etc.

See also