This is a Party Quest, alternative to Ludibrium Party Quest, this PQ gives more experience than Ludibrium Party Quest and saves your time.
Once inside you will choose between 6 carnival fields. Carnival fields 1-4 are for parties which have 2-4 members in them; carnival fields 5 and 6 are for parties which have 3-6 members in them. So you don’t put yourself at a disadvantage, it is advisable that you have as many people in your party as you can, but it’s not a requirement; losing at MCPQ still gets you more EXP than just standing around doing nothing does. Talk to the Spiegelmann and choose a field to enter, it tells you if a party is already in a field and what their average level is. If you’re the first party to enter a field, talking to the assistant will make you leave. If you’re the second party to join, wait ten seconds and the monster carnival will begin.
Ludibrium Party Quest requires you to jump around and climbing rope, killing monsters and need lots of party members' cooperation. If any of the members get disconnected or not cooperative, you lose the Ludibrium PQ, and gain a low amount of experience. But, this PQ is different, you just need approximately 10 minutes to complete each round, and gain a good amount of experience if you are able to win with a good rank.
If your level is at level 30~37, this party quest will be the best for you to gain experience and level up.
You can go to this PQ via Spiegelmann Monster Carnival NPC.Getting There
- Finding Spiegelmann:
- Kerning City (left of the sewages)
- Trend Zone Metropolis (on top of the malay temple (Mosque))
- Ludibrium (Beside Honorable Rock.)
- Singapore (on top of Mr. Hwang, the storage keeper)
- Orbis (At the edge of the platform that leads to Orbis Station.)
- Going to Portal of Dimension(Available in all towns)
Talk to the NPC Spiegelmann in either Kerning City, Orbis, or Ludibrium to enter Monster Carnival.
As above, you need to be level 30-50 to do this Monster Carnival.
A list of carnival fields: Carnival field 1&2/Fields 1 & 2 - The Terrace Accommodates: 2-4 peopleTerrain type: Terrace Default summons: Brown Teddies, King Block Golems Split map: No Description: Basically, a really long, flat map containing both parties. The Pillars spawn on safe platforms above. Thieves feel right at home here. Not so good for other classes. 2 to 4 people can play on this field. They consist of a flat area and many smaller platforms above. Gem Pedestals spawn on these platforms. The default monsters are Brown Teddies and King Block Golems. Half the spawn is for one team's, and the other half is for the other team's. The spawn is reputedly slower, and due to confined areas, CP gain is stunted as well. A good field for 30-38 characters, slow for others. Carnival Field 3&4/Fields 3 & 4 - The Clocktower Accommodates: 2-4 peopleTerrain type: Path of Time Default Summons: Trojans, Robos Split Map: Yes Description: the maps are shorter, and the two parties cannot interact with each other (though they can see each other near the middle of the big map).Still flat terrain with pillars on safe platforms above. Suitable for mobby classes, particularly warriors. Archers with strong mobbing skill can also shine here, as with lit mages. 2 to 4 people can play on this field. It consists of a flat spawning area and many webbed platforms above, where Gem Pedestals spawn. The base enemies are Toy Trojans and Robos. There are two rooms, one for each team. They are totally separated, though speech can be heard if you stand near the dividing barrier. The most popular one, giving each party it's own space. Good for any type of mid-high level party. Lower levels have more trouble here. Coin drop rate is highest, due to highest concentration of monsters. Although, this map is disliked by many of the bowman, gunslingers and assassins, since the population of monsters is so dense and the spawns are fast. So an archer or assassin can have a hard time trying to get far enough away from the monsters to attack. This field is really colse-knit as compared with the other two fields. As a result, most mages and warriors choose this field. Non-party clerics often love playing in this field, especially if the other team summons Master Chronos. This way, they can mob heal the masters. Carnival Field 5&6/Fields 5 & 6 - The Factory Accommodates: 3-6 peopleTerrain type: Toy workshop Default Summons: Rombots, Robos (neutral) Split Map: No Description: The map is composed of the bottom (where Rombots roam) and the upper aerial plats. The robos on the aerial plats are special, in that they don't belong to a particular group and can be killed by anyone. They're also not affected by buffs from any parties. Additional summoned mobs and pillars all appear on the aerial plats. Most people can find something they can do in this field. 3 to 6 people can play here. It is a layered map, two gapped platforms up top and a flat area at the bottom. Gem Pedestals spawn on the gapped platform areas. Robos and Rombots are the base enemies, but Robos only spawn on the gapped platforms and Rombots only on the bottom. The Robos are unique in that they are free to kill - whoever kills them gets the CP, and they are available to kill for both teams. The Rombots are divided in half - for the two parties to kill separately. Suitable for any players - the Robos for lower levels and the Rombots for higher levels. This is THE most wanted map, due to the relative proximity on each of the platforms. Also, assassins love killing the Rombots which give 6CP each. You will most likely see a lot of dexless assasins who kill the Rombots in a couple of hits. If you summon anything on this stage, it automatically goes to the gapped platforms. |
The goal of the Monster Carnival is to collect more carnival points (CP) than the other team by killing monsters from the opposing party, these carnival points are then used to perform three tasks to hinder the opposing party. These are: Summon a monster; skill and protector. Hotkeys can be used when selecting one of the tabs to activate it. As the party quest starts, your guild is replaced by your team name, which is either “Maple red” or “Maple blue”. Your opponents monsters will appear as shadows, fainter than the ones you have to kill.
Note: Rombots cost only 22 carnival points in fields 5 and 6, but 30 in the rest.
The numbers at the top are how many carnival points each party has, the number on the left is the amount of points you can spend on mobs, skills and protectors, the number on the right is the total number of carnival points you've got so far in the round.
Just to make sure people know what each skill does:
- Darkness will decrease your opponent party’s accuracy.
- Weakness means your opposing party cannot jump.
- Curse decreases the amount of exp the opponents will receive.
- Poison slowly decreases the opposing party’s hp over a period of time.
- Slow decreases your opposing party’s movement speed.
- Seal stops one person on the other team from being able to use skills.
- Stun restricts movement and skills for one person on the other party.
- Cancelling a buff will get rid of a supportive skill that changes a character’s stats, for example hyper body, rage, or magic guard.
When using a protector, a gem will appear on top of a pillar. Attacking and destroying these pillars will get rid of the opponent’s protection (basic attacks only affect them, skills do not). It’s better to use protect when lots of monsters have been summoned. If a monster has a protector, it will have a symbol above it.
- Power up increases the monster’s weapon attack.
- Guard up increases the monster’s magic defence.
- Magic up increases the monster’s magic attack.
- Shield up increases the monster’s weapon defence.
- Accuracy up increases the monster’s accuracy.
- Avoidability up increases the monster’s avoidability.
- Speed up increases the monster’s speed.
- Cancel weapon attack will cause all weapon attacks to do 1 damage.
- Cancel magic attack will cause all magic attacks to do 1 damage.
You can destroy either team’s pillars, but it’s advisable you only destroy the pillars with the opposing team’s crystal on them.
Items are dropped by monsters. As well as those you may already be familiar with; such as power elixirs, white potions and all cures, there are new items specific to the monster carnival. They will be used automatically when you pick them up. Whilst in monster carnival you will not be able to use any pots you bring in with you.
Here are all the items that are specific to monster carnival, and not found anywhere else in the game:
Remember: Each time a member of your party dies you lose up to 10 Carnival points.
You can get a Carnival title now by achieving 150 wins. Sounds hard? It is just a title to show off.
Monster Carnival is unlike other PQs, in that this is a competitive party quest pitting your party against another party. Your goal is to collect the most amount of Carnival Points (CP) by killing monsters from the opposing party, and these CP, in turn, can be used to perform 3 tasks to distract the opposing party: Summon a Monster, Skill, and Protector. There are also designated hotkeys that can be used when selecting one of these three tabs to activate it.
Note: In this MC Party Quest, there are high level maplers selling services to help you to win. Some of them just wanted to scam you. They will ask you to pay them first prior entering the MC. Do not get scammed, especially you see a newbie that is impossible to give you such MC service.
Swap MC: (Swap the "win" each round between 2 parties)
If you saw someone saying "Playing Swap MC". Do not play swap MC unless you are low level and cannot win the MC by yourself, then you would have to play this kind of ''swap MC'' in order to get a win. Most of
''swap MC'' are scammers. They win once and just quit the game.
Summon a Monster:
Monsters can be summoned to attack the opposing party.
Name | CP | Hotkey |
Brown Teddy | 7 | F1 |
Bloctopus | 7 | F2 |
Ratz | 8 | F3 |
Chronos | 8 | F4 |
Toy Trojan | 9 | F5 |
Tick-Tock | 9 | F6 |
Robo | 10 | F7 |
King Block Golem | 11 | F8 |
Master Chronos | 12 | F9 |
Rombot* | 22 / 30 | F10 |
Skill:
Skills can be used against the opposing party, and if used wisely, can turn the tide of the battle.
Name | CP | Hotkey |
Darkness (Party) | 17 | F1 |
Weakness (Party) | 19 | F2 |
Curse (Party) | 12 | F3 |
Poisoned (Party) | 19 | F4 |
Slow (Party) | 16 | F5 |
Seal (1 person) | 14 | F6 |
Stun (1 person) | 22 | F7 |
Cancel Buff (1 person) | 18 | F8 |
Tips: Keep all your CP, and spam the Stun(f6) when the time is running out. Either way, if you are in the losing team, if your opponent is a magician job, just summon lots of rombots and use cancel buff to cancel his/her magic guard, thus making her/he to die or you can spam your CP on stunning your oppose team to impede their attacking speed.
Note: Do not spam the stun too quickly, as they are stunned, they need around 3~5 second to recover from the stun effect. So try to spam the stun every 3~5 seconds. It would be even better if your party members will cooperate and spam the stun the opposing team with you.
The skills tab contains debuffs for your oponents, and you can inflict various ailments on your opponents. Seeing that summoning monsters will only provide more CPs for more adapt opponents, things under this tab can be useful as well. The list of skills you can use: Darkness - 17 CP - Inflicts darkness on all enemy party members 80% of the time Weakness - 19 CP - Inflicts weakness on all enemy party members 80% of the time Curse - 12 CP - Inflict curse on all enemy party members 80% of the time Poisoned - 19 CP - Inflicts Poison on all enemy party members 80% of the time Slow - 16 CP - Inflict Slow on all enemy party members 80% of the time Seal - 14 CP - Seals ONE enemy party member's skill Stun - 22 CP - Stuns ONE enemy party member (remember they can't use potions they didn't pick up) Cancel Buff - 18 CP - Dispels(?) one enemy party member |
Protectors:
Protectors are buffs that can be casted on your summoned monsters. It it recommended that they are only used after you have summoned many monsters. When casting Protectors, they will appear as a pillar with a gem on top. Attacking and destroying these pillars (including your opponents' pillars, denoted by the colour of the gem) will remove the buffs.
Name | CP | Hotkey |
Power UP | 17 | F1 |
Guard UP | 16 | F2 |
Magic UP | 17 | F3 |
Shield UP | 16 | F4 |
Accuracy UP | 13 | F5 |
Avoidability UP | 16 | F6 |
Speed UP | 12 | F7 |
Cancel Weapon Attack | 35 | F8 |
Cancel Magic Attack | 35 | F9 |
Tips: Summon Power Guard, Guard Up, Shield up Together and cause your opponents to die/unable to kill the monsters.
If your opponent got any swordman classes, just use Avoidability UP, this would make them unable to hit the rombot if they have lack of accuracy.
Do not speed up for your opposing party if they are close ranged attacking classes like swordman and dual blade as they can mass killing and overtake your Team's CP easily.
There are 6 Carnival Fields in all - Carnival Field 1 to 4 are for parties that have 2-4 members, while Carnival 5 to 6 are for parties that have 3-6 members. For obvious reasons, you will want to have the maximum number of party members for the selected Carnival Field, although it's not necessarily required.
Protectors are buffs for your monsters. Unlike normal buffs monsters cast on themselves (which they can't do here), buffs you cast stay forever, until they are broken. How? Read on. First, a list of buffs you can cast:
Protectors are a little more special than the debuffs. Every time someone cast a buff, a pillar is raised on the upper plats with a gem of your colour (you can see what colour your team is by reading where your guild name normally will go). Once it's broken (as one would break a box), the corresponding buff will be broken as well. The thing with pillars is that - anybody can break it, including people on your own team. Thus, it's good to give a warning to people about not breaking your own pillars, even though they may not listen all the time (I had to kick someone today because he practically HOUNDS after my own buffs). Conversely, if you see a nasty buff, you should start looking for that pillar on your opponent's side straight away. Finally, dying inside the carnival will not reduce your exp, nor kick you out of the carnival. You simply appear in a resurrection room with a portal, which you can take to jump back to the action. You do, however, lose 10 CP. Obviously though, if you have less than 10 CP, you will only lose what you have. |
Items that are dropped in this PQ will be used up instantly (except for Maple Coins, for redeeming prizes later). In addition to the usual potions (Mana Elixirs, Elixirs, etc), the following is the list of other items dropped:
Here's a full list of what they can drop:
- White Potion (Restores 300 HP)
- Mana Elixir (Restores 300 MP)
- Elixir (Restores 50% HP and MP)
- Power Elixir (Restores all HP and MP)
- Party Mana Elixir (Restores 300 MP to the party)
- Party Elixir (Restores 50% HP and MP to the party)
- Party Power Elixir (Restores all of the party's HP and MP)
- All Cure Potion (Restores status ailments)
- Party All Cure Potion (Restores party status ailments)
As there is not one perfect strategy - as conditions such as what jobs the opposing party members are, and what Carnival Field you're in, will require a different strategy each time - there will not be one written here. Simply play through a game or two to familiarise yourself and work closely with your teammates to win. Also do note that each round takes 10 minutes.
Monster Carnival Prizes
Winning or losing gives you a certain amount of EXP, based on your rank. Ranks are determined by how much CP you have at the end of the round.A Rank: 500+ CP
B Rank: 250 - 499 CP
C Rank: 50 - 249 CP
D Rank: 0 - 49 CP
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Experience from MapleWiki You get experience depending on how much CP you have garnered. There are ratings from A to D, and each has a relative CP amount. The CP amount that is used to calculate your exp. is your teams CP... NOT YOUR INDIVIDUAL CP!
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You can talk to Spiegelmann outside of the monster carnival to trade your Maple coins for prizes. For 7 Maple coins you can buy a level 35 weapon, for 10 Maple coins you can buy a level 40 weapon and for 20 Maple coins you can buy a level 50 weapon.
For 50 coins you can buy a Spigelman Necklace, which is a pendant that gives 0-3 STR, LUK, INT and DEX; as well as 24-29 Weapon defence and 25-29 Magic defence. It has 3 slots, for which the Spiegelman’s Marble can be used on it, each marble has a 60% chance of success and gives +30 HP and +30 MP, the marbles can only be used on the Spigelman Necklace.
Coins don’t have to be collected in one run of the carnival, it might take you a few runs to have enough coins to buy a Spigelman Necklace and they will stack up in your inventory.
Sharing the tactics and ways to win will just ruin the fun, but if you do nothing but use avoidability up and don't summon any monsters; you are ruining the game for others. Similarly if you do nothing but use cancel weapon attack and don't summon any monsters; you are ruining the game for others.
You can also trade wins, which is kind of defeating the whole idea of it being a PvP party quest, but it normally means you take it in turns to win and summon monsters like teddies or chronos which are easy to kill so the other team can get lots of points.
Have fun in monster carnival! ^^
Maple Coin Rewards Rewards received through trading Maple Coins are as follows.
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Weapon for Warriors:
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Weapon for Magicians:
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Weapon for Bowmen:
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Weapon for Thieves:
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Weapon for Pirates:
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Strategies and Tips ------------------------------------------------------------------------------- So, you've gotten the hang of the carnival, and now you want to win, huh? Well, having a strong party is important in winning. It's a real no-brainer. However, how you spend your CP is just as important. Here's a point form list of things I can think of: -Don't be an idiot and break your own team's buff. -Use CPs. Seriously. -Don't bother summoning Teddies and stuff. They'll just get walloped quickly and give your opponent more CP and drops (which can be bad if they're CP orbs or cubes). -Master Chrono is a very good summon. It has quite a bit of power, and can make pillar breaking difficult as it can knock someone off a ladder over and over again. Also, it has inherently good avoid, so avoid up tends to do a bit more with it than others. Great for against warriors. -Trojans, while being relatively weak, is also not a bad summon. It rams pretty fast, cannot be knockbacked by MISS, and also has good avoid. Trojan + Speed up + Weakness = assassins (and low level bowmen) neutralized. -Rombots are useful against low levels because it takes a while to go down and deals good damage. However, don't bother if your opponent has a cleric or a good number of high levels, because you'll be giving a lot of CP to the other team. -Do take note, however, that summoning mob is inherently double-edged. Sure, a rombot will wreak havoc on a team with average level 34, but against a bunch of high 40s, all you do will be bringing CP to them. -Poison and Curse are useless. Poison does not kill (confirmed by me), and is only damage over time easily counteracted by potions. Cutting others' exp rate by half is NOT going to help you win (unless they need those exp to level up or something). -Weakness is good for pillar protecting, but it can be all cure'd so don't expect it to last long. It can also be used to disable assassins, particularly if you send some Extra Fast trojans along their way. -Slow is easily the best debuff to use, as it hinders pillar breaking, and just killing in general. It also cannot be all cured. However, it doesn't do that much against mages. Stun can be useful to knock someone off ladder or killing someone, but it only works against one person and is rather expensive. -Avoid Up is a really cheap way to disable most classes. Thieves and bowmens are still (mostly) unaffected, but warriors and mages will be decapacitated. Speed up works for the reverse, disabling archers and sins and also being cheap to use. Power up is also good if your opponent doesn't have a cleric. -Cancel attack buffs are expensive, and therefore not really worth it unless you have some way of protecting the pillars. If you do, however, then they rock. -Don't pick up potions when you don't need them. -Don't use your pet. If you MUST have the pet for some reason, take off its item pouch. That is, unless you're really laggy and can't pick up squat. Basic line is - if you can make do without a pet, don't use a pet. -Don't lose your cool if you're losing. I managed to pull a disadvantage of more than 100 CP around with my party today. Remember - it ain't over til it's over. You still get exp anyways, so no point fuming over it. -Have good sportsmanship. Don't get all pissy at your opponents because they beat you. Don't quit your paries just because you're losing. |
Tips
Most of the time, you'll find that it may be quite difficult to find parties to battle with or against, especially if you buddy list is small, or consisting of players in the wrong level range. A party of three is often the most common and most effective in the Monster Carnival. Here's a couple of ways to get more out of the Monster Carnival- Trade Wins - Find another party, and suggest that both parties take turns to win, as finding other parties may take up a lot of time. Even if finding other parties is easy, wins are not always guaranteed. By trading wins with others, wins are guaranteed to both parties.
- Get more CP. Suppose you're trading wins with another party, but you can always get around 400 CP. This is not enough to get Rank A, which is worth 30,000EXP. One way you can boost your CP up to 500 is to ask (politely) if the member of the opposite party with the most CP could log off and then log back on. This way, his/her CP is transferred to your party, giving you more EXP
- Summons. When trading wins with other parties, it is common to ask them to summon certain monsters, which help with experience gain and CP gain. For example, warriors often like to mob Brown Teddy's and Toy Trojans due to their low DEF. Clerics absolutely LOVE hordes of Master Chronos, so they can hold down the heal button and easily destroy them (this works the best in rooms 3/4, where space is limited and the chronos are easier to hit at the same time). Assassins, both normal and dexless, often love to battle in rooms 5/6, especially if the other party summons Rombots. Rombots give around 214 EXP in a party of 3, and about 6CP. so if they can be killed in about 3 or 4 hits, they are absolutely worth it.
Useful links
http://forums.asiasoftsea.net/showthread.php?t=573072
http://forum.nexoneu.com/NXEU.aspx?g=posts&t=61211
Hidden-Street.net
Myself, updating and adding tips.