Quicksand Maze [100+] Guide
mikkeline
Posts: 5 Arc User
Hi everyone, I've run Quicksand Maze while taking a lot of notes, and I'd like to share with you what I've figured out. I will be updating this with new information whenever I can. You are very welcome to come with sugestions and corrections.
Entering the maze
To enter the level [100+] maze, you have to take the "Deep Smokewisp (Daily)" quest from the npc "Starshower". You will need the item from this quest to enter the maze. You can get 2 "Quicksand Smokewisp" from this quest daily. With this item in your inventory, you can take the next quest "Enter the Quicksand Maze" to enter the maze.
There should be a way to get a 3rd item from morai. (I will update this part when i know more.)
Squad requirements
To open the [100+] Maze you have to (obviously) be level 100+. The instance can hold up to 10 players, but it takes at least 6 players to open this instance (This needs confirmation, that it's not 4+. If anyone know, please tell me.)
Also, it's not needed to be Mirage Sky X to enter. (We had a friend only Sky IV with us first time)
All players must be inside the maze to open the instance.
The squad build will be updated later, but a tank, healer, purge and dds are a must. (again obviously)
Start the instance
This part seems to actually be quite of a challenge. Everybody have to be inside the right instance! The leader of the squad then take the quest "Insert questname here", and then the instance starts by "opening" a side wall in the startroom.
All party members can take the quest "Whirling Sands (Daily Quest)" from the npc inside the maze.
Generel information about the instance
The entire map starts out by being black. When you move, you light up the area. If another player enters the maze after the party has moved, that player will only be able to see where the party is, but not the way. It will be blacked out to them.
You can use mount in this instance, which comes in handy when you reach a dead end, and have to run a long way back to the point where the instance splits.
The 3 stages
When the party leader takes the opening quests, all party members will recieve the quest "Insert questname here". And this will keep track of the kills inside. This is an auto quest, and none should have a full questlist before entering this maze.
The 3 stages of the maze is required to be completed before the final boss room opens.
Stage 1: Kill 60 Desert Monsters and 15 Desert Captains.
Stage 2: Kill 120 Desert Monsters and 30 Desert Captains.
Stage 3: Kill 180 Desert Monsters and 45 Desert Captains.
The Maze
The maze is 8x8 blocks, means each block contains one of the randomized fields.
An example of a finished map can be:
http://postimg.org/image/6dr4j86kn/
When you run from block to block there will be groups of Desert Monsters and a few Desert Captains. You should be aware what types of Captains that are pulled together. Some have a deathly combo together.
If you die in this instance and no cleric can ress you, you can release and be returned to the startblock. Luckily you can use a mount to catch up to your party. Unfortunately sins CANNOT use shadow teleport through walls to the party, so they also have to walk the whole way.
As a party moves through this maze, there will be times where the maze splits. There is no way to tell which one is the dead end, and which one is the right way. So you just have to pick one and try your luck.
The Illusion has weakened
When you defeat a boss, there will apear a text on the screen saying "The Illusion has weakened". My theory is that a new way has opened (The illusion that "here is a wall, now there is a way".) so if you're in a dead end, try move backwards, looking for a new opening that was not there before. Then you will be able to move on. This shows after each boss.
My theory is that you have to defeat all 3 bosses, to weak the illusion enough to enter the room for the final boss. Each time the illusion get weakened, a new way and a new boss gets available. And only after all 3 bosses, the way to the final boss is available.
This picture is showing where the bosses were and where the illusion were.
http://postimg.org/image/yqsia2xz5/
The treasure chests
Throughout the maze there are different treasure chests, and hidden ways to gain reward. There are 3 types of treasure chests. The huge ones, the big ones and the small ones.
The small ones look like this
And they are only required to land a single hit to give rewards.
The big ones i unfortunately dont have a picture of just yet.
But it requires to be dug, and then hit. (It has 9999 HP) Then it gives rewards.
There is also sometimes that after a captain a bulb of light appears. Kill this to gain further rewards.
The huge ones are often in a dead end of the maze. This one have to be dug, and the person who digs it, might be lucky to recieve different items. The list of items that it can hold is still intact.
- Bloodglass Shard - This item can be used to see the maze before walking through it. Instructions will come later.
The 3 Stages
When going through the maze, I experienced that after completing each stage, the boss appeared, so you have to kill 60 Desert Monsters and 15 Desert Captains to make the boss appear (I'm not sure of this, but it seemed this way and it needs comfirmation.)
1st stage is to kill 60 Desert Monsters and 15 Desert Captains.
This goes quickly if you move as a team. Do not go ahead of the squad (Unless you're the puller ofc.) and stay together. Be aware of what's going on around you. This is NOT an instance where you can afk whenever you want.
After this a boss appears soon, and I will go into details on how to kill these.
2nd stage is to kill another 60 Desert Monsters and 15 Desert Captains, so you get the total amount on 120 and 30. In this stage new Captains with new power appears. After completing the stage the next boss is "just around the corner".
3rd stage is to kill yet another 60 Desert Monsters and 15 Desert Captains, so the total amount is 180 and 45. These Captains have new skills and after completing the next boss appears soon.
The Desert Captains
The captains are larger than the regular mobs, and they have more HP. They are harder to kill, and all of them have different skills. These skills are some of the same skills as players have.
A list of the skills Captains can have. It's random which ones are put together, and the Captains can have more than 1 skill. I have marked the skills with colours to make it easier to regonize the dangerous ones, the annoying ones, and the not-to-worry ones.
Knock away; Knocks nearby players into the air, making them unable to attack. The boss can reset during this, so it's recommended to keep it stunned while killing it.
Haste; Increased movement speed for a short period of time (Need confirmation)
Flee; Becomes untargetable by players. You can still see the captain, you just can't click or attack it. However, a venomancers pet are still able to attack this captain after it uses the skill.
Pull near; Pulls players close.
Seal og God; Seals all nearby players for a long period of time, where you are unable to move or attack or use pots ect. To avoid this, be sure to keep your distance to this captain!
Heal; The boss heals itself sometimes. This can be purged.
Tough; Harder to kill.
HF; Be aware if a captain has this skill, it means KEEP DISTANCE. You will die from standing close to this boss if you're AA or LA.
Amplify; This does the same as venomancer amplify. Makes all nearby players recieve more dmg. Can be purified.
Shadow Image; Need confirmation on effects.
N's Vengeance; Deals damage and slows you down.
Spell Bk; Drains MP over time.
Petrify; Removes all nearby players buffs.
SPN; Spawns circles which you by all means should avoid. You will die if you stand in them.
Flash teleport; The captain can flash teleport away from you. This is annoying.
Seal; Seals nearby players.
Reflect; Not bramble. This reflects all types of damage. Be aware not to kill yourself on this boss.
E. Discharge; Do not move while having this debuff. If you are unaware and moves too much, you might kill yourself. Same as the Stormbringer skill.
Stormrage Eagle; Needs confirmation
Reflect damage+Phy immune; This guy is a killer! Only magic attacks, and the reflected damage is like the psysic skill. R9rr cleric recieved about 6k damage and a t3 venomancer recieved about 8k damage. Be sure to use BB and only attack when having full HP. Do not attack if you have less than 5k HP.
Mass Stun; This boss stuns all nearby players often. Keep distance while killing, if possible.
Relentless Drift; Need confirmation
Undine Strike; Need confirmation
Quick heal; This boss heals it's HP faster than you can kill it. Therefore a venomancer must use Soul Degeneration, to keep it from healing.
Heart Shatter; Needs confirmation
Blessing; Needs confirmation
Pitfall; This captain makes green circles which cast a wood dot on you. Stay out of the circles.
Nightbloom + immune to damage; Nobody can damage this one, not even with myriads and soulburns. However a party experienced that ignoring this Captain it died after about 30 seconds.
Witchcraft; Turns one player into a puffbird that cannot use skills.
Makes sure to notice what skills the Captains have, to avoid getting killed. Do not pull captains together, if they both have a dangerous skill.
Rewards
Normal drops
During the instance, there is different things that drop items. The captains has a chance to drop 2-3 Dim Songflow Ringstone. These items are made so that they can be traded inside the instance, but once you leave the instance you loose them if you havent right-clicked them and made the items bound. If you DC during the maze and have drops on you, they drop to the ground if they are not opened, so your teammates can pick them up for you, till you are back.
It's a good idea to decide with the team if you will be doing randomizing or banking and splitting in the end. If you decide to bank, make sure it is a person you all trust and that the person don't DC a lot.
This is the most common item that is dropped in QSM 100+
This item is needed for the reforging of r8 and is needed in huge amounts.
This is a not so common drop in QSM 100+
This item is also needed for the reforging of r8, but is not needed in such amounts as the ringstones.
Boss drops
If you do the entire instance, you will encounter 3 bosses, those bosses will drop about 20 Dim songflow Ringstone and if you're lucky a few Dim Kunwoo or Dim Strongwind Badge.
Treasure chest drops
When encountering cheasure chests, they also drop about 3 Dim Songflow Ringstone. This applies for both kinds of treasure chests.
Quest reward
When entering this instance first time each day, you will get the daily reward quest. This requires you to kill 3 bosses and the final boss to gain reward. The reward for this quest shows as "Unknown" but really, it's 105 Dim Songflow Ringstone.
These are the subjects I plan to cover with this guide. And update each part with information when I get it.
Bosses
- Sand: Elemental Offspring
- Sand: Blinded Evilmaster
- Sand: Ashwing Liondrake
The final boss [Naga Basara]
(The final boss changes each time)
- How to kill it...
- The ashflame and the mini mob
- The wips
The final boss [Lord of the Labyrinth]
- black screen
- 3 sparks
Time it takes to complete the maze: Approx. 45 mins - 2 hours (This depends on how good your squad is.)
During 2x the team gathered around around 250 Ringstone, 30 Badges and 10 Gold mats (These will be in the next update)
~xSusanne - Raging Tide
I have started running this maze again and will keep updating it as I gather more information.
Entering the maze
To enter the level [100+] maze, you have to take the "Deep Smokewisp (Daily)" quest from the npc "Starshower". You will need the item from this quest to enter the maze. You can get 2 "Quicksand Smokewisp" from this quest daily. With this item in your inventory, you can take the next quest "Enter the Quicksand Maze" to enter the maze.
There should be a way to get a 3rd item from morai. (I will update this part when i know more.)
Squad requirements
To open the [100+] Maze you have to (obviously) be level 100+. The instance can hold up to 10 players, but it takes at least 6 players to open this instance (This needs confirmation, that it's not 4+. If anyone know, please tell me.)
Also, it's not needed to be Mirage Sky X to enter. (We had a friend only Sky IV with us first time)
All players must be inside the maze to open the instance.
The squad build will be updated later, but a tank, healer, purge and dds are a must. (again obviously)
Start the instance
This part seems to actually be quite of a challenge. Everybody have to be inside the right instance! The leader of the squad then take the quest "Insert questname here", and then the instance starts by "opening" a side wall in the startroom.
All party members can take the quest "Whirling Sands (Daily Quest)" from the npc inside the maze.
Generel information about the instance
The entire map starts out by being black. When you move, you light up the area. If another player enters the maze after the party has moved, that player will only be able to see where the party is, but not the way. It will be blacked out to them.
You can use mount in this instance, which comes in handy when you reach a dead end, and have to run a long way back to the point where the instance splits.
The 3 stages
When the party leader takes the opening quests, all party members will recieve the quest "Insert questname here". And this will keep track of the kills inside. This is an auto quest, and none should have a full questlist before entering this maze.
The 3 stages of the maze is required to be completed before the final boss room opens.
Stage 1: Kill 60 Desert Monsters and 15 Desert Captains.
Stage 2: Kill 120 Desert Monsters and 30 Desert Captains.
Stage 3: Kill 180 Desert Monsters and 45 Desert Captains.
The Maze
The maze is 8x8 blocks, means each block contains one of the randomized fields.
An example of a finished map can be:
http://postimg.org/image/6dr4j86kn/
When you run from block to block there will be groups of Desert Monsters and a few Desert Captains. You should be aware what types of Captains that are pulled together. Some have a deathly combo together.
If you die in this instance and no cleric can ress you, you can release and be returned to the startblock. Luckily you can use a mount to catch up to your party. Unfortunately sins CANNOT use shadow teleport through walls to the party, so they also have to walk the whole way.
As a party moves through this maze, there will be times where the maze splits. There is no way to tell which one is the dead end, and which one is the right way. So you just have to pick one and try your luck.
The Illusion has weakened
When you defeat a boss, there will apear a text on the screen saying "The Illusion has weakened". My theory is that a new way has opened (The illusion that "here is a wall, now there is a way".) so if you're in a dead end, try move backwards, looking for a new opening that was not there before. Then you will be able to move on. This shows after each boss.
My theory is that you have to defeat all 3 bosses, to weak the illusion enough to enter the room for the final boss. Each time the illusion get weakened, a new way and a new boss gets available. And only after all 3 bosses, the way to the final boss is available.
This picture is showing where the bosses were and where the illusion were.
http://postimg.org/image/yqsia2xz5/
The treasure chests
Throughout the maze there are different treasure chests, and hidden ways to gain reward. There are 3 types of treasure chests. The huge ones, the big ones and the small ones.
The small ones look like this
And they are only required to land a single hit to give rewards.
The big ones i unfortunately dont have a picture of just yet.
But it requires to be dug, and then hit. (It has 9999 HP) Then it gives rewards.
There is also sometimes that after a captain a bulb of light appears. Kill this to gain further rewards.
The huge ones are often in a dead end of the maze. This one have to be dug, and the person who digs it, might be lucky to recieve different items. The list of items that it can hold is still intact.
- Bloodglass Shard - This item can be used to see the maze before walking through it. Instructions will come later.
The 3 Stages
When going through the maze, I experienced that after completing each stage, the boss appeared, so you have to kill 60 Desert Monsters and 15 Desert Captains to make the boss appear (I'm not sure of this, but it seemed this way and it needs comfirmation.)
1st stage is to kill 60 Desert Monsters and 15 Desert Captains.
This goes quickly if you move as a team. Do not go ahead of the squad (Unless you're the puller ofc.) and stay together. Be aware of what's going on around you. This is NOT an instance where you can afk whenever you want.
After this a boss appears soon, and I will go into details on how to kill these.
2nd stage is to kill another 60 Desert Monsters and 15 Desert Captains, so you get the total amount on 120 and 30. In this stage new Captains with new power appears. After completing the stage the next boss is "just around the corner".
3rd stage is to kill yet another 60 Desert Monsters and 15 Desert Captains, so the total amount is 180 and 45. These Captains have new skills and after completing the next boss appears soon.
The Desert Captains
The captains are larger than the regular mobs, and they have more HP. They are harder to kill, and all of them have different skills. These skills are some of the same skills as players have.
A list of the skills Captains can have. It's random which ones are put together, and the Captains can have more than 1 skill. I have marked the skills with colours to make it easier to regonize the dangerous ones, the annoying ones, and the not-to-worry ones.
Knock away; Knocks nearby players into the air, making them unable to attack. The boss can reset during this, so it's recommended to keep it stunned while killing it.
Haste; Increased movement speed for a short period of time (Need confirmation)
Flee; Becomes untargetable by players. You can still see the captain, you just can't click or attack it. However, a venomancers pet are still able to attack this captain after it uses the skill.
Pull near; Pulls players close.
Seal og God; Seals all nearby players for a long period of time, where you are unable to move or attack or use pots ect. To avoid this, be sure to keep your distance to this captain!
Heal; The boss heals itself sometimes. This can be purged.
Tough; Harder to kill.
HF; Be aware if a captain has this skill, it means KEEP DISTANCE. You will die from standing close to this boss if you're AA or LA.
Amplify; This does the same as venomancer amplify. Makes all nearby players recieve more dmg. Can be purified.
Shadow Image; Need confirmation on effects.
N's Vengeance; Deals damage and slows you down.
Spell Bk; Drains MP over time.
Petrify; Removes all nearby players buffs.
SPN; Spawns circles which you by all means should avoid. You will die if you stand in them.
Flash teleport; The captain can flash teleport away from you. This is annoying.
Seal; Seals nearby players.
Reflect; Not bramble. This reflects all types of damage. Be aware not to kill yourself on this boss.
E. Discharge; Do not move while having this debuff. If you are unaware and moves too much, you might kill yourself. Same as the Stormbringer skill.
Stormrage Eagle; Needs confirmation
Reflect damage+Phy immune; This guy is a killer! Only magic attacks, and the reflected damage is like the psysic skill. R9rr cleric recieved about 6k damage and a t3 venomancer recieved about 8k damage. Be sure to use BB and only attack when having full HP. Do not attack if you have less than 5k HP.
Mass Stun; This boss stuns all nearby players often. Keep distance while killing, if possible.
Relentless Drift; Need confirmation
Undine Strike; Need confirmation
Quick heal; This boss heals it's HP faster than you can kill it. Therefore a venomancer must use Soul Degeneration, to keep it from healing.
Heart Shatter; Needs confirmation
Blessing; Needs confirmation
Pitfall; This captain makes green circles which cast a wood dot on you. Stay out of the circles.
Nightbloom + immune to damage; Nobody can damage this one, not even with myriads and soulburns. However a party experienced that ignoring this Captain it died after about 30 seconds.
Witchcraft; Turns one player into a puffbird that cannot use skills.
Makes sure to notice what skills the Captains have, to avoid getting killed. Do not pull captains together, if they both have a dangerous skill.
Rewards
Normal drops
During the instance, there is different things that drop items. The captains has a chance to drop 2-3 Dim Songflow Ringstone. These items are made so that they can be traded inside the instance, but once you leave the instance you loose them if you havent right-clicked them and made the items bound. If you DC during the maze and have drops on you, they drop to the ground if they are not opened, so your teammates can pick them up for you, till you are back.
It's a good idea to decide with the team if you will be doing randomizing or banking and splitting in the end. If you decide to bank, make sure it is a person you all trust and that the person don't DC a lot.
This is the most common item that is dropped in QSM 100+
This item is needed for the reforging of r8 and is needed in huge amounts.
This is a not so common drop in QSM 100+
This item is also needed for the reforging of r8, but is not needed in such amounts as the ringstones.
Boss drops
If you do the entire instance, you will encounter 3 bosses, those bosses will drop about 20 Dim songflow Ringstone and if you're lucky a few Dim Kunwoo or Dim Strongwind Badge.
Treasure chest drops
When encountering cheasure chests, they also drop about 3 Dim Songflow Ringstone. This applies for both kinds of treasure chests.
Quest reward
When entering this instance first time each day, you will get the daily reward quest. This requires you to kill 3 bosses and the final boss to gain reward. The reward for this quest shows as "Unknown" but really, it's 105 Dim Songflow Ringstone.
These are the subjects I plan to cover with this guide. And update each part with information when I get it.
Bosses
- Sand: Elemental Offspring
- Sand: Blinded Evilmaster
- Sand: Ashwing Liondrake
The final boss [Naga Basara]
(The final boss changes each time)
- How to kill it...
- The ashflame and the mini mob
- The wips
The final boss [Lord of the Labyrinth]
- black screen
- 3 sparks
Time it takes to complete the maze: Approx. 45 mins - 2 hours (This depends on how good your squad is.)
During 2x the team gathered around around 250 Ringstone, 30 Badges and 10 Gold mats (These will be in the next update)
~xSusanne - Raging Tide
I have started running this maze again and will keep updating it as I gather more information.
Post edited by mikkeline on
0
Comments
-
Because I derped in another threadSatyrion - Sanctuary wrote: »The chests inside the instance also have a chance to give "Bloodglass Mirror". The item is bound to the one who digs chest. The mirror can be used at the NPC in the beginning of instance. You trade it for a time limited mirror (4 hours) that allows you to view the whole map. You can see all the endings of the maze, but you cannot see where the bosses is. I took a screenshoot of the item here.
Just leaving this here in case someone makes a complete guide.
Captains
N. Vengeance is the basic mystic attack, deals damage and slows you down. imo it is not very dangerous.
Petrify is immune to movement debuffs (freeze, slow, stun, paralyze)
I also saw a captain with 'Nightbloon' + immune to damage. Nobody could deal damage to it, and no debuffs were working either, so couldn't kill it via myriads and soulburns. However it died by itself 30ish seconds after we started to ignore it. I do not know if it's required to ignore it before it dies.
Tough takes less damage / increased defenses.
I would mention the captain that knocks players up in air can reset as result, i would recommend to keep stun it.youtube.com/user/Cebloon
~ not that there is that much to see (yet?)0 -
I think most people have given up on this instance.... So this hasn't been updated. I think I'm about to get slammed with a sweetiebot necro post. buuut:Quest reward
When entering this instance first time each day, you will get the daily reward quest. This requires you to kill 3 bosses and the final boss to gain reward. The reward for this quest shows as "Unknown" but really, it's 105 Dim Songflow Ringstone.
~Susanne - Raging Tide
Here is the correct reward information for this quest:
http://www.pwdatabase.com/pwi/quest/32252
eirghan sage seeker ♥ current gear ♥ youtube ♥ title quest guide
Get the Forums Enhancement Extension!0 -
I think most people have given up on this instance.... So this hasn't been updated. I think I'm about to get slammed with a sweetiebot necro post. buuut:
Here is the correct reward information for this quest:
http://www.pwdatabase.com/pwi/quest/32252
eirghan replied to a message that was 3 months 11 days 17 hours 52 minutes old.
Any thread over one month (30 days) old is considered to be a dead thread and you're not supposed to post in them. The person you are replying to probably doesn't care any more or can no longer be found on the forums. The topic itself could be out of date. Next time just make a new thread.[SIGPIC][/SIGPIC]
I only respond if you begin a line with "SweetieBot", read the link below for commands
SweetieBot FAQ / Usage: pwi-forum.perfectworld.com/showthread.php?t=1566451
Status: ONLINE0 -
Been running this for the past couple days. Runs have been about an hour-ish each time. For anyone on other servers that have been running, how do you guys split the mats?[SIGPIC][/SIGPIC]
"subtraction has the butt of an angel" - Paulrogers
I Subtraction.
/blatant sig copy is blatant
105/105/105 obtained! b:cute0 -
Eoria - Harshlands wrote: »Been running this for the past couple days. Runs have been about an hour-ish each time. For anyone on other servers that have been running, how do you guys split the mats?
I play on Arch server. I play at different hours everyday. At the beggining people were making squads for QSM but since the beggining of the year I never seen someone asking for people tpo squad for QSM lvl100+.
I dont think anyone on Arch server is running QSM. And they do the correct thing. Not worth doing it. Same as Trials in base.0
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