At a glance
LevelAny level from 1 to 255. The Protector Rock needs level 10 to wear, and one member must be level 30 or lower
PartyOne guild: 2 to 30 members of the same guild (no party needed)
StartShuang at the Excavation Site <Camp> on Victoria Road, east of Perion
Time limit3 minutes of preparation, then 90 minutes. The bonus room lasts 30 seconds
RunsOne guild at a time on each channel. Up to 10 guilds can wait in line
Daily limitNone
RewardsGuild Points for the guild (15, 20, 25 and 30 for the first four stages, then 100 to 970 for defeating Ergoth), Ergoth's drops, and 25 treasure chests in a bonus room

Guild Party Quest is the dungeon run for a whole guild. The game calls it Guild Quest: Sharenian Ruins. A Master or Jr. Master registers the guild at Shuang in the Excavation Site camp near Perion, the other members join during a three-minute briefing, and together they cross the buried kingdom of Sharenian: a pattern puzzle at the castle door, four rooms of keys and spears, a fountain that wants secret offerings, a maze that holds the clothes of its last king, Sharen III, and, at the end, the boss Ergoth, who guards the Rubian. The guild earns Guild Points for every stage it clears, and everyone who reaches the end shares a bonus room full of treasure chests.

Unlike the other Party Quests, this one is not run by a party. It belongs to a guild, so this page speaks of the guild, the registered team and the leader.

Before you go

Who can take part

  • A guild, not a party. Everyone must belong to the same guild. Being in a party changes nothing: every member walks up to Shuang and joins on their own.
  • 2 to 30 members. Shuang's description reads "Number of players: 2 ~ 30" and "All members of the same guild". The team is fixed when the three-minute briefing ends; nobody can join afterwards.
  • Any level. Shuang lists the level range as 1 to 255. Three things still decide who is useful: the Protector Rock needs level 10 to wear and you cannot survive without it (see The draining air), the fourth waterway maze lets in only a member of level 30 or lower, and most monsters inside are level 62 to 68 (Ergoth is level 115).
  • The same channel. Each channel has its own Guild Quest. The guild-wide chat message that announces the run names the channel, and every member must be on it; otherwise Shuang tells them the guild is not on strategy time "on this channel".
  • A leader. The member who registers the guild becomes the quest's leader. Only a Master or a Jr. Master can register.
★
Different from the original game The original game needed at least six guild members, and the Bulletin Board in the camp and in the strategy room still shows that notice. In MapleVerse the quest starts with two members, as Shuang's own description says, and it ends only when the team would drop below two.

Getting to the camp

The Excavation Site <Camp> lies east of Perion:

  1. Leave Perion by its east exit into Perion Street Corner, then go east again into East Rocky Mountain I.
  2. Keep going east through Rocky Road I, Rocky Road II and Rocky Road III.
  3. Rocky Road III has two exits on its east side. Take the one that leads into Excavation Site I (the other goes to the East Domain of Perion).
  4. Walk east through Excavation Site I and Excavation Site II into Excavation Site III. It has a portal that leads into the camp.

In the camp you will find Shuang, who runs the quest, Shawn, who tells the story of Sharenian, the Guild Rank Board, which lists the top 50 guilds by Guild Points, and a Bulletin Board.

Registering and joining

Talk to Shuang. If Shuang has other business with you as well, choose Guild Quest: Sharenian Ruins from the list first. Shuang then offers three choices:

  • Register your guild for Guild Quest (Master or Jr. Master only)
  • Join your guild's Guild Quest
  • I would like to hear more details. (the requirements and the team advice below)

The leader registers.

  1. Choose Register your guild for Guild Quest. A member of any other rank is told that the guild master or jr. master must do it.
  2. Shuang asks whether the guild should join the queue. If other guilds are already waiting on this channel, the question begins "There is currently N guilds queued on."
  3. Say yes. If nobody is inside, the run opens at once: the whole guild gets a chat message that the strategy phase has started (with the channel number) and the leader is taken to the strategy room. If the quest is busy, the guild takes a place in the waiting line instead (see below).
  4. A guild whose run is already open is told "Your guild is already queued on a channel."

The strategy room is the Sharenian map called Excavation Site. It has a Bulletin Board, a portal back to the camp, and the portal to the Valley of the Guard, which stays shut until the preparation ends.

The members join. Within the three minutes after the strategy phase begins, each other member goes to Shuang on the same channel, chooses Join your guild's Guild Quest and is taken to the strategy room. A member who is not in a guild, or whose guild is not in its strategy phase on this channel, is turned away with an explanation.

!
Warning The leader must be present on the channel when the strategy phase ends and must stay for the whole quest. Shuang tells the registering leader plainly that a missing leader voids the registration, and that a leader who goes absent during the run ends the mission for everyone. See What ends the run.

The waiting line

  • Only one guild can run the Guild Quest on a channel at a time. A guild that registers while another is inside joins the line for that channel. The line holds up to 10 guilds; a full line answers "The queue on this channel is already full."
  • Every member of a queued guild gets a chat message with the guild's place, for example "currently on the 2nd place on the waiting queue".
  • The registering leader must stay on the camp map while waiting. The game asks for the guild's place every few seconds; leaving the camp map takes the guild out of the line, and a leader who is gone for about twenty seconds loses the place.
  • When the quest is free, the guild at the head of the line is called. The leader is taken into the strategy room at once and the guild-wide "strategy phase" message goes out. A called guild that does not enter within a minute is skipped and the next one is called.

Shuang's advice on the team

Shuang's "more details" list names five roles. Only the first is checked by the game; the rest are advice.

Role Note
One member of level 30 or lower The game lets only members of level 30 or lower into the fourth waterway maze (Stage 4).
A Thief with Dark Sight and maxed Haste Advice from Shuang.
A Magician with maxed Teleport Advice from Shuang. Teleport is blocked in a few rooms (see Restrictions).
A long-ranged attacker such as a Bowman, Assassin or Gunslinger Advice from Shuang.
A member with good jumping, such as an Assassin with maxed Flash Jump or a Gunslinger with Wings Advice from Shuang. Several rooms are tall climbing rooms.

A team that includes at least one member from each of the five job branches also earns a one-hour blessing (see The blessing).

Rules

The clock

Phase Length What happens
Preparation (the strategy phase) 3 minutes from the moment the run opens The leader is in the strategy room and members join through Shuang. The portal from the strategy room to the Valley of the Guard stays shut and says "The portal will open in about N seconds." When the three minutes end, the game checks that the leader is on the team and that at least 2 members are registered. If not, the run is cancelled and everyone is sent to the Returning Path.
The quest 90 minutes, counted from the end of preparation The clock is shown on screen. When it reaches zero, everyone is sent to the Returning Path and the quest items vanish.
The bonus room 30 seconds Starts the moment the leader hands the Rubian to the Tiger Statue. Afterwards everyone is sent to the Returning Path.

The leader

The leader is the member who registered, not necessarily the guild Master. Four things only the leader can do, and a member who tries is told to fetch the leader:

  • start and answer the Gatekeeper Test (Stage 1);
  • talk to the Guard Statue at the fountain (Stage 3);
  • talk to Sharen III's Soul (Stage 4);
  • hand the Rubian to the Tiger Statue (Stage 5). The leader must be the one holding it.

The draining air

From the Door to the Sharenian Castle onward, the air of the ruins drains your health: 30,000 HP every 5 seconds (3,000 in the Center Banquet). That is a death sentence unless you wear the Protector Rock, an earring-slot item that needs level 10. The strategy room, the Valley of the Guard, the Entrance to the Remains and the Returning Path are safe.

★
Different from the original game A Super Beginner who has learned QoL Mastery is immune to the draining air and does not need a Protector Rock.

Restrictions inside the ruins

  • Summons, Mystic Door and mounts cannot be used anywhere in the quest, and you cannot change channel.
  • Movement skills such as Teleport are also blocked in six rooms: the Room of Glory, the Center Banquet, the Wine Cellar and the three "End of the Maze" rooms.

Dying, leaving and disconnecting

!
Warning Every quest item except the dot item is exclusive to the run. Leaving the quest for any reason, including dying before the King's Gate has opened, removes all of them from your bag at once: the Protector Rock, keys, spears, marks, offerings, clothes and the Rubian. The Rusty Key, the Longinus Spears and the food and drink offerings come from boxes that never refill, and the eight Marks of Evil from the Gargoyle maze can be called up only once, so losing them can stall the whole guild. The Key, the other Marks, the clothes and the Protector Rocks can be fetched again.
  • Dying before the King's Gate opens puts you out of the quest: you wake at the Returning Path with your quest items gone, and your place on the team is freed.
  • Dying after the King's Gate opens only sends you back to the Entrance to the Remains. You stay on the team and can walk back in.
  • Walking out (the Returning Rock, or any other way out of the ruins) also removes you from the team.
  • Disconnecting. A registered member who is in none of the quest's maps for about 15 seconds is dropped from the team. A quick reload is fine.
  • More than 30. Nothing stops a 31st member from entering, but only the first 30 are counted on the team roster.

What ends the run

The checks below apply once the preparation is over:

Event Result
The leader leaves the quest (walks out, dies before the King's Gate opens, or is gone about 15 seconds) The quest ends for everyone and everyone is sent to the Returning Path.
A member leaves while the team has only 2 members The quest ends for everyone. In general the run goes on only while at least 2 members remain.
Every member standing in Ergoth's Throne is defeated at the same time while monsters remain there The quest ends for everyone.
The 90 minutes run out The quest ends for everyone.
Any other member leaves Only that member is out. The rest carry on.
The Rubian is handed in The quest is cleared. From then on it ends only when the last member leaves or the bonus time is over.

Guild Points are paid stage by stage, so a run that fails halfway keeps what it has already earned.

The blessing

If the members who registered during the preparation include at least one Warrior-line, one Magician-line, one Bowman-line, one Thief-line and one Pirate-line character, every registered member receives one blessing when the 90 minutes begin. One of the four effects below is picked at random for the whole team; it lasts one hour and is removed if you leave the quest. Cygnus Knights and Aran count for their branch (Dawn Warrior and Aran as Warriors, Blaze Wizard as a Magician, and so on) and Dual Blades count as Thieves; Beginners, Super Beginners and Tamers count for none of the five.

Possible effect (one hour)
+45 weapon attack and +30 weapon defense
+35 magic attack and +40 magic defense
+55 weapon defense and +55 magic defense
+35 accuracy and +35 avoidability

Stage by stage

Stage Where The task Guild Points
Getting in Valley of the Guard, Entrance to the Remains Break guard stones for Protector Rocks and wear one none
1 Door to the Sharenian Castle Repeat three statue patterns for the Gatekeeper 15
2 Hall of the Knight and its five rooms Bring four Longinus Spears to the altars in the Room of Justice 20
3 Fountain of the Wiseman Work out the fountain's secret offerings in at most 7 attempts 25
4 Underground Waterway, four mazes, Sharen III's Grave Collect the king's clothes and dress his remains in order 30
5 King's Corridor and Ergoth's Throne Open the King's Gate, wake and defeat Ergoth, hand in the Rubian 100 to 970
Bonus Sharen III's Treasure Wearhouse Break the treasure chests within 30 seconds none

Getting in: the Valley of the Guard

When a registered member arrives in the Valley of the Guard, Shuang's voice explains the danger: anyone who is not wearing the Protector Rock will die instantly in the ruins ahead, so hit the glowing rocks and equip what they drop before going on.

  • The Valley has 25 guard stones and the Entrance to the Remains two more. Each takes 5 hits (each swing counts as one hit) and drops one Protector Rock. The two at the Entrance come back a second after they break, so the supply never runs out.
  • Put a Protector Rock on in the earring slot before you leave the Entrance, and take a few spares: the King's Gate in Stage 5 eats one, and no portal in the castle leads back to the Entrance.
  • These three maps have no monsters.

Stage 1: The Gatekeeper Test

Map: Door to the Sharenian Castle. Guild Points: 15. Leader only.

The Gatekeeper stands among twenty statues of three kinds (human, demon and goblin). He shows a pattern of statues and the team must repeat it. There are three parts, each longer than the last: 4 statues, then 5, then 6, never repeating a statue inside one pattern. The patterns are random every time.

  1. The leader talks to the Gatekeeper. When the leader closes the Gatekeeper's speech, the pattern starts and the team sees "Please wait while the combination is revealed."
  2. Five seconds later the statues begin to light up one by one, 3.5 seconds apart. The last statue of a 4-statue pattern lights up about 15 seconds after the start, the last of a 6-statue pattern about 23 seconds.
  3. When the last statue has lit, the team sees "The combo has been displayed; Proceed with caution." From this moment every attack that any registered member lands on a statue, standing close to that statue, counts as the next step of the answer, in the order the hits arrive. Hits while the pattern is still lighting up are ignored, and so are hits beyond the pattern's length.
  4. After exactly the right number of hits, the leader talks to the Gatekeeper again to hand in the answer. If the leader talks to the Gatekeeper while the statues are still lighting up, all that is said is "The statues are working on the pattern. Please wait."
  5. Right answer in part 1 or 2: the whole team sees "You have completed part N of the Gatekeeper Test." and the leader talks to the Gatekeeper again to begin the next, longer part ("I shall now present a more difficult puzzle for you.").
  6. Right answer in part 3: "Excellent work. You may proceed to the next stage." The statue gate opens for everyone.
  7. Wrong answer (or too few hits): the Gatekeeper says "You have failed this test.", the team sees "You have failed the Gatekeeper Test." with the wrong-answer effect, and the test starts over at part 1.
✦
Tip Let one member do all the striking, one statue at a time, and pause between swings: each swing counts as one hit, and swings less than about a third of a second apart count only once. Every hit from every member goes into the same list and there is no undo: one stray hit means the leader has to hand in a wrong answer to reset the test.

The open statue gate leads to the Road to the Fortress and from there to the Hall of the Knight.

Stage 2: The Hall of the Knight

Maps: Hall of the Knight and the Rooms of Glory, Courage, Faith, Pledge and Justice. Guild Points: 20 (paid when the fourth spear is returned).

The goal is to open the spear gate in the Hall by returning four Longinus Spears to the four altars in the Room of Justice. The plaque on the Knight Armor in the Hall hints at it: evil stole the spears, chained them up behind obstacles, and they must be returned to the tops of the towers.

Room What is inside What it gives or needs
Room of Glory Three sealed spear boxes and no monsters. A tall room. Teleport is blocked. Break each box (5 hits) for a Longinus Spear: three spears.
Room of Courage The Master Muscle Stone (level 65, 40,000 HP) and 14 Muscle Stones (level 63, 16,000 HP). The Master calls up more Muscle Stones. Defeat the Master for the Key (it drops one almost every time).
The stone gate (in the Hall) A sealed door on a high ledge of the Hall. Drop the Key on it. The door opens into the Room of Faith.
Room of Faith 19 Dark Muscle Stones (level 200) that cannot be hurt but hurt you on touch, on the upper platforms. A pile of debris on the ground floor, and the metal gate on a high platform among the stones. Break the debris (30 hits) for the Rusty Key. Drop it on the metal gate to open the way to the Room of Pledge.
Room of Pledge One more sealed spear box. Break it (5 hits) for the fourth Longinus Spear.
Room of Justice Four altars on high towers. Several portals in the room carry you back to its start. Drop one Longinus Spear on each altar.
  1. Collect three spears in the Room of Glory (any member can).
  2. Defeat the Master Muscle Stone in the Room of Courage and pick up the Key.
  3. Drop the Key on the stone gate in the Hall. About five seconds later the gate takes it and the door opens.
  4. In the Room of Faith, break the debris for the Rusty Key, then climb past the Dark Muscle Stones to the metal gate and drop the key on it. Go through into the Room of Pledge and break the box for the fourth spear.
  5. Carry the four spears (each takes its own slot, because a Longinus Spear does not stack) to the Room of Justice and drop one on each altar. Each spear is taken about five seconds after a member of your team drops it; one dropped by anyone else stays on the floor.
  6. When the fourth altar has its spear, the spear gate in the Hall rises, everyone sees the clear effect, and the guild gets its 20 Guild Points. The gate's portal now leads to the Middle Path and on to the Fountain of the Wiseman.
!
Warning There are exactly four spears and one Rusty Key, and their boxes never refill. A member who dies before the King's Gate opens loses everything they carry, so get the spears onto the altars quickly and let your sturdiest members carry them.

Stage 3: The Fountain of the Wiseman

Map: Fountain of the Wiseman, with the Center Banquet and the Wine Cellar off it. Guild Points: 25. Leader only.

The Guard Statue guards the secret passage to the throne. The leader must lay out four offerings, one in each of four fixed areas side by side on the floor of the hall, and the Guard Statue tells how many of them are right.

Where the four offerings come from

Offering Where to get it
Medal of Valor Dropped by the four Black Knights in the hall (level 66, 40,000 HP). Every so often they shrug off magic for a short while.
Scroll of Wisdom Dropped by the four Myst Knights in the hall (level 66, 40,000 HP). Every so often they shrug off weapon attacks for a short while.
Spoiled Food The Center Banquet has 12 plates, but only 4 of them drop food (4 hits each); the other 8 are decoys that break for nothing.
Jr. Necki Drink - 700 Yrs Old The Wine Cellar has 12 boxes, but only 4 of them drop a bottle (4 hits each); the other 8 are decoys.

The knights come back after they are defeated; the plates and the boxes do not.

The test

  1. The leader talks to the Guard Statue once. It explains the test, and the game secretly chooses a combination: for each of the four areas, one of the four offerings, chosen independently, so the same offering can appear in several areas. The leader has seven attempts.
  2. Drop exactly one offering in each of the four areas. Anyone can drop, but exactly four offering items may lie on the floor of the hall in total, so pick up any stray Medals of Valor or Scrolls of Wisdom that the knights have dropped.
  3. The leader talks to the Guard Statue again to submit the attempt. If the four offerings are not spread one to an area, or there are more or fewer than four on the floor, the Guard Statue says "Please make sure your attempt is properly set in front of the vassals and talk to me again." No attempt is used.
  4. A wrong attempt is answered with up to three lines, followed by "This is your 1st attempt." (2nd, 3rd and so on):
    • "N vassals are pleased with their offerings": N offerings are the right item in the right area.
    • "N vassals have received incorrect offerings": N offerings are in the wrong area, but are items that the unsolved areas still need.
    • "N vassals have received unknown offerings": N offerings are of a kind that the unsolved areas do not need, or more of that kind than they need.
  5. Every wrong attempt calls up two knights, a Black Knight on the left of the hall and a Mist Knight on the right (level 66, 22,000 HP, no drops), so clear them or move on quickly.
  6. Right answer: "Excellent work. You may proceed to the next stage." The offerings vanish, the water gate opens, everyone sees the clear effect and the guild gets its 25 Guild Points.
  7. The seventh wrong attempt fails the test: "You have failed the test. Please compose yourselves and try again later." Twelve knights (six of each kind) appear, the secret combination is thrown away, and the next talk with the Guard Statue starts a new test with a fresh combination and seven new attempts.

With four areas and four items there are 256 possible combinations, and the replies are the familiar code-breaker feedback:

  • "Pleased" counts the offerings that are exactly right.
  • "Incorrect" counts offerings of the right kind in the wrong area.
  • "Unknown" counts offerings that the unsolved areas have no use for.

Offering the same item in all four areas tells you exactly how many areas need it: "pleased" is that number, and the rest are "unknown". Write down every attempt and its reply, and rule out every combination that would have given a different reply. The replies never say which areas are right, only how many.

✦
Tip Gather all four kinds of offering, and a few spares, before the leader talks to the Guard Statue for the first time, so no attempt is wasted waiting for knights to come back. The Center Banquet and the Wine Cellar each hold only four real boxes, so a combination with four of the same food or drink needs every one of them.

Stage 4: The Underground Waterway and Sharen III's Grave

Maps: Underground Waterway, four Waterway Mazes with their ends, and Sharen III's Grave. Guild Points: 30 (paid when the leader speaks to Sharen III's Soul).

In the Waterway, Sharen III's Will asks for his old clothes, to be returned to his body "bottom to top".

can you please return the clothes to my body bottom to top?— Sharen III's Will

The clothes are in four mazes, one piece in each. Each maze has its own door in the Waterway, and the Waterway is itself a maze of linked portals: many of them send you straight back to its entrance, and the four doors lie among them.

Maze Monsters What opens the way The piece at the end
Maze with the Puppet Golems 9 Puppet Golems (level 67, 35,000 HP) Each golem drops a Mark of Evil. Drop a single stack of exactly 9 on the secret door. Break the box in the "End of the Maze" room (5 hits): Sharen III's Pants
Maze with no monsters none Nothing: the box stands in the maze itself. Sharen III's Shoes
Maze with the Gargoyle One Gargoyle (level 68, 35,000 HP) that stays where it is The Gargoyle drops an etc item whose name is just a dot ("."). Drop it on the Gargoyle's own post and 8 Jr. Gargoyles appear, each carrying one Mark of Evil. Drop a single stack of exactly 8 on the secret door. Sharen III's Top
Maze with the Devil Slimes 20 Devil Slimes (level 23, 1,000 HP) Each drops a Mark of Evil. Drop a single stack of exactly 20 on the secret door. Only a member of level 30 or lower can enter this maze; everyone else is stopped with "You cannot proceed past this point." Sharen III's Crown
  • The Jr. Gargoyles that the Gargoyle itself calls up drop nothing useful; only the eight called by the dot item carry Marks. The dot item can call them only once in a run, so those eight Marks are all there will be: whoever carries them must not die or leave before dropping the stack on the secret door. (The dot item itself is not taken away when a member leaves the quest.)
  • Each maze ends with an exit portal into Sharen III's Grave. A portal in the Grave takes you back to the Waterway door you came from.
  • A secret door takes the marks only if the stack is exactly the right size.

In Sharen III's Grave, drop the four pieces on the king's remains in this order: Shoes, Pants, Top, Crown. Each is taken about five seconds after you drop it, and a piece dropped out of order does nothing. After the crown, the team sees "A bright flash of light, then someone familiar appears in front of the blocked gate." Sharen III's Soul now stands at the remains. The leader talks to him: the stage is cleared, everyone sees the clear effect, and the ghost gate to the King's Corridor opens.

Stage 5: The King's Corridor and Ergoth's Throne

Maps: King's Corridor, Ergoth's Throne. Guild Points: 100 to 970. Leader only: the hand-in.

  1. The King's Gate. Drop a spare Protector Rock on the King's Gate in the corridor (not the one you are wearing). The gate opens, and from now on dying no longer throws you out of the quest. Two ways lead into the throne room, the door and a crack in the wall elsewhere in the corridor; both stay shut until the gate is open.
  2. The Rubian. In the throne room, hit the glowing Rubian five times. Ergoth appears together with four statue guards, and the music changes.
  3. Ergoth. He is level 115 with 1,700,000 HP and does not move. His attacks are magical (fire and lightning). He heals himself, and from time to time makes himself immune for 30 seconds to either weapon attacks or magic; while he is immune, that kind of attack does only 1 damage per hit. He also calls up five Mist Knights now and then. A team with strong weapon damage and strong magic damage can keep hitting through each phase.
  4. The statues. Lion Statue A (1,000,000 HP) heals itself, Lion Statue B (800,000 HP) slows you for 15 seconds, Knight Statue A (900,000 HP) strips your buffs, and Knight Statue B (900,000 HP) summons Jr. Gargoyles and seals your skills for 30 seconds. They give no EXP and do not have to be defeated.
  5. The hand-in. Ergoth drops the Rubian almost every time. Whoever picks it up must give it to the leader (drop it for them). The leader talks to the Tiger Statue; if the leader is not holding the Rubian, the statue only repeats the task. With the Rubian handed in, the quest is cleared and everyone is taken to the bonus room.
!
Warning If every member standing in Ergoth's Throne is defeated at the same moment while any monster there is still alive, the quest ends for the whole guild, even if other members are still alive elsewhere. Do not let the whole room fall at once.

Bonus: Sharen III's Treasure Wearhouse

When the Rubian is handed in, every registered member is taken to the treasure room (the game spells it "Wearhouse"). It holds 25 treasure chests, and the clock shows 30 seconds. Each chest takes 5 hits to break.

  • A chest opens once per run. Its loot falls on the ground in front of it under the same pickup rules as monster loot, with the member who opened it first in line. Spread out so every chest gets opened.
  • Every chest gives at least 10 drops: a Veso coin of 30 to 60, then each item in the table below on its own chance, then more Veso coins until there are ten drops.
  • An average chest drops about 4.5 items, three of them potions and food.
★
Different from the original game Veso coins from the chests are scaled by the level of the member who opens the chest, using the same curve that applies to monster drops everywhere in MapleVerse: full value up to level 15, falling to 8% from level 30 upward. At level 30 or above each coin is worth only 2 to 5 Vesos.

After the 30 seconds everyone is sent to the Returning Path, where Nuris asks if you want to return to the camp.

Monsters

Monster Where Level HP Drops for the quest
Master Muscle Stone Room of Courage 65 40,000 Key
Muscle Stone Room of Courage 63 16,000 none
Dark Muscle Stone Room of Faith 200 9,999,999 (cannot be hurt) none
Black Knight Fountain of the Wiseman 66 40,000 Medal of Valor
Myst Knight Fountain of the Wiseman 66 40,000 Scroll of Wisdom
Puppet Golem First waterway maze 67 35,000 Mark of Evil
Gargoyle Third waterway maze 68 35,000 the dot item
Jr. Gargoyle (called by the dot item) Third waterway maze 62 15,000 Mark of Evil
Devil Slime Fourth waterway maze 23 1,000 Mark of Evil
Ergoth Ergoth's Throne 115 1,700,000 Rubian

The quest items from monsters drop almost every time (999,999 chances in a million).

Rewards

Guild Points

Guild Points go to the guild, not to the members, and the Guild Rank Board ranks guilds by them. Each stage pays once per run, in stage order, as soon as it is cleared.

Stage Guild Points
1. Gatekeeper Test 15
2. Hall of the Knight (fourth spear returned) 20
3. Fountain of the Wiseman (offerings accepted) 25
4. Sharen III's Soul 30
5. Ergoth (defeated, and the Rubian handed to the Tiger Statue) 1,000 minus 1 for every 6 seconds since the run opened, never less than 100

The boss payment loses 10 Guild Points a minute. Because the 3 minutes of preparation count, the best possible payment is 970. A clear 30 minutes after the run opened pays 700, one hour pays 400, and anything from 90 minutes on pays 100. The Guild Points for Ergoth are paid only if the game saw Ergoth fall in your run.

Ergoth's drops

Drop Chance
Rubian almost always
[Skill Book] Combo Tempest 3%
Ergoth Card 2.4%
[Mastery Book] Big Bang, [Mastery Book] Concentrate, [Mastery Book] Snipe, [Mastery Book] Assassinate, [Mastery Book] Time Leap 1% each

Kills inside the ruins give normal monster EXP. The stages themselves pay no EXP and no Vesos, and Nuris pays nothing at the end.

The treasure chests

Each row is rolled separately for every chest. The chance is one in the number shown.

Chance Items
1 in 3 Sunrise Dew, Sunset Dew, Ice Cream Pop, Elixir, Power Elixir, Orange Potion, White Potion, Mana Elixir, Red Bean Sundae
1 in 15 Sealed Mind of Maple Necklace
1 in 20 Miner's Hat, Bath Towel, Yellow Bath Towel
1 in 25 Hard Hat, Glowing Whip, Kebob, Zhu-Ge-Liang Wand, Super Snowboard
1 in 30 Spider Venom Earrings, Restoring Mind of Maple Necklace
1 in 35 Bosshunter Helm, Bosshunter Faceguard, Bosshunter Armor, Bosshunter Gi, Bosshunter Greaves, Bosshunter Boots
1 in 40 Awakening Mind of Maple Necklace and these scrolls: Overall Armor for DEF, DEX, INT and LUK; Cape for HP, MP, Weapon Def., Magic Def., DEX, LUK, STR and INT; Earring for INT; Shoes for Jump, Speed and DEX; Gloves for ATT and DEX; Helmet for HP and DEF
1 in 45 Dark Valhalla Helmet, Dark Canal Hood, Dark Varr Hat, Green Arnah Cap, Black Polax Hat
1 in 60 Mastery Books: Advanced Combo Attack, Paralyze, Elquines, Chain Lightning, Ifrit, Taunt, Ninja Ambush, Ninja Storm, Hurricane, Frostprey
1 in 250 Black Sack

Quest items at a glance

Item From Used for
Protector Rock Guard stones in the Valley and at the Entrance Wear it to survive the air. One more is dropped on the King's Gate.
Key Master Muscle Stone The stone gate in the Hall of the Knight.
Rusty Key Debris in the Room of Faith (30 hits) The metal gate in the Room of Faith.
Longinus Spear (4) Three boxes in the Room of Glory, one in the Room of Pledge One on each altar in the Room of Justice.
Medal of Valor, Scroll of Wisdom, Spoiled Food, Jr. Necki Drink - 700 Yrs Old Black Knights, Myst Knights, Center Banquet, Wine Cellar The four fountain offerings.
Mark of Evil Puppet Golems, Jr. Gargoyles called by the dot item, Devil Slimes Stacks of exactly 9, 8 and 20 on the three secret doors.
The dot item (".") Gargoyle Dropped on the Gargoyle's post to call 8 Jr. Gargoyles.
Sharen III's Shoes, Sharen III's Pants, Sharen III's Top, Sharen III's Crown Boxes at the ends of the four mazes Dropped on the king's remains in this order: Shoes, Pants, Top, Crown.
Rubian Ergoth The leader hands it to the Tiger Statue.

Tips and common mistakes

  • Put the Protector Rock on before the Door to the Sharenian Castle. The draining air starts right after the Entrance. The rock goes in the earring slot, so swap out any earring you have on.
  • Dropped items are taken after about five seconds. If anything picks the item up in that time, including your own pet if it collects loot, the door or altar does nothing. Step away after dropping, and keep your pet away from it.
  • Marks must be one stack of the exact size (9, 8 or 20). Collect them in your bag and drop the whole stack in one go.
  • Do not talk to the Gatekeeper early. The leader's second talk is the final answer; if the hits are not all in, the test fails and restarts.
  • Keep spares. Extra Protector Rocks from the Entrance, and extra offerings for the fountain, cost nothing and can save the run.
  • Protect the carriers. Dying before the King's Gate opens deletes everything the member carries, and the Rusty Key and the spears cannot be replaced.
  • A low-level helper is required. Without a member of level 30 or lower, the Devil Slime maze, and so the king's Crown, is out of reach. That member must be at least level 10, or they cannot wear the Protector Rock either.
  • Stay on the channel. Changing channel is blocked inside the ruins, and a member who is on another channel in the camp cannot join.
  • Free Etc slots. The spears do not stack, and a run fills the Etc tab with keys, marks, offerings and clothes.
  • Keep both damage types ready for Ergoth. Weapon and magic users take turns while he shields himself; a team of only one kind waits out every immune phase.
  • Trust Shuang, not the notice. The Bulletin Board in the camp still says six members are needed; Shuang's description (2 to 30) is the one the game uses.

See also