Holiday Party Quest

(Redirected from Holiday PQ)
At a glance
LevelEasy 21 to 30, Medium 31 to 40, Hard 41 to 50
Party3 to 6 players
StartSnow Spirit in Happyville (Save the Snowman!), then the Snow Spirit on the Entrance map for your level
Time limitEasy 15 minutes, Medium 20 minutes, Hard 25 minutes
RunsA private copy of the field for every party
Daily limitNone
RewardsStage EXP (830, 1,900 or 3,150 in all), one random item, a 15-minute Jump or Speed buff, and a Maplemas gift for a Force of the Spirit

The Holiday Party Quest (the game calls it Party Quest: Holiday) is a Maplemas event in Snow Man's Land. A party has to make a giant snowman grow by feeding it Snow Vigor while Scrooge's underlings try to knock it down, and then defeat Scrooge himself before the clock runs out. There are three difficulties, each with its own entrance, level range and time limit.

Getting in

The three Entrance maps of Snow Man's Land are event maps: no portal leads into them. The way in is a short quest chain that starts with the Snow Spirit in Happyville, who stands on the right-hand side of town.

  1. A Secret Note (level 21 to 51). The Snow Spirit tells you that Scrooge is out to ruin Maplemas and hands you a note for Alcaster in El Nath. Take it to him.
  2. Alcaster's Reply. Alcaster gives you his reply letter. Take it back to the Snow Spirit, who gives you a Force of the Spirit for it. Keep it: the Snow Spirit inside Snow Man's Land trades it for a Maplemas gift after a run.
  3. Save the Snowman! (level 21 to 51). The Snow Spirit explains the plan and asks Would you like to move forward? Accept and you are taken straight to the Entrance map for your level: 21 to 30 to the Easy entrance, 31 to 40 to Medium, 41 to 50 to Hard. A level 51 character can take the quest but is not sent anywhere.

Each party member comes in the same way. The quest is finished by talking to the Snow Spirit in Happyville again; there is nothing to bring back.

!
Warning This quest chain is the only way into Snow Man's Land. To go again later, hand Save the Snowman! back to the Snow Spirit in Happyville and take it again; it sends you straight back in. The Entrance map is where runs start, so you can also simply stay there between runs. The Snowman on the Entrance map takes you back to Happyville.

Before you go

  • Three entrances. Each difficulty has its own Entrance map with a Snow Spirit (who starts the run) and a Snowman (who takes you back to Happyville). The levels and time limits are:
Difficulty Levels Time limit
Easy 21 to 30 15 minutes
Medium 31 to 40 20 minutes
Hard 41 to 50 25 minutes
  • A party of 3 to 6. Form a party and gather it on the Entrance map. Only the party leader starts the run: the leader talks to the Snow Spirit and chooses I want to participate in the party quest. (the other choice, I would like to hear more details., explains the idea). Members who are not on the map, or are outside the level range, are left behind.
  • The Snow Spirit answers You can participate in the party quest only if you are in a party. when you have no party, Your party leader must talk to me to start this party quest. to anyone but the leader, and 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. when the party is too small or too big or someone is out of range. If every copy of that difficulty is in use he says Another party has already entered the Party Quest in this channel.
  • There is no fee, nothing to bring and no daily limit.

Rules

  • One clock for everything. The time limit starts as soon as the run begins and covers all the steps below. If it runs out, everyone is sent to the Exit map and nothing is paid.
  • Three are needed. The run goes on only while at least three members remain. A member who leaves the field (including by being revived outside it) is out of the run; if that would leave fewer than three, or if it is the leader, the run ends for everybody and they are sent to the Exit map.
  • Dying revives you at the Exit map, which takes you out of the run.
  • Disconnecting for about a minute counts as leaving.
  • The leader runs the story. Only the leader's talk to the Snow Spirit calls the snowman and, later, Scrooge; other members can talk to him but he asks for the leader. The leader that counts is the member who started the run.
  • Snow Vigor stays in the run. Snow Vigor and Fake Snow Vigor leave your bag when you leave the run.
  • After the clear the clock stops, so everyone can take their time claiming the prize.
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Tip A Super Beginner's Smuggler's Box can carry Snow Vigor and Fake Snow Vigor out of one run and into another, up to 50 of each. See Party Basics.

The run step by step

1. Call the snowman

The leader talks to the Snow Spirit on the field. He briefs the party; the leader answers, and a Giant Snowman (Lv 1) appears on the field. The whole party sees The snowman appeared on the field! Protect it using all means necessary! Scrooge's underlings fly about the field; they respawn every 10 seconds.

2. Feed and protect the snowman

Two jobs at once.

  • Feed it. Defeating an underling can drop a token: a little over four kills in ten do. At most five kills in a row pass without one; the sixth always drops one. A token is normally a Snow Vigor 77% of the time and a Fake Snow Vigor 23% of the time, but a token that only exists because of a long dry spell is always a real Snow Vigor. The tokens lie where the monster died and anyone can pick them up. To feed the snowman, drop a Snow Vigor on the ground at its feet; it eats them one by one.
  • Protect it. Scrooge's underlings (Tic, Tac and Toe, all flying; see the table below) wear the snowman down whenever one of them touches it. Each touch takes a random amount of health, from 0 up to about one sixty-fifth of the snowman's maximum health plus 50, and the snowman can be hit at most once every 1.5 seconds. Defeat the underlings before they reach it.

How the feeding works:

  • Each real Snow Vigor restores health to the snowman (200 plus 200 for its level: 400 at Lv 1 up to 1,000 at Lv 4) and counts as one step of growth.
  • After enough steps, the next Snow Vigor makes the snowman grow a level instead. The steps needed depend on the difficulty and on the level it is growing from (see the table below). The snowman grows one level at a time, from Lv 1 to Lv 5, and every new level is a fresh, full-health snowman.
  • A Fake Snow Vigor is eaten like a real one but undoes one step of growth (if there is one), and the party sees The snowman absorbed a Fake Snow Vigor! It never lowers the level by itself. Keep Fake Snow Vigors out of the feeding area.
  • If the snowman's health runs out it is lost: the party falls back one level, its growth steps start again, and a fresh snowman of the lower level appears. If the Lv 1 snowman is lost, the run ends and everyone is sent to the Exit map.
  • When the snowman reaches Lv 5, every remaining underling is defeated and no more appear, and the whole party is paid the first stage EXP.

3. Call Scrooge

Once the Lv 5 snowman stands, the Snow Spirit tells the party it has done well and warns that Scrooge will come. The leader talks to him again and answers; Scrooge appears (a notice announces him) and the Lv 5 snowman is healed a little every 10 seconds while the fight lasts. Scrooge is a boss: defeat him before the clock runs out. When he falls, the whole party is paid the second stage EXP, the clear effect plays, the clock stops and every member receives the Holiday buff.

4. Claim your prize

Each member talks to the Snow Spirit on the field. He says Wow!! You defeated Scrooge! ... and then

  • a member carrying a Force of the Spirit is offered a Maplemas gift (see below), and can talk to him again afterwards for the usual prize;
  • everyone else receives the run's prize: one item drawn at random from the difficulty's list. The Snow Spirit gives the prize once per member.

When you are done, the Snowman beside him takes you to the Exit map; the Exit map's portal leads back to the Entrance map, and the Entrance Snowman can take you on to Happyville.

!
Warning The prize is drawn when you accept it, and it can land in any of three tabs, so keep room in EQUIP, USE and ETC before you talk to the Snow Spirit. If there is no room he tells you Please make sure you have room in your EQUIP, USE and ETC inventories before proceeding. but the offer has been used up: talking to him again only wishes you Happy Maplemas!!.

Numbers for each difficulty

Easy Medium Hard
Scrooge's underlings Tic (Lv 8, 60 HP)
Tac (Lv 9, 80 HP)
Toe (Lv 11, 155 HP)
Tic (Lv 27, 700 HP)
Tac (Lv 28, 740 HP)
Toe (Lv 32, 800 HP)
Tic (Lv 58, 4,000 HP)
Tac (Lv 60, 4,500 HP)
Toe (Lv 62, 4,800 HP)
Giant Snowman, Lv 1 to 5 (HP) 2,000 / 3,000 / 4,000 / 5,000 / 6,000 10,000 / 11,000 / 12,000 / 13,000 / 14,000 15,000 / 16,500 / 18,000 / 19,500 / 21,000
Snow Vigors for each growth (Lv 1 to 2 / 2 to 3 / 3 to 4 / 4 to 5) 4 / 5 / 6 / 7 5 / 7 / 9 / 11 6 / 9 / 12 / 15
Snow Vigors in all 22 32 42
Scrooge (shown in the monster list as Cross) Cross: Lv 20, 2,500 HP, 300 EXP Cross: Lv 45, 7,500 HP, 1,000 EXP Cross: Lv 70, 89,000 HP, 1,500 EXP
EXP when the snowman reaches Lv 5 210 500 950
EXP when Scrooge falls 620 1,400 2,200
EXP in all 830 1,900 3,150

The Snow Vigor counts are for real Snow Vigors only, with no Fakes and no lost snowman; Fakes and setbacks add to them. The underlings give no EXP of their own.

Rewards

Stage EXP

Two payments, each to every member still in the run: when the snowman reaches Lv 5, and when Scrooge falls. The totals are 830 EXP on Easy, 1,900 on Medium and 3,150 on Hard (see the table above). Scrooge also gives his normal monster EXP.

The prize

Each member's prize is drawn from the difficulty's list; every row is equally likely, whatever its quantity.

Easy (12 prizes, each equally likely)

Prize Quantity
Old Wisconsin 1
Angel Apple 15
Angel Lemon 15
Cake 10
Rice-Cake Soup 5
Cider 5
Bronze Ore 2
Steel Ore 2
Mithril Ore 2
Garnet Ore 2
Amethyst Ore 2
Topaz Ore 2

Medium (13 prizes, each equally likely)

Prize Quantity
Maplemas Lights 1
Old Wisconsin 1
Angel Apple 15
Angel Lemon 15
Cake 15
Pineapple Candy 10
Strawberry Candy 10
Adamantium Ore 3
Silver Ore 3
Orihalcon Ore 3
AquaMarine Ore 3
Emerald Ore 3
Diamond Ore 3

Hard (13 prizes, each equally likely)

Prize Quantity
Maplemas Lights 1
Old Wisconsin 1
Happy birthday 1
Cookie 5
Hot Dog Supreme 20
Orange Juice 15
Cheesecake 10
Chocolate Basket 10
Gold Ore 2
Lidium Ore 4
Opal Ore 4
Sapphire Ore 4
Piece of Ice 1

The Holiday buff

When Scrooge falls every member receives a buff for 15 minutes: Jump +5 on Easy, Speed +7 on Medium and Speed and Jump +10 on Hard (all three are called Holiday Buff).

The Maplemas gift

A Force of the Spirit can be handed to the Snow Spirit after the clear. He offers two gifts, and the Force of the Spirit is used up:

You need room in your EQUIP and USE tabs (Please make sure you have room in your EQUIP and USE inventories before proceeding.). Each gift can be claimed once per run.

Tips and common mistakes

  • Do not feed Fake Snow Vigors. Check the name before you drop a token: a Fake costs the snowman a step.
  • Defeat the underlings fast and stay near the snowman. Every touch hurts it and its losses cost levels; standing beside it also lets you drop Snow Vigors the moment they appear.
  • The leader must be present. If the leader leaves, dies or disconnects, the run ends for the whole party.
  • Keep three alive. With a party of exactly three, the first death ends the run.
  • Clear space first in EQUIP, USE and ETC before you claim the prize.
  • The clock does not wait. Call the snowman at once: the whole run, Scrooge included, has to fit inside 15 to 25 minutes.

See also