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Monday, May 6, 2013

Nightmare Carnival

Level: 20+
Location: Party apply (T), Carnival Island (northeast of Freedom Harbor)
Late entry: No


This instance is only open Saturday. You may only go into this instance 3x per day. It is one of the guild affair quests and gives great exp and sp! The tokens that you earn from the game can be traded in with the npcs by the fountain for valuable things. Check out their shop!

You can just queue for this instance as the party make-up does not matter that much, so many people will just  queue. I never have an issue getting a random party and I make a lot of friends this way :)
You can also do this with less than a full party. I have successfully completed this instance with a party of four.

As the name implies, this instance is a carnival full of games. There are four rooms, each with a different game. Talk to the goblin in the first room to start your NC quest line. At the end of each room you will talk to another npc to collect your reward. You will need at least 3 spaces in your bag to fully complete this entire quest.

First Room: Gas Chamber

This room is filled with gas. You can cross one of 2 ways: you can follow the healing disc across or a male character can carry a female character across. The disc is erratic and can be difficult to stay on. If you carry, you can go straight across with a slight stun in the middle unless you can manage to hit the disc on your way across.

If you need help getting across this room, say something right away. Once a character moves to the next room, they can not come back to help you.

Second Room: Saidas Says

This is probably the trickiest room. Saidas will tell you to either do something or not do something. To complete the task, you must follow his instructions.

This is a one-player at a time game. All other players just chill out until Saidas asks for another player to step forward or until three turns have been successfully completed and you can advance to the next room. It is a good idea not to hang out in the center of the room as the person taking their turn may have a hard time seeing what they need to in order to complete their turn. Do not hit anything in the room unless it is your turn. Only 2 players are really needed for this as, although you can not complete a turn consecutively, you can complete a turn again in the same instance. Therefore, the first player to complete it can also complete the third turn.

Do as I say: ignore what Saidas does and only hit the target that he says to hit.
Don't do as I say: hit any target except the one he tells you to hit.
Do as I do: hit the target that he hits.
Don't do as I do: hit any target except the one that he hits.

This room glitches sometimes and you will not be able to see what Saidas is doing or you will hit the correct target and he will tell you that you are wrong. The only one of the four that I have not seen glitch is do as I say. Just keep trying until you get that one. Also, put your pet away! If your pet hits the target, he will tell you you did it wrong.


Third Room: Balance the Weight

This room is tricky in that it's easy to fall asleep and not move when you are supposed to. So stay awake! Your party is counting on all of you!

There are two circles in this room. One player gets on each circle. These will be the circle leaders and control the circle activities. If they tell you to move on, you move on. If they tell you to move off, you move off. Only they will remove the excess goblins, so if you are not a circle leader, you should not be killing anything in this room.

Each circle should have a wingman. This person will be in charge of backing up the circle leader. If the circle leader calls out for 1, their wingman should be the first person to move on to the circle.

The other two players will hang out in the middle and fill in as needed.

Talk to the npc to start the game. He will call out a number. Your goal is to make sure that each circle contains the weight of this number. Stonemen are 3, marksmen are 1, all other races are 2, and the goblins that appear in the circles for each round are 1. Now you just need to count and remember what each player weighs.

It's a very good idea to put pets away for this room as they can confuse the counting process.



I have found that if you have a stoneman in the party, it is best to have them stay in the circle. It's far easier to count. If you have someone who will go afk or has no idea what is going on, have them stand in a circle and do nothing while the circle leader kills and moves off when necessary.

You need to successfully complete 10 rounds of this to move to the next room.


Fourth Room: Antique Collecting

In this room, you just need to pick up as many of the antiques on the floor while avoiding Meid and the groups of fireflies around the room.

Generally, someone who has all the titles from NC will volunteer to collect the flies so they don't bother the other players. If they are collecting, do not kill the flies - unless they are already directly attacking you. whatever you kill will come back later multiplied.

It's a good idea to get a pet out for this and set them on defend.

You do not have to pick up any antiques in this room to complete the guild quest; so you can collect flies and still complete the quest. However, you will need to have two spaces in your bag to collect your final prize and complete the quest. If the final npc does not offer you a "!", check your bag for spaces.


Trading In Your Tokens

For completing the instance, you get carnival tokens.

The carnival booth lets you trade your tokens for a carnival weapon, fortifying shards, or skill scrolls.







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