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    Monster Carnival FAQ by majesticmystic

    Version: 1.01 | Updated: 03/24/08 | Search Guide | Bookmark Guide

    Monster Carnival FAQ
    By MajesticMystic (aka RegalStar on the newer forums I go to)
    Version 1.01
    March 24, 2008
    
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    Section Numberless - Version History
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    v1.0 - I wrote this. (03/20/2008)
    v1.01 - Added some infos, updated Section 7 slightly. (03/24/2008)
    
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    Table of Contents
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    Section 1 - A brief intro
    Section 2 - Requirements
    Section 3 - Preparation
    Section 4 - The Carnival
    Section 5 - End of the Game
    Section 6 - Maple Coins
    Section 7 - Strategy and Tips
    Section 8 - FAQs
    Section 9 - Contact Info
    Section 10 - Copyright
    Section 11 - Credits
    
    
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    Section 1 - A brief intro
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    This is a FAQ (aka frequently asked question, though most FAQs go beyond that)
    for the newly released feature in Global Maple Story called Monster Carnival.
    
    So what is this Monster Carnival, you ask? Well, it's kinda like a competition
    between two opposing parties. Basically, throw two parties in a map, have them
    kill monsters, and see which team's better at it. However, that's not all there
    is to it (otherwise it'll just be a comparison of level, gears, and character
    control). You also get to use various stuff to disrupt the other team, stuff
    that ranges from summoning more monsters, debuffing their characters, and
    buffing the monsters they have to kill. It's quite fun, really.
    
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    Section 2 - Requirements
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    In order to participate in the monster carnival, you will need:
    
    -A party of 2 or more members with level between 30 and 50 inclusive
    -An opposing, qualified party with the same amount of members as you
    -An empty carnival field that is suited for the amount of people within each
     party
    
    Basically, assemblying a party is easy enough, as you have quite a lot of
    flexibility in what your party can contain. Unlike most other PQs, getting
    inside the carnival fields are also easy enough, given that there are 6 fields
    within each channel. The hard part is finding an opponent (or an opponent that
    won't squash you flat). You can either advertise for opponents (eg. "L> 4v4
    opponents") in channel 1, just go to a channel and go to the entrance of a
    field to wait for an opponent to apply, or look for people who had done that.
    
    What people to bring? Well, higher level is obviously good (but keep in mind
    that higher level isn't EVERYTHING, and low levels still be helpful in various
    ways). As far as classes goes, pretty much all classes can shine. Getting a
    cleric will obviously be helpful, as with a spearman or a thief (with a high
    level of their respective buff, of course).
    
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    Section 3 - Preparation
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    So, does Monster Carnival sound good to you? If it does, head over to Kerning
    City, Orbis or Ludibrium and talk to Spiegelmann. You can learn a lot about
    the carnival from him, but since that would run me out of business, let's just
    get inside, shall we?
    
    To form a party, the usual tactics apply - go to channel 1, spam "J>PQ [insert
    condition here like 40+ or 4v4 only or whatever] [insert optional amount of @]"
    like no tomorrow until someone invites you in, or make a party and invite some
    of the people shouting that.
    
    Once a satisfactory party is formed, the leader should talk to Spiegelmann.
    Spiegelmann will provide you with a list of available carnival fields. They can
    either be empty or have one party waiting inside. If you choose an empty one,
    your party will be inside the lobby, and for the next 3 minutes other parties
    can challenge you. If you choose to challenge a party, be aware that you can
    only challenge parties with the same number of people you have (ie no 6v2 or
    something ridiculous like that). Also, each carnival field has its own limit
    on how many people it can accomodate. Field 1 can only accomodate parties with
    2-4 people, for example, while Field 6 can only accomodate parties with 3-6
    people. Finally, whoever's inside the lobby first reserves the right to decline
    a challenge.
    
    Once two parties are inside, they're given 10 seconds to buff, chat, wish good
    luck, taunt or whatever, then the carnival will begin!
    
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    Section 4 - The carnival
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    Basically, the carnival is a 10 minute battle of killing power. The parties
    won't attack each other (MapleStory isn't cut out for PvP, trust me), but 
    rather, monsters will spawn, and you must kill them. Most monsters have a side,
    which means that monsters on your party's side are to be killed by the other
    team, while monsters on the other team's side are to be killed by you. You
    will be able to differentiate monsters on your side, as they are translucent
    and cannot be hit by you.
    
    During the carnival, you may not use ANYTHING you have in your inventory except
    for pet foods. Rather, the monsters inside will drop potions, which you can
    collect. However, any potions you pick up will be used immediately. Monsters
    can also drop stuff other than potion. Here's a full list of what they can
    drop:
    
    -White Potion
    -Mana Elixir
    -Party Mana Elixir
    -Elixir
    -Party Elixir
    -Power Elixir
    -Party Power Elixir
    -All Cure Potion
    -Party All Cure Potion-- *ahem* Poison (gg Nexon)
    
    You've seen most of the items above. The party version simply affects every
    member of your party. Here are the stuff that are dropped exclusively inside
    the carnivals:
    
    -Mini Cube of Darkness
     Looks like a small box with question marks. It inflicts a random status
     on an opposing party member.
    -Cube of Darkness
     Bigger than the mini cube. It inflicts a random status on all opposing party
     members.
    -Stunner
     Looks like a purple orb. It stuns an opponent.
    -Carnival Point 1
     Looks like a blue orb. Gives 1 CP.
    -Carnival Point 2
     Looks like a red/orange orb. Gives 2 CP.
    -Carnival Point 3
     Looks like a purple orb. A bit larger than Stunner. Gives 3 CP.
    -Maple Coin
     More on that later.
    
    Now, every time you kill a monster, it gives you a various amount of CP. Not
    all monsters are scored equally - killing a teddy will give you only 1 CP,
    while brining down a Rombot will award you with 6. You can also collect CP
    from blue and red orbs and when an opponent leaves the carnival field.
    
    Remember how I mentioned you can use stuff that creates all sorts of trouble
    for your opponents? Well, you gotta buy them, and CP is the currency you'll be
    using. See that little window thingy on the upper left? There are three tabs:
    Mob, Skill and Protector, and you'll find the goodies you seek in there.
    
    The mob tab, obviously, summons more monsters for your opponents. The monsters
    you can summon ranges from a cute, (relatively) harmless teddy to a big, scary
    Rombot. Keep in mind that any monsters you summon will add to the spawn pool,
    meaning that they'll respawn when they die, so they're not an one time thing.
    Here's a list of monsters you can summon:
    
    Teddy - 7 CP (5 in field 5/6)
    Bloctopus - 7 CP (6 in field 5/6)
    Ratz (actually Retz) - 8 CP (7 in field 5/6)
    Chronos - 8 CP
    Toy Trojan - 9 CP
    Tick-Tock - 9 CP
    Robo - 10 CP
    King Blocopus (actually King Block Golem) - 11 CP
    Master Chrono - 12 CP
    Rombot - 22 CP (30 in field 5/6)
    
    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 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:
    
    Power Up - 17 CP - Raises monster's damage (by about 120-150)
    Guard Up - 16 CP - Raises monstet's defense
    Magic Up - 17 CP - raises monster's magic damage (only applicable to Master
     Chronos and Rombots)
    Shield Up - 16 CP - Raises monster's magic defense
    Accuracy Up - 13 CP - Raises monster's accuracy
    Avoidability Up - 16 CP - Raises monster's avoid by 30 (very effective. I MISS
     on an avoid'd monster on a BOWMAN)
    Speed up - 12 CP - Raises monster's speed
    Cancel Weapon attack - All weapon attacks do 1 damage (wow!)
    Cancel Magic attack - All magic attacks do 1 damage (Wow! - if they're filled
     with mages)
    
    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.
    
    A list of carnival fields:
    
    Carnival field 1&2
    Accomodates: 2-4 people
    Terrain 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.
    
    Carnival Field 3&4
    Accomodates: 2-4 people
    Terrain 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.
    
    Carnival Field 5&6
    Accomodates: 3-6 people
    Terrain 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.
    
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    Sectino 5 - The end of the game
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    During the game, on the top left corner you will see three CP amounts - the CP
    You have/earned; the CP your team have/earned, and the CP your opponents have/
    earned. Once the 10 minute session is over, the party that have EARNED the most
    amount of CP wins. It is not determined by the amount of CP they have at the
    end of the game. (This is why you should not hoard CP for the sake of it)
    
    Now, regardless of whether you win or lose, you will be gaining some exp. Upon
    exiting, Spiegelmann will rank your team's performance. The lowest rank I've
    seen is D, but I suppose F is possible if you have 0 CP by exit. Your exp gain
    will be determined by the rank. For the losing team:
    
    F Rank - 0 exp (?)
    D Rank - 1000 exp
    C Rank - 7000 exp
    B Rank - 8500 exp
    A Rank - 10000 exp
    
    The winning party will get triple the amount, so if you win with A rank, 30000
    exp will be yours (and everyone in your party's). You will then be outside,
    where you're free to have a rematch or find another oponent, reform your party,
    et cetera.
    
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    Section 6 - Maple Coins
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    One thing you will quickly notice is that Maple Coins is something that doesn't
    get used outright as you pick it up (since you can't really use it, per se),
    and can actually be carried outside. What to use them for, you ask? Well, you
    can trade them with Spiegelmann for stuff. The cheaper option is to trade them
    for various level 35-50 weapons. A list:
    
    Warrior
    ---
    Name- Coins
    
    Cutlus-7
    Lionheart-7
    Traus-10
    Zard-10
    Jeweled Katar-20
    Lion's Fang-20
    Dankke-7
    Niam-7
    Blue Counter-10
    Sabretooth-10
    Buck-20
    The Rising-20
    Heavy Hammer- 7
    Sledgehammer-7
    Jacker-10
    Titan-10
    Knuckle Mace-20
    Golden Mole- 20
    Nakamaki-7
    Axe Pole Arm-7
    Zeco-10
    Crescent Polearm-10
    The Nine Dragons- 20
    Serpent's Tongue-20
    
    Wizards
    ---
    Name-Coins
    
    Wizard Wand-7
    Petal Staff-7
    Crystal Wand-10
    Hall Staff-10
    Arc Staff-20
    Cromi-20
    
    Bowman
    ---
    Name-Coins
    
    Red Viper-7
    Vaulter 2000-10
    Olympus-20
    Heckler-7
    Silver Crow-10
    Rower-20
    
    Thief
    ---
    Name-Coins
    
    Dark Guardian-7
    Dark Avarice-10
    Dark Slain-20
    Gephart-7
    Bazlud-10
    Sai-20
    Shinkita-20
    
    These are basically copy pasted from DracoNova's guide on sw.net, because I'm
    too lazy to rewrite it.
    
    The REAL prize, however, is the pendant Spiegelmann has. It's a common class
    equipment with a required level of 30. It has the following stats:
    
    +1 Str (0-3)
    +1 Dex (0-3)
    +1 Int (0-3)
    +1 Luk (0-3)
    +27 def (26-29)
    +27 mdef (26-29)
    3 slots available
    
    To get one, you need 50 coins. Also, the "scrolls" you use on it is also from
    Spiegelmann, which would be his marbles. THey're 40 coins each and unlike the
    pendant, the marbles are not tradable. Each marble has a 60% chance of
    working, and gives 30 HP and MP if successful.
    
    As the only other pendant in GMS is Horntail's Pendant, which I highly doubt
    will even exist legitly for quite a while to come, expect everyone and their
    grandma to do the carnival for a while.
    
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    Section 7 - 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.
    
    -------------------------------------------------------------------------------
    Section 8 - FAQs
    -------------------------------------------------------------------------------
    
    Empty as I have no questions on me.
    
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    Section 9 - Contact Info
    -------------------------------------------------------------------------------
    
    I play on Bera and can be reached by the IGN DMsRebirth (main) or ThunderSurge
    (carnival mule). Outside MapleStory, I can be reached by my gmail e-mail
    address with the username "ccplzoridefameu" (it's not serious).
    
    Suggestions? Questions? I welcome all of those. Flames? Spam mails? GTFO pl0x.
    
    -------------------------------------------------------------------------------
    Section 10 - Copyright
    -------------------------------------------------------------------------------
    
    -This guide is writen by me, Wenqi Yang, in 2008, and is copyrighted by me as
     well. 
    -This guide may only be posted in www.gamefaqs.com.
    -You may read this guide and choose to follow it, or choose to NOT follow it.
    -You may download this guide to your own personal computer.
    -You may give *unmodified* versions of this guide to your friends and enemies
     and strangers and whatever.
    -You may quote this guide or make use of its information as long as you give
     proper citations (read: gimme credit).
    -You may NOT post this guide on your website unless you're the owner of the
     sites listed above.
    -You may NOT request to post this guide on your website (well, you could if you
     want. I'll just say no). Nothing personal - I just suck at keeping track of
     whom did I give permission to and whom did I not, so I wat to keep it simple.
    -You may NOT plagerise from my guide.
    -You may NOT present this guide as if it's written by anyone else.
    -You may NOT change this guide for any purpose other than personal uses unless
     I explicitly say otherwise.
    -If you want to do something with this guide that I did not cover up there,
     ASK. Chances are, if you're the type that just go ahead and do whatever you
     want, whatever you want to do probably isn't OK to me.
    -Try not to do what I asked you not to do. I'm not easily angered, but if I am,
     retribution is usually swift.
    
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    Section 11 - Credits
    -------------------------------------------------------------------------------
    
    Draconova - For the first Mini-Guide on sw.net that gave me an idea of what
     this is about. I'll get started much slower without it.
    
    Random people - For partying with me/defeating me/losing to me. Obviously you
     can't learn without some real experiences.
    
    Wizet - For creating MapleStory and everything within, including the carnival.
    
    Nexon - For managing the version of MS I play on. It sucks as a company, but
     hey - gotta give credits where credits are due, and it's hell of a lot better
     than some others *coughijjicough*
    
    Sleepywood.net - For providing me a place where I can start and particiate in
     intelligent debates.
    
    GameFaqs MapleStory board - For providing me a place where I can watch real
     elitism at work. Here's a tip - don't ask for help on that board. You'll just
     get a stupid answer cuz every questions's stupid to the residents there.
    
    CJayC - For creating GameFaqs.
    
    SBAllen - For maintaining GameFaqs and hosting this guide.
    
    Cherry - No particular reasons relevant to the guide. Her presence is enough to
     be thankful for.
    
    God - For reasons I won't go into further, lest I be lynched by angry athiests.
    
    
    
    And um... that's it. I had a blast. I hope you do too.
    
    

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