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Cube of fate guide

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Post  Stealth Sat Mar 28, 2009 8:23 pm

Stealth here, I thought i should write up a guide for you all concerning the cube of fate since its grossly misunderstood as being a money sink. This is only true if you don't know the basics of the cube and/or if you've done something to warrant extremely bad luck. I also want more people to enjoy the benefits of the cube and not just the bad things about it. Also more people in cube is better overall due to the quest requirements given in some rooms. Very Happy Very Happy Very Happy

Basics of the cube:
- The Room 1 cube NPC only gives you one puzzle cube a day (exiting means that the puzzle cube disappears), but you can enter and exit the cube as many times as you like.
- The cube has a total of 50 rooms (excluding advanced rooms which will not be discussed here).
- Each mirage celestone makes 2 dice tickets and those tickets are vital (i repeat: VITAL). They are akin to the key for your front door (1 or more dice ticket is required almost everytime you talk to the npc to receive/pass the challenge or quest in that room).
- Do NOT cube if you're the type of person that tends to feel the need to commit suicide after losing 1 or 2 coins
- DON'T open the golden boxes (10% chance of winning 1 million coins). They cost 100K each, so by the time you actually win 1 million coins, you'd probably have already spent 1 million to buy the 10 boxes. Sell them at west archo teleporter for 200K+ each.

Level restriction:

You have to be able to enter the cube of fate, and survive 400 - 500 damage per few seconds (meaning level 60+, 70+ depending on your gear, hp and race).

Items needed to complete cube:

- mirage celestones, mirage celestones and.....mirage celestones (around 30)
- dice tickets if you have any
- around 400K - 600K in coins
- HP CHARM (it is extremely hard/nearly impossible to complete the cube without one)
- MP charm if your a elf and uses plume shield etc.
- full endurance on your weapon and armour

Optional items that helps with certain rooms:

- speed potion (only needed if you're melee, this is to increase your movement speed in mysterious chip rooms and ensure you get as many kills as possible)
- damage absorption potions (good for room those hard-to-kill mobs and constant damage rooms)
- instant heal XXXX hp potions (same reason as above)

Other stuff:
- Cube of fate is not for the impatient, the poor, or the low leveled
- Sometimes you will hit a room which you cannot pass (either because you cant tank the damage, you got lag/delay that gets you 1 hit killed, or just because the developers of the game made the room without thinking and should get shot). IF this happens, be patient and start over or quit for today, remember karma will reward you sooner or later.
- Do not and i repeat DO NOT go into the cube, gambling your last bit of wealth, expecting for a big payout. The cube, in all honesty, is akin to gambling. Mastering the cube requires time, patience and, like all forms of gambling, alot of money and luck.

Ok below is a little info about all the rooms in the cube that I'm familiar with (taking some parts from Nishtara's guide and from the PWI forums). I'll follow Nishtara's idea of colour coding it because otherwise, it hurts the eyes. Also note i classed the rooms according to a money making perspective. I also added some of my own commentary/notes to each room according to my experiences as a 75+ BM. Different races/classes have different tactics.

Normal colour = easy to pass rooms with no rewards.
Green colour = YAY rooms with rewards that will net you profit (even after discounting the cost of mirages).
Orange colour = rooms which is a pain/expensive to handle but still very much passable.
Red colour = OMFG WHAT HAVE I DONE TO DESERVE THIS kind of rooms which is nearly impossible to pass without either being a specific class or waiting a long long time.

Room 1: Fate's Beginning
Trade your Duty Badge for a Puzzle Cube at the Room 1 Teleport Master
Use the Forge beside him to repair, buy potions, and exchange Mirage Celestones for Dice Tickets
Choose 'Start the Challenge' to exchange your Puzzle Cube and 1 Dice Ticket, for a random die (1-6)
Right click on the die, and you'll move forward that many rooms i.e. if you get a 5 die and you're in room 1, you'll end up in room 6

Room 2: Chest of Mystery

Open 5 chests for quest items, get a die.

Room 3: Slaughterhouse
Kill 5 mobs. No time limit.
NOTE 1: Attacking the mobs with melee = mobs melee you; attacking the mobs with ranged/magic = mobs cast ranged life drain.
NOTE 2: DO NOT use your aoe attacks here, they wont attack you if you dont attack them first. If you accidently let off an 'oh so tempting' aoe, prepare for a THIS IS SPARTA situation.
NOTE 3: These mobs do 300 - 600 damage each hit. If you can barely survive these, best you quit and level up or get better gear before attempting the cube again.

Room 4: Mice Bashing
Kill 10 mobs.
NOTE: The mobs do next to no damage and are easy 1 hit kills (best place for venos to train their low level pets).

Room 5: Count the Apples
There will be 3 kinds of coloured orbs flying randomly around the room. Talk to the NPC and count the orbs of the colour he assigned you. Then answer him by choosing the correct number.
NOTE 1: Check your quest log and read what the NPC says to find which colour you've been assigned.
NOTE 2: This isnt a timed room, therefore, take your time and count. Take a SS if your not absolutely certain. These balls will fly out of your vision distance if your standing in a corner and they will also fly behind/above you to your blind spots.

Room 6: Open Sesame
Kill the boss. The boss (Krimson's twin) does low damage (100 - 200) periodically but takes a long time (10 - 40 minutes) to kill. The NPC will spawn for around 20 seconds when the boss dies.
NOTE: If you hit this room, curse your bad luck and pray a few more people hits this room as well. Also dont AFK too long in this room or you might miss the NPC.

Room 7: Have a Listen
Talk to the butterfly NPC to start the challenge. Theres 10 mobs standing in 2 lines of 5. Slowly approach and listen for the mob that DOESNT make any noise, i.e "asleep". Walk THROUGH it and repeat for the second line. If the mob on the second line makes a noise then backtrack to the first line and find another "asleep" mob.
NOTE 1: Mobs 1 hit kills.
NOTE 2: If you run out of dice tickets for this room (butterfly NPC doesnt give you a quest), then do this challenge to reach the NPC on the other side to make more dice tickets and backtrack to the butterfly NPC.

Room 8: Try Your Luck
Pay 100k gold to dig 10 chests (100k is a must pay). Will be given a golden box and a die on completion. Opening the golden box will either give you a Sadness Card (sells for 1 coin) 90% of the time, or an Ecstasy Card (sells for 1,000,000 coins) 10% of the time.
NOTE: do NOT open the box unless if your feeling extremely lucky. Selling them for 200K will make you a 100K profit.

Room 9: 100 Second Stand
When ready, the player will be teleported into another room. The goal is to survive for 100 seconds. In the middle is a stationary ranged mob that does weak aoe and cannot be killed. Around him spawns 4 weak melee mobs that walks around patrolling.
NOTE 1: Once you enter, pot and run into one corner of the room, aoe and kill the melee mobs that chased you (their hp regenerates). You will be outside of the patrol mob aggro range if you stay in the corner.
NOTE 2: AOE cannot be avoided.

Room 10: Bombs Away!
You get a....bomb attached to you XD. You got 10 minutes to get to room 17 or above in which the NPC gives an option to defuse the bomb.
NOTE 1: If 10 minutes is up without defusing the bomb....you die and start back at room 1.
NOTE 2: You can track the timer in your quests list.

Room 11: Bored ...
Jailed. Talk to the npc in the middle and wait 3 minutes.
NOTE: PK is enabled in this room so even if your name is blue, pray no assholes come in and decide to start a fight. If you get killed, you have to start from room 1 again.

Room 12: Choices of Fate
NPC gives you a random token that acts like a die. The only difference is that it can also send you 1 room back as well as the 1-6 rooms forward.
NOTE 1: Right click to use it like a die.
NOTE 2: Pray you don't hit rooms 10 then 11 then 12 then 11 again.

Room 13: Squad of Six

Either wait for 5 other players to enter the room (extremely unlikely) then squad up or pay 3 dice tickets to pass.

Room 14: I Don't Wanna Leave
The objective of this room is to get a die once someone in the room dies, so, you can either wait for someone to enter and then PK them, or simply get yourself killed and start over at room 1. Another option is to pass is with 4 do-all cards.
NOTE 1: To kill yourself, run into the corner with the plant mob, which will debuff your HP by 80%, then agro the aoe damage mob in the middle.
NOTE 2: If you do manage to kill another player and have the 80% hp debuff on you after you continue on, relog to clear it.

Room 15: Mystical Messenger

First of the mysterious chips rooms. Get Kill for Thrills quest from the NPC. Kill as many mobs (very weak) in the room as possible AND return to the NPC in under 60 seconds. Success means 1 Mysterious Chip per mob killed (maximum of 5). Failure means no chips and spending another dice ticket to pass.
NOTE 1: You can lower the hp of one mob before taking the quest to make it easier.
NOTE 2: Use speed potions and skills if you're melee and minus channelling time potions if your a caster.
NOTE 3: Theres a total of 4 Mystical Messenger rooms, however you can only do "kill for thrills" quest once per day in the same room. This means if you've done room 15 and died in a later room, you wont get the "kill for thrills" quest if you reach room 15 again.

Room 16: Fight the Demon
Must kill a very tough mob, or you can pay 3 dice tickets to bypass the challenge and get a die.
NOTE: The mob is extremely hard and not worth soloing unless if your level 80+ or if you don't care how much your charm ticks.

Room 17: Ecstasy or Sadness
Exactly the same as room 8. Pay 100k gold to dig 10 chests (100k is a must pay). Will be given a golden box and die on completion.

Room 18: Not Enough Yet
When you enter, you're given 9 Robber cards, but you need 10 to complete the quest and move on.
You have 3 options here:
1) Return to room 1 and start over by using your teleport (while selling 8 robber cards to the catshops in room 1 to make a bit of money).
2) Buy a robber card from another player (only if there is another player or a catshop in this room).
3) Set up catshop to sell 8 robber cards (leaving 1 for your next run), and then restart from room 1.
NOTE:There will be catshops buying these cards in room 1 for 10 - 15K each. However, choosing option 3 means you can sell (and people will buy) at a higher price (around 35K - 70K each).

Room 19: Happy Hold-up

Talk to the NPC, get 5 extra Dice Tickets, and a die.

Room 20: Another Choice of Fate
Same as room 12, receive a random token, either 1-3 rooms back, or 1-6 rooms forward.

Room 21: Beast Hunter
Kill 2 very strong mobs, requested by the NPC, in 2 minutes (for example, level 70-79 have to kill level 75 mobs and is easier at level 79 than at level 70); failure means being sent back to room 1.
NOTE 1: Check quest log for the correct mob.
NOTE 2: To make life easier, lower the hp of one mob, then take the quest.
NOTE 3: NO aoes (mobs wont attack you if you don't attack them).

Room 22: Mystical Messenger
Second of the mysterious chips rooms. The mobs and NPC are Further away from each other then in room 15.
NOTE 1: You can lower the hp of one mob before taking the quest to make it easier.
NOTE 2: Use speed potions and skills if you're melee and minus channelling time potions if your a caster.
NOTE 3: Theres a total of 4 Mystical Messenger rooms, however you can only do "kill for thrills" quest once per day in the same room.

Room 23: Real or Fake

Choose one mob and kill it. Mobs look the same but differs in HP. If a high hp mob, simply talk to the NPC to teleport back to room 23, then re-teleport back to the monster room to have another go.
NOTE 1: I never found an "easy" mob here, so just kill the one you picked (not too hard if you pot, stun, kite, etc).
NOTE 2: Drag the mob you attacked away from the others then do your aoes.
NOTE 3: Melee only mobs (not sure).

Room 24: Consequence

Dig boxes. The amount of boxes you must dig is actually decided by the player before you.
For instance:
Player A digs 5 boxes and passed the quest. He now picks 100 boxed for the next player to dig.
Player B comes in and will have to dig 100 boxes to pass the test. After finishing he can now decide the amount for the next player.
NOTE 1: only options are 5, 20 or 100 boxes.
NOTE 2: always pick 5 boxes or karma will bite you in the ass (if you restart and hit this room again).
NOTE 3: boxes don't give you anything other then the quest items so more is not better.

Room 25: Dragon Gate
Talk to the skeleton and run past a room full of TT bombs to reach the NPC on the other side.
NOTE 1: Observe and time the explosions before trying.
NOTE 2: The little spaces in the middle of 4 green bomb circles are safe.

Room 26: Death Judge
There are 4 chests that respawns in the middle, and a melee mob patrolling it. The mob walks very (VERY) slowly, can't be killed, and 1 hit kills you. Run up, grab the aggro, run to a corner and wait until the mob catches up, then run to the center and dig 1 or 2 chests and repeat (need to dig 5 chests to advance).

Room 27: Try to Listen EX
Same challenge and tactic as room 7.
NOTE 1: Mobs 1 hit kills.
NOTE 2: If you run out of dice tickets for this room (butterfly NPC doesnt give you a quest), then do this challenge to reach the NPC on the other side to make more dice tickets and backtrack to the butterfly NPC.

Room 28: Count the Apples EX

Same as room 5 with more orbs.
NOTE 1: Check your quest log and read what the NPC says to find which colour you've been assigned.
NOTE 2: This isnt a timed room, therefore, take your time and count. Take a SS if your not absolutely certain. These balls will fly out of your vision distance if your standing in a corner and they will also fly behind/above you to your blind spots.

Room 29: Slaughterhouse EX

Same as room 3, except for harder mobs.
NOTE 1: Attacking the mobs with melee = mobs melee you; attacking the mobs with ranged/magic = mobs cast ranged life drain.
NOTE 2: I repeat again. DO NOT use your aoe attacks here.

Room 30: 100 Second Stand EX

Same as room 9 except the aoe damage is increased and the 4 patrolling mobs are slightly stronger now.
NOTE 1: Same tactic as room 9.
NOTE 2: Pot and charm will see you through safely, unless if you only have 1K hp.
Stealth
Stealth
Spoken Traveller
Spoken Traveller

Number of posts : 36
Age : 34
Location : Australia
Registration date : 2009-01-19

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Cube of fate guide Empty continued

Post  Stealth Sat Mar 28, 2009 8:23 pm

Room 31: Mystical Messenger
Third of the mysterious chips rooms. The mobs and NPC are Further away from each other then in room 22.
NOTE 1: You can lower the hp of one mob before taking the quest to make it easier.
NOTE 2: Speed potions and skills are neccessary for melee if you want to get 4+ chips in this room, unless if you can 2 or 3 hit kill the mobs.
NOTE 3: Theres a total of 4 Mystical Messenger rooms, however you can only do "kill for thrills" quest once per day in the same room.

Room 32: So Bored
Jailed. Talk to npc and wait for 5 minutes.
NOTE: Same with room 11 except for a longer waiting time.

Room 33: Monster Trapper
Harder version of room 21 with stronger mobs.
NOTE 1: Check quest log for the correct mob.
NOTE 2: To make life easier, lower the hp of one mob, then take the quest.
NOTE 3: NO aoes (mobs wont attack you if you don't attack them).

Room 34: Steadfast
Same as room 14. You can pass this straight away with 4 Do-all cards.
NOTE: To kill yourself, run into the corner with the plant mob, which will debuff your HP by 80%, then agro the aoe damage mob in the middle.
NOTE 2: If you do manage to kill another player and have the 80% hp debuff on you after you continue on, relog to clear it.

Room 35: Life Diverged, Again
Same with room 12 and 20, receive a random token, either 3 rooms back, or 1-6 rooms forward.

Room 36: Crazy Chest
Dig 10 chests to pass.

Room 37: Great Luck
Pay 200k to receive a sundries pack. Pack can give you a random prize of:
- Mirage stones x 3 (60%)
- Dice Tickets x 10 (20%)
- 1 million coins (5%)
- 5 million coins (1%)
- Do all cards x 2 (14%)

Room 38: Dragon Gate EX
Harder version of room 25 since mobs that one hit kills you now patrols the area.
NOTE 1: Observe and time the explosions and mobs before trying.
NOTE 2: The little spaces in the middle of 4 green bomb circles are safe.
NOTE 3: Try and stick to the left wall of the room.
NOTE 4: watch this to learn how its done: https://www.youtube.com/watch?v=wRPXbBR1oj8

Room 39: Consequence II
Same as room 24, Dig boxes.
NOTE 1: only options are 5, 20 or 100 boxes.
NOTE 2: always pick 5 boxes or karma will bite you in the ass (if you restart and hit this room again).
NOTE 3: boxes don't give you anything other then the quest items so more is NOT better.

Room 40: Sadness or Ecstasy

Same as rooms 8 and 17, except this time you pay 100k and will be given a platinum box (2% chance to win 5 million).
NOTE: do NOT open the box unless if you're feeling extremely lucky. Selling them for 300K will net you a 200K profit.

Room 41: Squad of Three
Either wait for 3 other players to enter the room (extremely unlikely) or pay 10 dice tickets to pass.
NOTE: The chance of rolling a number to enter this room is low compared to other rooms, therefore you usually have to wait a long time.

Room 42: Mystical Messenger

Fourth and final the mysterious chips room. The mobs and NPC are actually closer to each other then in 31.
NOTE 1: You can lower the hp of one mob before taking the quest to make it easier.
NOTE 2: Speed pots/skills and minus channelling pots as usual.
NOTE 3: Theres a total of 4 Mystical Messenger rooms, however you can only do "kill for thrills" quest once per day in the same room.

Room 43: Take Down the Demon
Kill one very strong boss. Definately needs a squad to kill these. Or pay X Dice Tickets to bypass the challenge.

Room 44: Bomber Mania
Same as in room 10.
You get a....bomb attached to you XD. You got 10 minutes to get to room 50 in which the NPC gives an option to defuse the bomb.
NOTE: If 10 minutes is up without removing the bomb....you die and start back at room 1 XD.

Room 45: Open sesame, please?
Same as room 6 except the boss has more hp.
Kill the boss. The boss (Khatru pup's twin) does low damage (100 - 200) periodically but takes a long time (10 - 40 minutes) to kill. The NPC will spawn for around 20 seconds when the boss dies.
NOTE 1: If you hit this room, curse your bad luck and pray a few more people hits this room as well. Also dont AFK too long in this room or you might miss the NPC.
NOTE 2: If you hit room 44 then this room, log off and hope someone else comes in and is killing him before logging back on. Timer stops when you log off.

Room 46: Still not Enough

Same as in room 6
When you enter, you're given 9 Bully cards, but you need 10 to complete the quest and move on.
You have 3 options here:
1) Return to room 1 and start over by using your teleport (while selling 8 bully cards to the catshops in room 1 to make a bit of money).
2) Buy a bully card from another player (only if there is another player or a catshop in this room).
3) Set up catshop to sell 8 bully cards (leaving 1 for your next run), and then restart from room 1.
NOTE:There will be catshops buying these cards in room 1 for ~35K each. However, choosing option 3 means you can sell (and people will buy) at a higher price (around 250K - 350K each). So option 3 is the definite money maker.

Room 47: 100 Seconds, Bring It On!

Same as room 30 except the aoe damage has increased to insane amounts and the 4 patrolling mobs are on viagra now...
NOTE 1: Ultimate hell for archers and casters (excluding clerics).
NOTE 2: Only barbarians and clerics have it easy in here.
NOTE 3: If you are any other class and really want to finish the cube, pay 10 Do-all Cards to pass straight away. (Do-all cards sell for 100K each so either restart this room or literally pay 1 million to pass).

Room 48: Chest Unlocker Hardcore
Dig 10 chests, get a die.

Room 49: Prize Raid

Have 2 minutes to kill as many mobs as you can, each mob is worth 5000 XP and 1000 Spirit Make sure you talk to the NPC before the 2 minutes is up.
NOTE: If you fail to do so you will be teleported back to room 1.

Room 50: Fate's End
The final room, receive your XP, Spirit, and a chest that contains 1-3 Mirage Celestones, with a 5% chance to get a Badge of Dexterity (need 10 to make a Sign of Dexterity, need 1 of each Sign type to get the level 90+ Sage weapons).

NOTE: Mysterious Chips
If you visit the Mysterious Merchant in Thousand Streams City, left of the city elder, you can trade chips + coins for legendary molds and items. It looks like most of the molds available come from FB 69-89, and some of the pricing seems a little skewed. You can also trade chips and coins for legendary materials from Twilight Temple, Lunar Glade, and the Warsoul (end game) weapons. The molds/weapons can also be sold for high prices to other player (calamities for example). This means chips can also net you some profit (around 50 - 80K per chip).

Happy cubing Very Happy ,
Stealth.
Stealth
Stealth
Spoken Traveller
Spoken Traveller

Number of posts : 36
Age : 34
Location : Australia
Registration date : 2009-01-19

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Cube of fate guide Empty Re: Cube of fate guide

Post  Rina Sun Mar 29, 2009 7:05 am

sounds horrible

guess i'll try it out ... some day
Rina
Rina
The Entertainer
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Number of posts : 155
Age : 38
Location : Graz, Austria
Registration date : 2009-01-20

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Post  Rina Sun Apr 05, 2009 3:12 pm

*bump*

you could have mentioned, btw, that if you get killed after recieving the die to move on in one room, but before rolling it, you fail the cube for that day.
you won't get a new puzzle cube to start over with because your inventory still holds the die from the room you demised in, and you can't throw that die either, because you will be back in room 1 and thus "Not in the requested area".

the only remaining option is to leave the cube (the unrollable die will dissolve into nothingness on that occasion) and try again next day.

(don't ask how i found that out)

***EDIT***

as i discovered today, the day after, there IS a way to continue after what i described above, namely to use the Thrown Die at the Thrown Die Trade forges in room 1 to craft a new puzzle cube.
well better to know it late then never
Rina
Rina
The Entertainer
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