Crimsonwood Keep Party Quest
Bring all five Explorer classes, restore the Relic of Mastery, and defeat the Twisted Masters. This guide walks your expedition from the entrance to the bonus room.
Before you enter
- Gather 6–30 players, level 90 or higher. Bring at least one Warrior, Magician, Bowman, Thief, and Pirate who can use a matching sigil skill below. Plan class assignments before starting.
- Carry a Crimsonwood Keystone. Obtain it through Storming the Castle in the Crimsonwood quest line. Each player needs the key to pass the Inner Sanctum gate.
- Meet Jack in the Hall to Inner Sanctum. One player creates the expedition; everyone else joins it through Jack. The leader speaks to him again to start.
- Stock potions and ammunition, and clear inventory space. You need ETC room for the class-room weapons and EQUIP room for loot. Keep the leader and at least six members in the expedition.
CWKPQ is available when the server has unlocked Crimsonwood Keep content. Watch the stage timer: entering a new stage starts that stage’s countdown.
Skills that activate the sigils
Stand close to your class’s sigil and cast a listed skill. A normal attack will not activate it. Meet the skill’s usual weapon, ammunition, MP, and other casting requirements.
| Class | Accepted skills |
|---|---|
| Warrior | Shout; Charged Blow; Dragon Fury: Spear; Dragon Fury: Pole Arm |
| Magician | Magic Claw; Explosion; Ice Strike; Bahamut |
| Bowman | Strafe; Silver Hawk; Golden Eagle; Piercing Arrow |
| Thief | Shadow Partner; Avenger; Chakra; Band of Thieves; Meso Explosion |
| Pirate | Flash Fist; Transformation; Gaviota; Dragon Strike; Rapid Fire |
Magic Claw and Flash Fist are useful low-level options for Magicians and Pirates. A higher-level skill does not automatically work unless it is listed.
Stages 1–4: find the path and light the sigils
- 1. Hidden path
2 minutesSearch the entrance chamber for the hidden portal apparatus and use it to reveal the route. Once the clear message appears, take the newly opened path onward. - 2. Five sigils
10 minutesHave each class activate its own sigil with a matching skill. All five must be lit before the exit opens. - 3. Agility
10 minutesActivate all five sigils while climbing past the moving Menhirs. Five different players must reach and use the top portal; one person repeating the climb does not count. Once both requirements are met, take the opened portal at the bottom to continue. Heal immediately after a Menhir hit—these traps can leave you with very little HP. - 4. Wit
10 minutesSearch for a working sigil for each of the five classes. Some are inactive, and several may belong to the same class; duplicate activations do not replace a missing class. Coordinate the pressure plates to change the flames. To clear the distracting Stirges, have five players stand together on the middle-left platform.
Stage 5: restore the Relic of Mastery
You have 20 minutes. Split into the five class rooms around the statue, recover each weapon, and bring it back to the main room. Talk to the room’s statue after completing its objective, except for the Pirate weapon found in a chest.
| Class | Objective | Weapon |
|---|---|---|
| Warrior | Defeat all Crimson Guardians, then speak to the statue. | Master Sword |
| Magician | Navigate the chamber, clear its monsters, then speak to the statue. Bring Teleport for the maze. | Staff of First Magic |
| Bowman | Defeat all Master Guardians, then speak to the statue. | Ancestral Bow |
| Thief | Reach and destroy every All-Seeing Eye, then speak to the statue. Haste helps with the platforms. | Primal Claw |
| Pirate | Search and break the treasure chests in the water-filled room; collect the weapon drop. | Forbidden Gun |
Drop each weapon at its matching place on the Relic of Mastery. Wait for the restoration message before moving on. Once all five weapons are restored, the route to the bosses opens.
Stage 6: the Twisted Masters
You have 60 minutes. The expedition leader must speak to the Battle Statue at each step:
- Start the fight and defeat the first wave of 30 guardians.
- Speak to the Battle Statue again to summon Margana, Red Nirg, Rellik, and Hsalf. Defeat all four.
- Speak to the statue once more to finish the stage and open the exit. Collect your boss drops before leaving.
The masters can drop the Mark of Naricain pendant. It is a chance drop, so agree on loot distribution before the fight.
The bonus room lasts only one minute
Regroup in the passage before entering the Twisted Masters’ Armory. The 60-second timer starts when the first player enters. Move in together, spread out, and break the bonus chests to collect their drops before time expires.
If you get stuck
- A sigil does nothing: move closer, check your class and skill, and make sure the cast succeeds. In stage 4, try another sigil of your class if this one is inactive.
- The agility exit is still closed: check both requirements—all five sigils and five distinct players through the top portal.
- A class-room statue will not give a weapon: clear the room’s monsters or eyes and free an ETC slot. A weapon already retrieved by your expedition is not awarded again.
- The bosses are dead but the exit is closed: have the leader talk to the Battle Statue again.
- The run ends when someone leaves: losing the leader or falling below six members ends the expedition. Keep your group together until the run is complete.