Perfect World: Cube of Faith

I remember the good board games I used to play. Each block on the board required a specific task to accomplish for a player to pass through. One of these games required me to do a specific instruction or finish a job before I was allowed to roll the dice and to continue with the game.

Cube of Fate from Perfect World is a bit similar except for the fact that instead of pushing a piece through the board has been taken over by my own character. For those with a long way to go in the ranking battle, this could provide you an experience boost when you’ve finally accomplished the quest. This might prove to be difficult however, as gamers should show a lot of patience, wit and dedication before finally cracking the game.

Prepping for the adventure

Before starting your game at the Cube of Fate, you have to get a hold of several things. First, you have to get a mission order. You can acquire one from the Wolf Cubs found in major cities all over the Realm. After getting the Mission Order, it is now time to prepare Dice Exchange Tickets (DET’s). Creating a DET requires an immortal stone or Mysterious Chips. You can craft two DETs with the Mystic Merchant using a Mysterious Chip or you can craft two DETs using an Immortal Stone with the Fate Furnace. You need to exchange at least 50 Dice Exchange Tickets per round. That is the minimum amount that you’ll need when you skip some quests. You should also prepare two quest slots and a maximum of nine inventory slots to accommodate all of the items given in the Cube of Fate quests.

Prepare to be tested on your morals because there are rooms that require you to either sacrifice yourself or kill a friend to advance.

Room 1: Beginning of your Fate

This is where is all begins. You should have your Mission Order with you together with your DETs. After exchanging your Mission Order to a Cube of Fate, you can now start by selecting “Begin Challenge.” You will then receive a die with a specific number of rooms to advance.

Room 2: Dig for Treasure

PK Status: off

Objective: Simply scavenge five Fate Honey from treasure chests scattered around the room.

Room 3: Slaughterhouse

PK Status: off

Objective: Eliminate the monster named by the NPC within the time limit.

Room 4: Whack-A-Mole

PK Status: off

Objective: Kill 10 Fate Relics

Room 5: Count the Apples

PK Status: off

Objective: You must count the number of wisps floating above. You can cover the color of the wisps by looking at your quest log. Talk to the NPC and complete the quest with your answer. If you are wrong, you will be teleported back into Room 1.

Room 6: Open Sesame

PK Status: off

Objective: Kill the Fate Nerve Center to make the NPC appear. The monster has high HP but low damage. Once the NPC appears, you can complete the quest. Please take note that you have to talk to the NPC immediately, otherwise it will disappear.

Room 7: Listen

PK Status: off

Objective: Speak to the Sound Emissary to begin the quest. You must get to the Transporter on the other side of the room while avoiding the aggressive monsters. Listen carefully to the monsters that emit a burning fire noise. Those that make a noise are bound to kill you once you get near.

Tip: There is only one vertical path. Once you move past the first quiet monster, the second monster might be aggressive.

Room 8: Test of Morals

PK Status: off

Additional Requirements: pay 100,000 yuan

Objective: You must collect 10 Golden Tickets from the chests around the room. You will receive a Golden Treasure Chest upon completion. The chest will either contain a Sinner Card (can be sold for 1,000,000 yuan.)

Room 9: Survive for 100 Seconds

PK Status: off

Objective: After speaking to the NPC, you will be transported to another room. Monsters (including one invincible monster) will continuously attack you. Do all you can to survive for 100 seconds.

Tip: Concentrate on the roving monsters since their HP is low.

Room 10: Panic Explosion

PK Status: off

Objective: After taking the quest, you will find a bomb strapped to your character. Speak to any of the Transporters in Rooms 17 to 22 within 10 minutes to disarm the bomb.

Room 11: Boring….

PK Status: on

Objective: Talk to the NPC in the middle of the room to get the quest. You have to wait for three minutes to succeed in the quest. However, the room is PK enabled. Be careful and stay alert.

Room 12: Crossroads of Fate

PK Status: off

Objective: Once you activate the quest, you will be given one card. An unlucky card will make you go back a maximum of six rooms and a lucky card will advance you to six rooms.

Room 13: Six Hearts United

PK Status: off

Objective: You will need a six man party within the room to get the quest. You can however, bribe the room NPC with three Dice Exchange Tickets.

Room 14: Don’t want to go

PK Status: on

Objective: There are 3 monsters in the room. The Fate Little Helper is invincible by default and will heal all characters in the room. The Origin of Fate is also invincible and damages all characters in the room. The Fate Executor is invincible and will reduce the Hp of anyone who approaches it by 80 percent. This will also remove the invincibility of the Fate Little Helper. The Transporter will appear when someone dies.

Tip: You must kill the first person you see when you enter this room. You can skip this room with four universal tickets and a Cube of Fate.

Room 15: Mysterious Stranger

PK Status: off

Objective: Kill as many Mysterious Merchant’s Pets as possible. You will receive more Mystic Chips (maximum of five) with every kill.

Note: The room can be completed only once per day. If you have already completed the quest for the day, select the “Skip This Room” option.

Room 16: Good versus Evil

PK Status: off

Objective: Kill a Faith Gatekeeper to proceed. Killing this monster is very difficult. However, you can skip this room by trading three Dice Exchange Tickets.

Room 17: Saint or Sinner

PK Status: off

Additional Requirements: Pay 100,000 yuan

Objective: You must collect 10 Golden Tickets from the chests around the room. You will receive a Golden Treasure Chest after completing the quest. The Chest will contain either a Sinner Card or a Saint Card.

Room 18: Not Strong Enough

PK Status: off

Objective: You will receive nine Strength Cards once you enter the room. You must give the Transporter 10 Strength Cards to leave the room. PK Status is off in this room so you will have to negotiate, bully or cajole the cards out of your fellow players.

Note: Your Strength Cards will not disappear until you change maps or cancel the quest.

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