Mini-Games

Mini-Games are a mechanic found in the both in the guild system and general play for MapleStory 2. There are seven general mini-games and four guild mini-games. Games include Maple OX Quiz, Ludibrium Escape, Crazy Runners, Spring Beach, Trap Master, Sole Survivor, and Dance Dance Stop.

General mini-games are held every half hour, at XX:05 and XX:35, and are entered by clicking the automatic pop-ups that show up at these times. You must be on a character that is at least level 11 and on an eligible main game map, and the pop-up will be available for around a minute. Even if you miss or deny the pop-up, it will reappear every time you return to an eligible map until the minute has passed.

Winning a mini-game always rewards a single Kay Coin as well the visual Blessing of Ereve for 15 minutes that regenerates 1% of maximum health every 2 seconds (as well as a negligible 10% increased experience gain from monsters). The condition for winning a mini-game is always independent of the other participants' performances, so there is no incentive to hinder each other. When a round-based mini-game is won, the camera will briefly zoom in on a random winner among the players that successfully survived until the last round and fade out the remaining players.

Skills are prohibited during all mini-games but basic attacks are sometimes allowed. Passive bonuses from skills or equipment are retained, however, and it is possible to obtain specialized Kay's Equipment that directly boost movement speed or experience gained from the mini-games.

Maple OX Quiz
This is a true or false quiz where players must answer all 10 questions correctly in order to win. For each stage a statement will be presented on the screen, and players must move to the left if they think the statement is true, or to the right if they think the statement is false. After a few seconds it will be revealed whether the statement was true or false, and players who guessed incorrectly will be dropped into a pit and lose the mini-game.

There will sometimes be regular OX Quiz players who know most of the answers, and can be relied upon to lead the crowd to the correct side. However there are also players who will intentionally mislead the other players into going to the wrong side, so players should still strive to think for themselves.

Ludibrium Escape
This is a traditional timed jump quest with a 2D feel supported by the side camera view. Successfully reaching the top within the time limit counts as a victory, no matter the placement. This game mode features multiple paths to the top but also requires extremely precise timing at many spots that are often determined by luck because of poor server optimization and reaction to button presses as well as the fact that your character will often be forced to jump while blocked by a roof tile. The time limit is also very unforgiving and more than a few mistakes will often make it impossible to finish in time. For these reasons, it is considered one of the hardest mini-games. The most important aspect of successfully completing this game is following the pink blocks. These block server as a guide as to which path or side you should climb to avoid getting stuck at a dead end block with no available jump points. It is also recommended that you bring move speed gear to this event as you get a minor increase to jump distance and just the little bit of timed saved from climbing and running faster can make all the difference.

Crazy Runners
This is a platformer type race utilizing the full 2.5D environment of the game. Successfully reaching the finish line within the time limit counts as a victory, no matter the placement. This game mode features an interesting linear path to the goal but still allows for a variety of tactics along the way. The time limit is very forgiving, and experienced players will always be able to finish comfortably with at least half a minute to spare, making it the preferred mini-game for quick and secure farming of buffs and coins.

It is possible to fall off the edges of the map at any time and doing so will penalize you by moving you back towards predetermined checkpoints.

The track starts by a short swimming distance where bonuses from Prestige Rank also apply, followed by an optional lever that might be used to hinder opponents (although this gives the player no advantage). Afterwards, two timed boxes ferry players across a slowing field. At this point, the player might instead choose to climb a hill and grab on to two sets of condors that pass by overhead, but this is almost always a significantly slower option.

The second stretch is a triple jump across platforms which require positioning along a line of boosting fields that are sometimes randomized. It is possible to instead utilize aforementioned condors or wait for a moving block that skips this section entirely, though the former option is very slow and the latter is still slower than jumping the gaps normally unless the timing is perfect. After this area, the (first) player is supposed to pull a lever to form a bridge across another slowing field, but it is in fact much faster to jump around the edge (even if the bridge is there!).

The third part is entered after passing another optional lever to slow down the other players and a chessboard pattern of elevating blocks which are easily avoided, reaching a gate with three identical corridors where two of them will have an invisible dead end. This part is randomized each time as well. On the other side of the gate is the choice between an elevator and a ladder next to it. Climbing the ladder while jumping will always be at least as fast as the elevator. Afterwards, the player is forced to climb a hill along one of four lanes while slowed, where the top will be partly blocked off by a stream of crossing vehicles with periodical gaps. By timing jumps well, it is possible to do curved jumps around or even onto other lanes instead of waiting for the vehicles to pass.

The final distance is a short sprint to the finish line with a mixture of boosting and slowing fields and no advanced surprises. If no mistakes were made during the run, it is common to finish with more than 45 seconds left on the clock.

Spring Beach
This is a crowded game where all participants are sent to a tiny square island and attempt to dodge randomized malicious ground tiles. Successfully surviving five rounds count as a victory. The difficulty of each round is more or less random. Due to the amount of players on tiny space, it is advisable to hide other players' characters for a slight advantage; alternatively try to stand in a less crowded zone.

At the beginning of each round, random ground tiles will start to shake (similar to the ground that can be examined in North Royal Road). Players will have less than two seconds to seek out a tile that is safe and move to it. To be on a safe tile means that your character must be completely on that tile and not be partly standing on any unsafe tile.

The tiles frequently follow some sort of symmetric pattern, and it is therefore advisable to stand somewhere between the middle and the corners of the map in order to maximize your options.

Once Spring Beach ends, the map opens up and players can explore it for a few minutes until they are forcefully expelled.

Dance Dance Stop
Dance Dance Stop is another crowd game that empathizes teamwork (or the lack thereof). Participants have to gather on specific floor tiles and match up the amount with the stated number. Successfully surviving five rounds counts as a victory. The difficulty increases as the rounds pass due to each round's time limit, starting from 30 seconds in round 1 and dropping to 10 seconds in round 5. Due to the necessity of being able to quickly locate other players, it is advisable not to hide other players' characters.

Before each round, participants can warm up and gain experience by dancing near the flashing lights on the floor, advertising random Meret Market emotes in the process. Before rounds four and five, they get the option to do this twice. Experience is not gained for attempting to dance more times than offered, even if it looks like you have time to do so.

When a round starts, tiles will light up with random numbers. Tiles with numbers greater than 1 can be defended once the correct number of players are standing on it, setting up a barrier that prevents other players from entering. However, the barrier can be removed by any player already within it, which, along with sabotaging the tiles with ones, is a common way to grief other players. Therefore, it is advisable to always find a low number tile that can still be defended.

During round 4, special red tiles will appear that require very large numbers with the promise of greater rewards. These tiles should be avoided as they almost always lead to certain doom, and the only potential reward in terms of experience is negligible.

Trap Master
Trap Master is played on a chessboard-shaped square where all the players gather from the beginning. During each round, tiles will vanish extremely quickly in a random pattern and the players will have to figure out which tiles are safe and reach them before falling off. The difficulty of each round is completely random. Successfully surviving five rounds counts as a victory.

Similar to Sole Survivor, being on a safe tile means that your character is touching any safe tile. Therefore, it is advised to stand at the intersection between multiple tiles to maximize your survival chances. Similar to Spring Beach, it is also convenient to stand somewhere between the middle and the corners of the map to maximize your options depending on the pattern. Due to the speed of the patterns and the fact that very few squares are left after each, Trap Master is often considered the hardest of all of the mini-games next to Ludibrium Escape (the difference being that the difficulty is mainly by design and not affected by performance issues).

When losing in Trap Master or Sole Survivor (which share the same map) you will have the option to purchase unique food items from a nearby NPC until the game completes.

Sole Survivor
Similar to Trap Master, Sole Survivor is played on a chessboard-shaped square where all the players gather from the beginning. During each round, random tiles will vanish in no particular order. There are four rounds which basically represent more and more tiles disappearing as the board does not reset after each round. Succesfully surviving all four rounds counts as a victory.

Since there is no pattern, surviving Sole Survivor very much depends on pure luck, but even then it is easier than its Trap Master counterpart. Similar to Trap Master, being on a safe tile means that your character is touching any safe tile. Therefore, it is advised to always stand at the intersection between multiple tiles to maximize your survival chances. By repositioning between or during rounds, this strategy will carry mostly anyone to the last round, which is usually decided by pure luck as less than 10 blocks will be standing after the end and they will usually be completely isolated.

When losing in Trap Master or Sole Survivor (which share the same map) you will have the option to purchase unique food items from a nearby NPC until the game completes.

Scheduling
Mini-game scheduling is based on server time in Coordinated Universal Time (UTC).