Here is an animated, step-by-step guide for the Windmill in Pocket World 3D.
1. The Windmill

2. The Lake and The Boat

3. The Fence and The Tree

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Here is an animated, step-by-step guide for the Windmill in Pocket World 3D.



The weekly mission is a set of 10 tasks which you can complete daily. Each different daily tasks give different rewards:
| Task | Reward |
| Consume 30 potions | 1 x Fever Buff Charge Ticket |
| Acquire 2 rare equipment | 1 x Auto-Battle Charge Ticket (30m) |
| Level up equipment 10 times | 2 x Mysterious Refining Powder Choice Box (Epic) |
| Hunt 1000 monsters | 3 x Pet Food |
| Clear daily dungeons 3 times | 1 x Daily Dungeon Entry Ticket |
| Clear elite dungeon 3 times | 1 x Elite Dungeon Entry Ticket |
| Play Nett’s pyramid 3 times | 1 x Nett’s Pyramid Entry Ticket |
| Clear mini dungeon 3 times | 1 x Mini Dungeon Entry Ticket |
| Play Mu Lung Dojo 3 times | 1 x Mu Lung Dojo Entry Ticket |
| Clear 2 expeditions | 100 x Gold Leaves |
Apart from the Auto-Battle Charge Ticket (30m) which has a 7 day expiry, every other daily task reward has no expiry. Daily tasks reset at midnight.
Depending on the total number of daily tasks completed per week, from Monday to Sunday, you also get additional rewards:
| Daily Tasks Complete | Reward |
| 10 | 100 Gold Leaves |
| 15 | 100 Gold Leaves |
| 20 | 200 Gold Leaves |
| 25 | 200 Gold Leaves |
| 35 | 300 Gold Leaves |
| 40 | 300 Gold Leaves |
| 50 | 400 Gold Leaves |
Hitting 50 daily tasks complete per week should be easy, netting you 1,600 gold leaves per week, or about 230 gold leaves a day. Still want more? Click here to read my other article on how you can get about 1,200 to 2,400 gold leaves per day.
In Maplestory M, star force enhancements is one of the many ways to upgrade your equipment. Of course, these enhancements cost resources in terms of mesos. But, since each level of enhancement has different meso costs, and different probabilities of success—not to mention that there are three different ways an enhancement could fail—it can be difficult to determine what the real cost of a star force enhancement is.
| Target SF | Cost | Success | Maintain | Degrade | Destroy |
| 1 | 10,000 | 100% | 0% | 0% | 0% |
| 2 | 15,000 | 95% | 5% | 0% | 0% |
| 3 | 20,000 | 90% | 10% | 0% | 0% |
| 4 | 55,000 | 85% | 15% | 0% | 0% |
| 5 | 100,000 | 80% | 20% | 0% | 0% |
| 6 | 200,000 | 75% | 25% | 0% | 0% |
| 7 | 300,000 | 70% | 30% | 0% | 0% |
| 8 | 400,000 | 65% | 35% | 0% | 0% |
| 9 | 600,000 | 60% | 40% | 0% | 0% |
| 10 | 800,000 | 55% | 45% | 0% | 0% |
| 11 | 1,000,000 | 50% | 35% | 10% | 5% |
| 12 | 1,400,000 | 45% | 40% | 10% | 5% |
| 13 | 1,800,000 | 40% | 40% | 15% | 5% |
| 14 | 2,200,000 | 35% | 45% | 15% | 5% |
| 15 | 2,600,000 | 30% | 45% | 20% | 5% |
| 16 | 3,000,000 | 25% | 50% | 20% | 5% |
| 17 | 3,500,000 | 20% | 50% | 25% | 5% |
| 18 | 4,000,000 | 15% | 55% | 25% | 5% |
| 19 | 4,500,000 | 10% | 55% | 30% | 5% |
| 20 | 5,000,000 | 5% | 60% | 30% | 5% |
| 21 | 6,000,000 | 1% | 49% | 40% | 10% |
| 22 | 7,000,000 | 1% | 49% | 40% | 10% |
| 23 | 8,000,000 | 1% | 49% | 40% | 10% |
| 24 | 9,000,000 | 1% | 49% | 40% | 10% |
| 25 | 10,000,000 | 1% | 49% | 40% | 10% |
| 26 | 11,800,000 | 1% | 39% | 45% | 15% |
| 27 | 14,900,000 | 1% | 39% | 45% | 15% |
| 28 | 18,000,000 | 1% | 39% | 45% | 15% |
| 29 | 21,100,000 | 1% | 39% | 45% | 15% |
| 30 | 24,200,000 | 1% | 39% | 45% | 15% |
But, this table1 only shows you the cost from one enhancement level to another, not the estimated total cost of reaching that enhancement level.
Why should you care how much total cost it takes to reach a certain star force level? For one, it helps you budget your resources. Mesos are after all an important currency in Maplestory M, and you could doing doing many other things with them. Another important use is to judge the value of equipment at the trade station, so you don’t risk paying too much for a starforce-enhanced equipment.
To answer this question, we repeatedly simulate the star force enhancement, and take the average cost needed to reach a certain enhancement level. When an equipment is destroyed in enhancement, you need to obtain another one of the same type and rank to ‘fix’ it. Once fixed, you can continue enhancing the equipment, resuming from the same enhancement level.2 So, for target starforce levels beyond 10, we’ll also have to consider the average number of equipment used.
| Target Starforce Level | Average Meso Cost | Average Equipment Used |
| 1 | 10,000 | 1 |
| 2 | 25,788 | 1 |
| 3 | 48,046 | 1 |
| 4 | 112,819 | 1 |
| 5 | 237,598 | 1 |
| 6 | 504,212 | 1 |
| 7 | 932,510 | 1 |
| 8 | 1,544,843 | 1 |
| 9 | 2,546,917 | 1 |
| 10 | 4,005,277 | 1.10 |
| 11 | 6,311,423 | 1.23 |
| 12 | 9,921,744 | 1.41 |
| 13 | 15,746,601 | 1.41 |
| 14 | 24,549,434 | 1.62 |
| 15 | 38,968,670 | 1.93 |
| 16 | 62,766,482 | 2.39 |
| 17 | 109,856,911 | 3.20 |
| 18 | 214,599,874 | 4.88 |
| 19 | 574,454,726 | 10.44 |
| 20 | 2,847,314,794 | 44.98 |
| 21 | 93,094,218,206 | 1,417.32 |
Based on 100,000 simulated enhancements, the average meso cost to reach a maximum star force enhancement level of 15 is about 39 million mesos using 2 pieces of equipment; while a star force enhancement level of 20 requires a whooping average of almost 3 billion mesos and 45 pieces of equipement.3 But this is of course ignoring the use of scrolls, discounts, and other cash or event items.
Want to try your hand at the simulation yourself? Here’s the program used to produce the results above.
1. From reddit user /u/MapleStoryM_SEA_CM‘s post here (August 2018).
2. Thanks to reddit users /u/hehe6 and /u/serge462 for the corrections!
3. The estimates don’t go further than this because getting beyond SF21 is so unlikely that the simulation takes way too long to finish ‘enhancing’ to that point.
Read the main article here.
This program was written for python3.6 and above. For compatibility with older versions of python3, simply replace the fstrings in the last line with str.format, or an equivalent.
from random import random
ENHANCE_SUCCESS = 1
ENHANCE_MAINTAIN = 2
ENHANCE_DEGRADE = 3
ENHANCE_DESTROYED = 4
COST_TABLE = {
1: 10_000, 2: 15_000, 3: 20_000, 4: 55_000, 5: 100_000,
6: 200_000, 7: 300_000, 8: 400_000, 9: 600_000, 10: 800_000,
11: 1_000_000, 12: 1_400_000, 13: 1_800_000, 14: 2_200_000, 15: 2_600_000,
16: 3_000_000, 17: 3_500_000, 18: 4_000_000, 19: 4_500_000, 20: 5_000_000,
21: 6_000_000, 22: 7_000_000, 23: 8_000_000, 24: 9_000_000, 25: 10_000_000,
26: 11_800_000, 27: 14_900_000, 28: 18_000_000, 29: 21_100_000, 30: 24_200_000
}
PROBS = { # (success, maintain, degraded, destroyed)
1: ( 1, 0, 0, 0), 2: (.95, .05, 0, 0), 3: (.90, .10, 0, 0),
4: (.85, .15, 0, 0), 5: (.80, .20, 0, 0), 6: (.75, .25, 0, 0),
7: (.70, .30, 0, 0), 8: (.65, .35, 0, 0), 9: (.60, .40, 0, 0),
10: (.55, .45, 0, 0), 11: (.50, .35, .10, .05), 12: (.45, .40, .10, .05),
13: (.40, .40, .15, .05), 14: (.35, .45, .15, .05), 15: (.30, .45, .20, .05),
16: (.25, .50, .20, .05), 17: (.20, .50, .25, .05), 18: (.15, .55, .25, .05),
19: (.10, .55, .30, .05), 20: (.05, .60, .30, .05), 21: (.01, .49, .40, .10),
22: (.01, .49, .40, .10), 23: (.01, .49, .40, .10), 24: (.01, .49, .40, .10),
25: (.01, .49, .40, .10), 26: (.01, .39, .45, .15), 27: (.01, .39, .45, .15),
28: (.01, .39, .45, .15), 29: (.01, .39, .45, .15), 30: (.01, .39, .45, .15)
}
assert all([sum(p) == 1 for p in PROBS.values()])
def simulate(n, target_SF):
results = [enhance_cost(target_SF) for _ in range(n)]
return (
sum(map(lambda x: x[0], results))/n,
sum(map(lambda x: x[1], results))/n
)
def enhance_cost(until_SF):
cost_so_far = [1, 0] # [num equipment, meso cost]
current_SF = 0
while current_SF < until_SF:
cost_so_far[1] += COST_TABLE[current_SF+1]
outcome = random_enhance_outcome(current_SF+1)
if outcome == ENHANCE_SUCCESS:
current_SF += 1
elif outcome == ENHANCE_MAINTAIN:
continue
elif outcome == ENHANCE_DEGRADE:
current_SF -= 1
elif outcome == ENHANCE_DESTROYED:
cost_so_far[0] += 1
return cost_so_far
def random_enhance_outcome(target_SF):
roll = random()
probs = PROBS[target_SF]
if roll < probs[0]:
return ENHANCE_SUCCESS
elif probs[0] <= roll < sum(probs[0:2]):
return ENHANCE_MAINTAIN
elif sum(probs[0:2]) <= roll < sum(probs[0:3]):
return ENHANCE_DEGRADE
else:
return ENHANCE_DESTROYED
for i in range(1, 31):
n = 100_000
costs = simulate(n, i)
print(f'Average {costs[1]} mesos & {costs[0]} equipment are required to get SF{i}')
Equipment extractions are one of the more routine methods of obtaining gold leaves in Maplestory M. You sacrifice an equipment, pay a meso cost, and the game rewards you with some amount of gold leaves (and occult cubes) as a result:
| Equipment Rank | Gold Leaves | Occult Cubes |
| Normal | 0-7 | 0-1 |
| Rare | 0-29 | 0-2 |
| Epic | 0-73 | 0-3 |
| Legendary | 0-293 | 0-6 |
So, normal ranked equipment gives you from 0 to 7 gold leaves. But, have you noticed that you seem to get 0 gold leaves more frequently than you should?—assuming that you are equally likely to get 0, 1, 2, …, 7 gold leaves for each extraction.
It turns out that the probability of getting 0 gold leaves is much higher than the probability of getting 1 gold leaf, or 2, or 3… all the way up to 7! In fact, based on 242 individual extractions, it looks like the odds of getting 0 gold leaves is roughly 50%, while the odds of getting 1 or 2 gold leaves is 0%!

The estimated probabilities from this data are shown in the table below. It’s probably safe to say that the odds of getting 3 to 7 gold leaves are roughly equal.
| Gold Leaf Yield per Normal Extraction | Estimated Probability |
| 0 | 47% |
| 1 | 0% |
| 2 | 0% |
| 3 | 8% |
| 4 | 12% |
| 5 | 11% |
| 6 | 10% |
| 7 | 12% |
What can we conclude from this table? Well, if we round up each probability to the nearest 10%, we find that the average extraction of a normal equipment will give you 2.5 gold leaves.
(50% × 0) + (10% × 3) + (10% × 4) + (10% × 5) + (10% × 6) + (10% × 7) = 2.5
(If each probability were the same, you would expect an average of 3.5 per extraction!)
Obviously, this is not a very efficient way of obtaining gold leaves. Fortunately, there are many other legitimate ways to obtain gold leaves in Maplestory M: read more about them in my previous post.
Just by yourself, there are a number of dungeons and tasks which can give you daily gold leaf rewards.
Nett’s Pyramid can reward you anywhere from 25 to 200 gold leaves, depending on the difficulty.
| Level Range | ≥ 60 | ≥ 80 | ≥ 100 | ≥ 140 |
| Min Gold Leaves | 25 | 50 | 80 | 120 |
| Max Gold Leaves | 50 | 100 | 140 | 200 |
The gold leaf reward is not guaranteed (sometimes you get equipment instead), but you can attempt Nett’s Pyramid for free 3 times a day. So, if assume that each success gives you 100 gold leaves, somewhere in the middle of that range, you can probably get 300 gold leaves a day from Nett’s Pyramid.
Daily missions are a group of tasks which you can clear daily for rewards. Of these,
All give some gold leaves each, daily. The exact amount depends on your character’s level. My level 70+ character gets 130 gold leaves for each task; the level 130+ gets 170 gold leaves. So, a safe estimate would be somewhere around 150 gold leaves per task. That’s 600 per day, just from daily missions!
Weekly missions are a set of 10 smaller objectives which you can clear per-day. If, within a week, you managed to clear at least a certain number of these objectives, then you can get some gold leaves as well.
| Number Cleared | ≥ 10 | ≥ 15 | ≥ 20 | ≥ 25 | ≥ 35 | ≥ 40 | ≥ 50 |
| Gold Leaves | 100 | 100 | 200 | 200 | 300 | 300 | 400 |
If you complete 7 small objectives six out of seven days a week, and 8 small objectives on one day; then you can get:
100 + 100 + 200 + 200 + 300 + 300 + 400 = 1,600 Gold Leaves/week
Or equivalently, about 230 gold leaves a day.
Weapon extractions can also give you some gold leaves:
| Weapon Rank | Normal | Rare | Epic | Unique | Legendary | Mythic |
| Gold Leaves | 0-7 | 0-29 | 0-73 | 0-147 | 0-293 | ?? |
Obviously, this is quite an high-variance source for gold leaves: it’s hard to predict exactly how many weapon drops you’ll get, and how many gold leaves each weapon will extract for. I’ll go with a conservative estimate of 50 gold leaves a day.
Overall, that gives us:
300 + 600 + 230 + 50 = 1,180 Gold Leaves/day
As a solo player, you should be able to get about 1,180 gold leaves per day.
Reliable friends open up the possibility of daily expeditions. Each Zakuum run can drop about 400 gold leaves. Do two of those, and you’ll be able to clear the weekly mission’s daily objective of ‘expedition cleared’ for another 100 gold leaves a day.
Guild attendance further gives you 200 gold leaves, if your guild had at least 45 people logging in the previous day.
Overall, the daily gold leaf gain from playing with friends is:
2 × 400 + 100 + 200 = 1,200 Gold Leaves/day
So, if you play with friends, you could get double the gold leaves—at 1,180 + 1,200 = 2,380 gold leaves per day—as compared to if you play solo.