Talk:Quest for the Holy MacGuffin

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Pyramid Quest

I'm on a SA run, and I didn't have to get a drum machine: I had to find a stone rose and then paint a door, after which they told me to come back in twenty minutes. Class specific?--Flickgc 05:18, 25 June 2007 (CDT)

No, then you come back in twenty minutes, or really, the next adventure in the Desert, then he wants something to thump with. -MarcyRoni 05:46, 25 June 2007 (CDT)

How do i paint the door? -Shualdon

Buy some paint. Some Black Paint. Flickgc 07:15, 25 June 2007 (CDT)
Also needed the black paint for this quest, is there a possibility you don't always need it? --FLO 09:41, 25 June 2007 (CDT)

it's better if you already have the black paint when you hand in the stone rose. you get to go right to the drum part.--Blood panther 23:19, 25 June 2007 (CDT)

I visited him with the drum machine already and went straight to the next part. --Nossidge 11:18, 30 June 2007 (CDT)

Spookyraven wines

Look at the desciption for each wine. There you will find to which glyph they correspond. --Asturia 08:21, 25 June 2007 (CDT)

I kept only getting Port, Pinot Noir and Muscat, so this looks to be player specific. Not that I can get them to work... -MarcyRoni 05:46, 25 June 2007 (CDT)

Reply to myself: my order was Muscat, Pinot Noir, Zinfandel (top, left, right - or 1,2,3 order). Boo, this quest will be painful in hardcore. Ignore the stuff about "i'm only getting" - I realized that I was only adventuring in 2/4 wine racks. -MarcyRoni

My wines are port, zinfandel and muscat (top left), merlot, muscat and marsala (top right), merlot, pinot noir and port (bottom left) and pinot noir, zinfandel and masarla (bottom right): They're all found in two locations.


My letters are (top) sigma, (left) phi and (right) theta. They're all lower case, which seems unlikely to be significant.

  • Marsala: majorly poisoned
  • Merlot: lose 119 HP
  • Muscat: lose 36 HP
  • Pinot: top gliph glows
  • Port: lose 36 HP
  • Zinfandel: lost 39HP
  • Pinot: top gliph glows
  • Marsala: lose 44 HP (hypothesis: the ones that don't just take a small number of HP are the right ones -- false)
  • Pinot, Merlot: lose 41HP

... tbc. I'm going to try something else while I think about it. Flickgc 06:08, 25 June 2007 (CDT)

Your data is meaningless - is it reset by you leaving the glyphs every time? Obviously Pinot is correct for your first step (why'd you repeat it?), and I can't say anything more without more info from you. You're pouring wine on THREE different spots in a rotation if you just sat there and poured wine continuously. So #1 is pinot, #2 isn't Merlot or Port or Marsala, so it's Zinfandel for you, and #3 isn't Muscat, Zinfandel, Pinot or Merlot for you so it's Port. Your order is Pinot Nor, Zinfandel and Port, in that order, starting from scratch. -MarcyRoni
I was working under the assumption that it reset every time I got it wrong, but you might be right that it doean't. Anyway: that's why I repeated the first step. Flickgc 06:23, 25 June 2007 (CDT)
Regardless of when or what order I poured the wines, or how many incorrect pours preceded, the wine that lit up the top glyph ALWAYS worked, and pouring the correct second wine immediately after ALWAYS lit the left glyph. So you don't need to keep track of how many wines you've poured total, because getting one right effectively sets you back to the beginning. This also means that the first correct pour you discover will always be for the top glyph. [Please note that this information was yielded by a single completion of the task; if the rules change from ascension to ascension or from player to player, then we've got a whole 'nother ballgame.] Annamonster 17:52, 25 June 2007 (CDT)
I had no troubles with this part of the quest because I noted the symbols on the description of each wine and then looked to see the corresponding symbols on the glyph. For me it was Merlot on Top, followed by Marsala on the Left, and then Port on the right. The correct order is always top, left then right and since the symbols are in the description this isnt as hard as it first looks.--Feldhorn 18:29, 25 June 2007 (CDT)
AAAH! :/ The Kolmafia relay browser doesn't display those description images on the dusty wine bottles (as well as many other images new to ns13 and breaks some old ones). That helps... a lot and makes this quest really simple. -MarcyRoni 21:00, 25 June 2007 (CDT)

I checked descriptions each time I got the drops, even wrote them down for myself, and when I had all 6, equipped the specs and went to the glyph. I was terribly confused at first. I read all my written-down descriptions again and couldn't figure out how come they were so useless. "The pitchfork looking one must be... Merlot? Because... mermaids are ruled by Trident and it mentions mermaids in it? Huh?" No... here's the problem: You must have Lord Spookyraven's spectacles equipped when looking at the descriptions, and then the descriptions include a glyph in them :)

For me, the combinations were < glyph image > title/alt text > bottle>:

I think we've established that the big glyph (which also requires the specs to be seen) is ordered in counter-clockwise fashion from top. So 1 is top, 2 is left, 3 is right. Mine (which i neglected to check the image filename for, damn-it) was set as...

  1. Arcane Glyph #4 (Marsala)
  2. Arcane Glyph #5 (Port)
  3. Arcane Glyph #6 (Merlot)

--Elskan 19:54, 26 June 2007 (CDT)

Hidden Temple

For me:

  • Charcoatl, god of fire and war = mossy
  • Bulbazinalli, god of plants and nature = smooth
  • Pikachutlotal, god of thunder and lightning = rough
  • Squirtlcthulli, god of water and doorknobs = cracked

No idea of any pattern, which probably means it's blindingly obvious.... Flickgc 07:21, 25 June 2007 (CDT)

It looks like it could possibly be pokemon super-effective elements. Fire > Grass, and Water > Ground... not sure about the other two. --BBM 09:13, 25 June 2007 (CDT)

Totally different for me:

  • Pikachutlotal, god of thunder and lightning = mossy
  • Charcoatl, god of fire and war = cracked
  • Squirtlcthulli, god of water and doorknobs = rough
  • Bulbazinalli, god of plants and nature = smooth

--CrankyOne 12:34, 25 June 2007 (CDT)

Different for me too. Order is as the order in the journal - maybe that's important?

  • Pika = mossy
  • Bulba = cracked
  • Char = smooth
  • Squirt = rough

--Davidmac 12:36, 25 June 2007 (CDT)

It's randomly assigned, but you can figure it out by what each of the orbs do in combat. For example, my Mossy did the Blue Flash and called up Mist to heal me, therefore it belonged to Squirt. My smooth orb did the flamethrower-esqe thing, therefore belonged to Char.

--DemonicChocobo 13:04, 25 June 2007 (CDT)

Any chance we could get a comprehensive (okay, so there's only four) list of how the combat effects from the orbs map to the gods? Annamonster 17:54, 25 June 2007 (CDT)
  • Orb releases blue light, Mist = Squirt
  • Orb releases red light, Flames = Char
  • Orb releases yellow light, Electricity = Pika
  • Orb releases green light, Vines = Bulb

Hope that was comprehensive enough.

--DemonicChocobo 19:50, 25 June 2007 (CDT)

For completeness, when attempting to access an alter or the temple while "falling down drunk" the message reads:

  • "You're too drunk to screw around in a jungle, bungling or otherwise."

Elskan 20:22, 25 June 2007 (CDT)

Recent changes at Doc Galaktik's make "cheap restorers" unnecessary. You can restore 1 HP for 10 meat and continue at the Temple. --Gracious Cymbals 21:20, 29 June 2007 (CDT)

I found this kind of odd, but has anyone else tried to use a scroll of ancient unspeakable evil on one of the protector spirits? Since they're physically-resistant, I figured the scroll would give instant death as they do for all the other physically-resistant monsters, but the scroll only did 1 damage, as if it was physical (and still gave me the ~5HP backfire part against myself). Has anyone else had that happen? I guess it does kind of make sense from a storyline standpoint; since the scrolls are ancient and evil, perhaps it makes sense that the spirits (which are also ancient, and possibly evil, at least to us) are immune to them.  ::Shrug:: Count Macantuna 02:13, 3 July 2007 (CDT)

Ancient Buried Pyramid

I'm not able to get the token from the Lower Chamber despite having the wheel set properly ... rats keep stealing them back. Is there some effect or equipment needed to prevent this? --Gemelli 16:55, 25 June 2007 (CDT)

You need to turn the wheel 3 times to get the bucket and empty room combination. Thats where you get the Ancient Bronze Token from. The room with rats and bucket is a red herring it seems.--Feldhorn 18:31, 25 June 2007 (CDT)
I got caught out on this too. I didn't realise the rooms with little dots weren't 'clear' rooms. As a side note, Ed gave me tremendous trouble til I realised, unlike the naughty sorceress, he doesn't debuff you, so you can build yourself up with about twenty different muscle, moxie, myst, and damage buffs. 314159 08:11, 26 June 2007 (CDT)

Bottles

Is it just me, or does it seem that messing up with the bottles means you have to start all over again(spookyraven part)?GREENAlDEN555 14:00, 26 June 2007 (CDT)

Yes, you have to pour them in consecutive order, I think. --Starwed 14:14, 26 June 2007 (CDT)


Diary

You have to read the diary in its entirety to activate all quests. Just clicking on [read] isn't enough.--The sofa king 01:58, 27 June 2007 (CDT)

References

The blackbird's sunken eyes and broken wings are from the lyrics of the Beatles song "Blackbird". --Dthought 22:09, 27 June 2007 (CDT)

The Hidden Temple area (with the pygmies and the orbs) looks heavily influenced by Act III in Diablo II (computer game.) One of the goals there involves locating and smashing the Compelling Orb, and involves collecting 4 items. --Reimero 10:36, 28 June 2007 (CDT)

  • On this note, the quest as a whole is reminiscent of Act II of Diablo II. The central goal of that act is constructing the Horadric Staff - the two pieces, and the tool to construct it, are each in different dungeons - in order to open the boss chamber. Similar enough to count as a reference? I'll submit to radiobugbear just to check.--DoctorWorm 16:22, 15 August 2007 (CDT)

The Thumper and Worm riding hooks are referrences to Frank Herbert's "Dune". In which Sandworms are summoned by a large machine called a 'Thumper' that pounds the desert floor. The Fremen then ride the worms by means of a pair of hooks used to pull on the worms' scales.--Renzuran 11:40, 10 August 2011 (CEST)

In the quest 'We'll all be flat' is a nod to the movie "The Goonies" where they had to play an old pipe organ with the right notes or be dropped into a bottomless pit.--Renzuran 11:40, 10 August 2011 (CEST)

More references

In the second pokemon movie, the protagonist had to place spherical objects in to an altar to to something. Summon Lugia, if i recall correctly.

Covert Operations

Can you adventure at any of the shore places and still get covert ops? Or is it only from one place? --Dachshund2k3 10:31, 6 July 2007 (CDT) I just got it from myst. land (Dachshund2k3,still me)

  • Seems it's guaranteed to come up as the first adventure no matter where you go. --TechSmurf 11:55, 6 July 2007 (CDT)

Guild Wars??

I have a sneaking suspicion that as a Guild Wars player, that when you are up to "a pyramid scheme" in this quest, text in the quest log is related to the Ranger build, Bunny Thumper. I may be wrong however. Seal Beat Down 02:09, 11 July 2007 (CDT)

  • I'm pretty sure that this refers to the character Thumper (an animated bunny rabbit) from the Disney movie Bambi. "Bunny thumpers" from Guild Wars is pretty obscure, while the other reference is pretty straightforward. --HgFalling 00:42, 13 October 2007 (CDT)

Monster level

I seems to me that all of the monster levels scale with the player: people are saying that they are getting hit @ ~200 moxie, while I'm being missed @ 170. I am an accordion thief, but unless I missed something, hitting level thirteen will make this quest harder... can anyone confirm? --Pso lord734 20:43, 11 July 2007 (CDT)

Lord Spookyraven tactics

On my non-ascended Turtle Tamer, this worked like a charm:

  • Titanium Assault umbrella
  • Rest, muscle and hp boosters.
  • One red pixel pot
  • Flamingly Floral

After the initial hit, use the pixel pot and then: You hit him for 63 (+100) damage. KERBLAM! BARF! ZAP! BARF! ZAP! ZOT! ZOT! BARF!

You follow up the attack with a vicious headbutt, delivering 21 additional damage.

After that, you deliver a fierce knee to the groin (or groin-analogue) of your opponent, doing 32 extra damage. One-hit kill, cause of the +100 damage. Myst and Moxie were 81, completely unbuffed, Muscle 121 base, 182 buffed, 316 max hp.--MoreCurious 05:51, 17 July 2007 (CDT)

Esiest way ever: Just equip palm-frond cloak(you might have a luck without it, but when this is equipped he cant kill you with first blow) and while in fight use Unstable laser battery, Instant win, no way to lose with that. Lord has around 200 health, battery does 200-250 hot damage which DOUBLES because Lord is spooky. If you dont have battery then buy it, it doestn cost that much for a enemy like this. It doesnt drop anymore, it is Crimbo item. But this is the easiest way ever to kill Lord Spookyraven--Lord Vived 07:39, 7 January 2008 (CST)

Killed him LVL 12 un-ascended dico bandit i had this equipment when fighting

Hat:Crown of the goblin king Weapon:Happiness Off-hand:Flaming talons Pants:leather chaps Accessory:Spookyravens specs Accessory:ring of adornment Accessory:tap shoes Familiar:Mr.Potatohead,levitating potato Familiar Equipment:Many eyed Glasses

with some cocktail napkins in inventory

Face stabbed him then Moxious Maneuver then Moxious Maneuvered him again i won in the end i had the classic 1 health left,amazing

diablo ii ref

I can't decide whether the diablo ii Horadric Staff quest is worth mentioning or not. It involves creating a staff by joining a staff and an amulet together, and then using the staff to open a tomb. (You place it in a socket, and it focuses a ray of light to open the entrance.) This is a somewhat more concrete connection to the pyramid quest than was made clear on the main page, but I'm not quite sure if it's concrete enough to mention. --Starwed 12:07, 18 October 2007 (CDT)

Jick & crew discussed this on the radio show...namely, that both the Diablo II quest and their quest derived from the same source, Raiders of the Lost Ark. It's probably worth mentioning Diablo II, but not as an actual reference....--Foggy 12:32, 18 October 2007 (CDT)

Makes sense. --Starwed 09:45, 22 October 2007 (CDT)

I wouldn't add it since on another page, i think it was the pyramid, it was added and I think evilkolbot removed it. --Chunky_boo 12:36, 18 October 2007 (CDT)

It was on this page, and that's why I brought it up! --Starwed 09:45, 22 October 2007 (CDT)

Talisman o' nam

Can anyone confirm whether the snakehead charrrms still drop in the non-disguise pirate cove location, or do you have to work your way through to below-decks?

Seems like this quest may just have got a bunch longer...--Feliks 04:16, 5 December 2007 (CST)

Yup it's now found in Belowdecks...someone probably better update the main page to include the long pirate quest in here --Nineheadeddragon 21:31, 7 December 2007 (CST)

A Tiny MacGuffin Shortcut?!

I just finished the MacGuffin quest without actually defeating Dr. Awkward. I used a Divine Cracker and the Staff of Ed was dropped - is this possible from a normal pickpocket? I then ran away, since he was kicking my ass, and I noticed that the Staff of Ed was in my inventory. So... I just combined it with the other parts, fought Ed the Undying, and got the Macguffin. The Council assigned me the level 12 (island war) quest.

It still says that I've obtained the Mega Gem and need to defeat Dr. Awkward in my quest log, so we'll see what happens when ascension comes around.

--Evilspoons 02:54, 15 February 2008 (CST)

Spookyraven wines in mall

Is it worth noting that most people don't even need to stuff around adventuring to get the wines, and can just go to the Mall, look at the description of each wine in the shop to find its symbol, buy only the 3 they need (usually for 100 meat) then go back and do the summoning? It saves effort. - UltraBLUE 01:57, 7 April 2008 (CDT)

Buying from the mall isn't always an option, but looking up the glyphs there can save a little bit of effort. —Yendor 06:04, 7 April 2008 (CDT)

Tomb ratchet vs. Wheel?

Which is more efficient, adventure-wise? Is there a tipping point, either of combat-avoidance or item-drop boost? --Iratecat 02:37, 4 May 2008 (CDT)

Wheel by quite a lot, adventure wise. The drop rate on the ratchets is too low. (Possibly, having olfaction could change this.) --Starwed 15:49, 4 May 2008 (CDT)
According to the On the Trail spading for the upper chamber, olfaction will let you encounter the rats about 77% of the time (over 24.30% normally). So more than tripling your chances. This means about a 15.8% chance of a ratchet every turn spent there. Which amounts to something like 70 turns on average to get 11 ratchets (you need 11 wheel turns, right?). Of course, that's without any +items. A modest +100% items makes it a 31.6% of a ratchet per turn, and 35 turns for 11 ratchets. With +10% noncombats, you have a 39% chance of encountering the wheel adventure. You'd need +147% items to make the ratchets better than the wheel with +10% noncombats. +100% items makes the rats a little better than going for the wheel with no +noncombats. --Flargen 17:26, 4 May 2008 (CDT)
And, more generally, if p is your +items (in decimal) and nc is your +noncombats (in decimal; the corresponding negative value if you're actaully running +combats), then you should go with rats when p >= -1+(.29+nc)/.158, provided you're using Olfaction on the rats. None of this is accounting for how long it takes you to see the first rat (the one you use your olfaction/extractor on), though (a little more than 4 turns on average). I could take account of that, but meh, I'm not that inspired at the moment. --Flargen 17:33, 4 May 2008 (CDT)
An additional consideration is that the last two times I did this quest, I bought tomb ratchets off the mall without adventuring at all, and both times it took four (rather than the three listed in the quest) to get to the first lower chamber combination (bucket/empty). - Msanychta (talk|contribs) 13:13, 3 September 2009 (UTC)
As outlined at tomb ratchet, the first use doesn't rotate. --BagatelleT/C 00:35, 4 September 2009 (UTC)

We'll all be flat

I was trying to get the "we'll all be flat" adventure for the MaGuffin quest and having no luck. I had already done everything listed in the wiki to that point.

After I got the http://kol.coldfront.net/thekolwiki/index.php/One_Nightstand_%28Mahogany%29 adventure, with my spectacles equipped, and got the sheet music (as a Disco Bandit) - then I instantly got the We'll All Be Flat adventure.

Is it just Moxie classes that need that sheet music first? Or do all classes need their spookyraven quest piece (e.g. the tattered wolf standard) before they're able to open up the Wine Cellar?

--Redi 13:29, 6 June 2010 (UTC)

No classes need to get their spookyraven quest piece. Either you were just extremely unlucky in that this adventure took you a long time to find, or you hadn't read the diary (you can't get the adventure until you read it) --Melon 22:22, 6 June 2010 (UTC)

New quest notes

Of Mice and Shen
You're looking for the two halves of the key to the legendary Palindome. The next step:
  1. Go to the Copperhead Club and find Shen, the man mentioned in your father's diary.
  2. Recover The First Pizza from The Lair of the Ninja Snowmen.
  3. Take The First Pizza back to the Copperhead Club.
  4. Recover Murphy's Rancid Black Flag from The Castle in the Clouds in the Sky (Top Floor).
  5. Take Murphy's Rancid Black Flag back to the Copperhead Club.
  6. Recover The Stankara Stone from The Ratbat and Batrat Burrow.
  7. Take The Stankara Stone back to the Copperhead Club.


Merry-Go-Ron
You're looking for the two halves of the key to the legendary Palindome. The next step:
  1. Search for Ron Copperhead on the Red Zeppelin.
  2. Fight your way through the mob of zeppelin protesters.
  3. All aboard! All aboard the Red Zeppelin!
  4. Search the Red Zeppelin for Ron Copperhead.
In a Manor of Spooking
  1. Find your way into the cellar of Spookyraven Manor.
  2. Investigate the cellar of Spookyraven Manor.
  1. Gather the mortar-dissolving ingredients:
  * loosening powder from the Kitchen.
  * powdered castoreum from the Conservatory.
  * drain dissolver from the Bathroom.
  * triple-distilled turpentine from the Gallery.
  * detartrated anhydrous sublicalc from the Lab.
  * triatomaceous dust from the Storage Room.
  1. -or-
  1. Gather the explosive ingredients:
  * Chateau de Vinegar
  * blasting soda
  1. Cook up the explosive mixture.
  2. Heat up the explosive mixture.
  1. Use the explosive on the suspicious masonry.
  2. Enter the chamber and confront Lord Spookyraven.

Discordance (talk) 15:04, 20 February 2014 (UTC)

(i got the raven spectacles but i didn't use them reading the mortar thing, maybe we don't need them?) --Poisonous spikes

Pyramid Unlock

In an Exploathing run, I've adventured in the Desert for a while at 100% exploration and this didn't unlock the Pyramid. I used the drum machine with worm hooks and it did the trick.

Are we sure that the drum machine isn't necessary anymore? --Groli (talk) 08:52, 6 November 2019 (UTC)

Precursor?

  • I'm doing some really slack goo runs for karma and grue eggs. I've reached level eleven but no black forest. What are the precursors? What do I need to do to unlock it? --Evilkolbot (talk) 10:27, 23 August 2020 (UTC)
    • it's goo, quest not available... --Evilkolbot (talk) 10:42, 23 August 2020 (UTC)