Spookyraven Manor Quest: Difference between revisions

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{{NeedsSpading|Exact mechanics and stuff.}}
==Description==
==Description==
[[Spookyraven Manor]] exists in the [[Right Side of the Tracks]], but you can't adventure anywhere other than its [[The Haunted Pantry|pantry]] unless you read the [[telegram from Lady Spookyraven]].
[[Spookyraven Manor]] exists in the [[Right Side of the Tracks]], but you can't adventure anywhere other than its [[The Haunted Pantry|pantry]] unless you read the [[telegram from Lady Spookyraven]].


==Tasks==
==Tasks==
===First Floor===
===Lady Spookyraven's Necklace (First Floor)===
*Use the [[telegram from Lady Spookyraven]], which should be in your KMail right in the beginning of your ascension.
*Use the [[telegram from Lady Spookyraven]], which should be in your KMail right in the beginning of your [[Ascension]], or when you reach Level 5 if you haven't ascended.
*Adventure in [[The Haunted Kitchen]] until you find the [[Spookyraven billiards room key]]. Finding the key requires you to open some drawers, which you do at the end of every combat. The number of drawers opened is based on either your {{element|Hot|}} or {{element|Stench|}} resistance. You open 1+floor(R/3), R being your {{element|Hot|}} or {{element|Stench|}} resistance. The number of drawers opened is capped at 4. You will find the key after opening at least 25(?) drawers.
*Adventure in [[The Haunted Kitchen]] until you find the [[Spookyraven billiards room key]]. Finding the key requires you to open some drawers, which you do at the end of every combat. The number of drawers opened is based on either your {{element|Hot|}} or {{element|Stench|}} resistance. You open 1+floor(R/3), R being your {{element|Hot|}} or {{element|Stench|}} resistance. The number of drawers opened is capped at 4. You will find the key the turn after opening your 21st drawer.
*Adventure in [[The Haunted Billiards Room]] to find the [[Spookyraven library key]]:
*Adventure in [[The Haunted Billiards Room]] to find the [[Spookyraven library key]]:
**Obtaining the key requires you to beat the spectre in pool in [[Welcome To Our ool Table]]. Your chance of winning is based on your [[Pool Skill]]. A minimum of 15 Pool Skill is required to win. There are multiple ways to increase your Pool Skill:
**Obtaining the key requires you to beat the spectre in pool in [[Welcome To Our ool Table]]. Your chance of winning is based on your [[Pool Skill]]. At least 14 "units" are required; at 18, your victory is guaranteed. There are multiple ways to increase your Pool Skill:
***Equipping the [[pool cue]] gives +3 Pool Skill, and having the effect [[Chalky Hand]] from a [[handful of hand chalk]] gives +3 Pool Skill.
***Equipping the [[pool cue]] gives +3 Pool Skill, and having the effect [[Chalky Hand]] from a [[handful of hand chalk]] gives +3 Pool Skill.
***In [[Welcome To Our ool Table]], choosing the first option but losing gives you +1 Pool Skill. Choosing the 2nd option gives +1 Pool Skill, or +2 Pool Skill if you have the [[pool cue]] equipped. These sources do not carry over ascensions.
***In [[Welcome To Our ool Table]], choosing the first option but losing gives you +1 Pool Skill. Choosing the 2nd option gives +1 Pool Skill, or +2 Pool Skill if you have the [[Chalky Hand]] effect. These sources do not carry over ascensions.
***The [[A Shark's Chum|semi-rare adventure]] in the Billiards Room has two options. The first option ''permanently'' adds +2 Pool Skill, to a maximum of +10. The second option drops a [[cube of billiard chalk]], which gives the effect [[Chalked Weapon]], which gives you +5 Pool Skill.
***The [[A Shark's Chum|Lucky! adventure]] in the Billiards Room has two options. The first option ''permanently'' adds to your Pool Skill, and can be stacked to a maximum of +10. The second option drops a [[cube of billiard chalk]], which gives the effect [[Chalked Weapon]], which gives you +5 Pool Skill.
***Each point of Drunkenness gives you +1 Pool Skill, to a maximum of +10. '''Each point of Drunkenness above 10 will decrease your Pool Skill by 2.'''
***Each point of Drunkenness gives you +1 Pool Skill, to a maximum of +10. '''Each point of Drunkenness above 10 will decrease your Pool Skill by 2.'''
***See [[Pool Skill]] for other sources, although the rest are encountered much later in the ascension.
***See [[Pool Skill]] for other sources, although the rest are encountered much later in the ascension.
*Adventure in [[The Haunted Library]] until you find [[Lady Spookyraven's necklace]], which is dropped from a [[writing desk]] sometimes.
*Adventure in [[The Haunted Library]] until you find [[Lady Spookyraven's necklace]], which is dropped from the fifth [[writing desk]] you defeat.
*Once you have the necklace, [[Lady Spookyraven]] will appear in the manor. Give the necklace to her.
*Once you have the necklace, [[Lady Spookyraven]] will appear in the manor. Give the necklace to her.


===Second Floor===
===Lady Spookyraven's Dance (Second Floor)===
*Wait for Lady Spookyraven to send you another KMail, asking you to come to the [[Spookyraven Manor, Second Floor|Second Floor]].
*Wait for Lady Spookyraven to send you another KMail, asking you to come to the [[Spookyraven Manor, Second Floor|Second Floor]].  This will occur immediately if you have ascended before; otherwise the mail will not be sent until you reach level 7.
*Speak to [[Lady Spookyraven]].
*Speak to [[Lady Spookyraven]].
*Find three of Lady Spookyraven's dancing things:
*Find three of Lady Spookyraven's dancing things:
**[[Lady Spookyraven's dancing shoes|Dancing shoes]]: Adventure in [[The Haunted Gallery]] until you encounter [[Louvre It or Leave It]]. The Louvre layout is randomly generated per ascension, and requires you to figure out which option takes you where. The dancing shoes will always be in one of the options in [[Louvre It or Leave It (The Persistence of Memory)|The Persistence of Memory]] section. See the [[Louvre Map]] for more details.
**[[Lady Spookyraven's dancing shoes|Dancing shoes]]: Adventure in [[The Haunted Gallery]] until you encounter [[Louvre It or Leave It]]. Keep choosing the middle option until you encounter [[Louvre It or Leave It (The Persistence of Memory)|The Persistence of Memory]] painting, then select the top option to receive [[Lady Spookyraven's dancing shoes]]. See the [[Louvre Map]] for more details.
**[[Lady Spookyraven's finest gown|Gown]]: Adventure in [[The Haunted Bedroom]] and defeat an [[elegant animated nightstand]]. Choose the first option [[One Elegant Nightstand|afterwards]] to obtain the gown.
**[[Lady Spookyraven's finest gown|Gown]]: Adventure in [[The Haunted Bedroom]] and defeat an [[elegant animated nightstand]]. Choose the first option [[One Elegant Nightstand|afterwards]] to obtain the gown.
***While you're in the Bedroom, pick up [[Lord Spookyraven's spectacles]] and a [[disposable instant camera]] from the [[animated ornate nightstand]]. The items can be [[One Ornate Nightstand|obtained]] by picking the 3rd and 4th option, respectively. These items will help in the Level 11 quest.
***While you're in the Bedroom, pick up [[Lord Spookyraven's spectacles]] and a [[disposable instant camera]] from the [[animated ornate nightstand]]. The items can be [[One Ornate Nightstand|obtained]] by picking the 3rd and 4th option, respectively. These items will help in the Level 11 quest.
**[[Lady Spookyraven's powder puff|Powder puff]]: Adventure in [[The Haunted Bathroom]] until you encounter [[Never Gonna Make You Up]]. Defeat the [[cosmetics wraith]].
**[[Lady Spookyraven's powder puff|Powder puff]]: Adventure in [[The Haunted Bathroom]] until you encounter [[Never Gonna Make You Up]]. Defeat the [[cosmetics wraith]].
*Give [[Lady Spookyraven]] her dancing things.
*Give [[Lady Spookyraven]] her dancing things.
*Go to [[The Haunted Ballroom]] and [[Having a Ball in the Ballroom|watch her dance]].
*Go to [[The Haunted Ballroom]] and [[Having a Ball in the Ballroom|dance with her]].
 
===Spookyraven Skill (Optional)===
[[The Haunted Bedroom]] contains a item which is the key to obtaining a new skill.
 
*Equip [[Lord Spookyraven's spectacles]] and adventure in [[The Haunted Bedroom]]. Defeat an [[animated mahogany nightstand]] and choose the [[One Mahogany Nightstand|third option]]. Which item you obtain is based on your class:
**[[Seal Clubber]] and [[Avatar of Boris]]: [[tattered wolf standard]]
**[[Turtle Tamer]]: [[tattered snake standard]]
**[[Pastamancer]] and [[Sauceror]]: [[English to A. F. U. E. Dictionary]]
**[[Disco Bandit]] and [[Accordion Thief]]: [[bizarre illegible sheet music]]
**All other classes ([[Zombie Slayer|Zombie Master]], [[Avatar of Jarlsberg]], [[Avatar of Sneaky Pete]]) will find nothing.
*From here, your course of action will vary according to your [[Class]]:
**[[Seal Clubber|SC]]/[[Avatar of Boris|AoB]]: Adventure in [[The Haunted Gallery]] until you get the [[Out in the Garden]] adventure. Choose to fight the first knight.
**[[Turtle Tamer|TT]]: Adventure in [[The Haunted Gallery]] until you get the [[Out in the Garden]] adventure. Choose to fight the second knight.
**[[Pastamancer|PM]]/[[Sauceror|S]]: Adventure in [[The Haunted Library]] until you get the [[Take a Look, it's in a Book! (Rise)]] adventure. Choose to read "Ancient Forbidden Unspeakable Evil, a Love Story", followed by "Chapter 3: Twisted, Curdled, Corrupt Energy and You". (Adventure again if you get the [[Take a Look, it's in a Book! (Fall)|other adventure]]).
**[[Disco Bandit|DB]]/[[Accordion Thief|AT]]: Adventure in [[The Haunted Ballroom]] until you get the [[Curtains]] adventure. Choose to "Investigate the organ".


===Third Floor (Optional)===
===Lady Spookyraven's Babies (Third Floor)===
*Wait for Lady Spookyraven to send you a 3rd KMail, asking you to come to the [[Spookyraven Manor, Third Floor|Third Floor]].
*Wait for Lady Spookyraven to send you a third KMail, asking you to come to the [[Spookyraven Manor, Third Floor|Third Floor]].
*Speak to [[Lady Spookyraven]]. She will give you a [[dusty poppet]], a [[rickety rocking horse]], and an [[antique jack-in-the-box]].
*Speak to [[Lady Spookyraven]]. She will give you a [[dusty poppet]], a [[rickety rocking horse]], and an [[antique jack-in-the-box]].
*Corral Lady Spookyraven's babies to [[The Haunted Laboratory]]:
*Corral Lady Spookyraven's babies to [[The Haunted Laboratory]]:
**Every X turns, you will encounter a [[Chasin' Babies|non-combat adventure]] which gives you the option to use one of three toys. Each baby has a toy it loves and a toy it hates, with no babies sharing likes or dislikes.
**Every 5 turns, you will encounter a [[Chasin' Babies|non-combat adventure]] which gives you the option to use one of three toys. Each baby has a toy it loves and a toy it hates, with no babies sharing likes or dislikes.
**If you use a toy that a baby in the room hates, the baby will run away to another room. You may attract another baby that loves the toy into the room you're in.
**If you use a toy that a baby in the room hates, the baby will run away to another room. You may attract another baby that loves the toy into the room you're in.
**Each baby will initially be located in different rooms. That is, each zone contains only one baby at the start.
**Babies can only move between rooms clockwise in the following pattern: [[The Haunted Storage Room|Storage Room]] > [[The Haunted Laboratory|Laboratory]] > [[The Haunted Nursery|Nursery]] > [[The Haunted Storage Room|Storage Room]]. For example, if you chase a baby out of the Storage Room, it will move to the Laboratory, and if a baby that loves the toy is in the Nursery, it will move to the Storage Room, and so forth.
**Babies can only move between rooms clockwise in the following pattern: [[The Haunted Storage Room|Storage Room]] > [[The Haunted Laboratory|Laboratory]] > [[The Haunted Nursery|Nursery]] > [[The Haunted Storage Room|Storage Room]]. For example, if you chase a baby out of the Storage Room, it will move to the Laboratory, and if a baby that loves the toy is in the Nursery, it will move to the Storage Room, and so forth.
*Once you corralled all three babies in the Laboratory, you will obtain a [[jar of baby ghosts]].
***Therefore, the easiest way to complete this quest is to simply adventure at only the [[The Haunted Storage Room|Storage Room]], lure the baby located at the [[The Haunted Nursery|Nursery]], then chase two of the babies out of the Storage Room to the [[The Haunted Laboratory|Laboratory]].
*Once you [[Chasin' Babies (Jar)|corralled all three babies]] to the Laboratory, you will obtain a [[jar of baby ghosts]].
*Give the jar to [[Lady Spookyraven]].
*Give the jar to [[Lady Spookyraven]].


==Rewards==
==Rewards==
*[[ghost of a necklace]] (First Floor)
*Lady Spookyraven's Necklace: [[ghost of a necklace]]
*+100 to all substats (Second Floor)
*Lady Spookyraven's Dance: +100 to all substats
*Learn a class-based skill:
*Lady Spookyraven's Babies: [[ghost formula]]
**[[Snarl of the Timberwolf (skill)|Snarl of the Timberwolf]] ([[Seal Clubber]]/[[Avatar of Boris]])
**[[Spectral Snapper]] ([[Turtle Tamer]])
**[[Fearful Fettucini]]([[Pastamancer]])
**[[Scarysauce (skill)|Scarysauce]] ([[Sauceror]])
**[[Tango of Terror]] ([[Disco Bandit]])
**[[Dirge of Dreadfulness (skill)|Dirge of Dreadfulness]] ([[Accordion Thief]])
*[[ghost formula]] (Third Floor)


==See Also==
==See Also==
*[[Lights Out Quest]]
*[[Lights Out Quest]]
*[[Quest for the Holy MacGuffin]]
*[[Spookyraven Skills]]


==History==
==History==

Latest revision as of 19:47, 20 March 2023

Description

Spookyraven Manor exists in the Right Side of the Tracks, but you can't adventure anywhere other than its pantry unless you read the telegram from Lady Spookyraven.

Tasks

Lady Spookyraven's Necklace (First Floor)

  • Use the telegram from Lady Spookyraven, which should be in your KMail right in the beginning of your Ascension, or when you reach Level 5 if you haven't ascended.
  • Adventure in The Haunted Kitchen until you find the Spookyraven billiards room key. Finding the key requires you to open some drawers, which you do at the end of every combat. The number of drawers opened is based on either your Hot or Stench resistance. You open 1+floor(R/3), R being your Hot or Stench resistance. The number of drawers opened is capped at 4. You will find the key the turn after opening your 21st drawer.
  • Adventure in The Haunted Billiards Room to find the Spookyraven library key:
    • Obtaining the key requires you to beat the spectre in pool in Welcome To Our ool Table. Your chance of winning is based on your Pool Skill. At least 14 "units" are required; at 18, your victory is guaranteed. There are multiple ways to increase your Pool Skill:
      • Equipping the pool cue gives +3 Pool Skill, and having the effect Chalky Hand from a handful of hand chalk gives +3 Pool Skill.
      • In Welcome To Our ool Table, choosing the first option but losing gives you +1 Pool Skill. Choosing the 2nd option gives +1 Pool Skill, or +2 Pool Skill if you have the Chalky Hand effect. These sources do not carry over ascensions.
      • The Lucky! adventure in the Billiards Room has two options. The first option permanently adds to your Pool Skill, and can be stacked to a maximum of +10. The second option drops a cube of billiard chalk, which gives the effect Chalked Weapon, which gives you +5 Pool Skill.
      • Each point of Drunkenness gives you +1 Pool Skill, to a maximum of +10. Each point of Drunkenness above 10 will decrease your Pool Skill by 2.
      • See Pool Skill for other sources, although the rest are encountered much later in the ascension.
  • Adventure in The Haunted Library until you find Lady Spookyraven's necklace, which is dropped from the fifth writing desk you defeat.
  • Once you have the necklace, Lady Spookyraven will appear in the manor. Give the necklace to her.

Lady Spookyraven's Dance (Second Floor)

Lady Spookyraven's Babies (Third Floor)

  • Wait for Lady Spookyraven to send you a third KMail, asking you to come to the Third Floor.
  • Speak to Lady Spookyraven. She will give you a dusty poppet, a rickety rocking horse, and an antique jack-in-the-box.
  • Corral Lady Spookyraven's babies to The Haunted Laboratory:
    • Every 5 turns, you will encounter a non-combat adventure which gives you the option to use one of three toys. Each baby has a toy it loves and a toy it hates, with no babies sharing likes or dislikes.
    • If you use a toy that a baby in the room hates, the baby will run away to another room. You may attract another baby that loves the toy into the room you're in.
    • Each baby will initially be located in different rooms. That is, each zone contains only one baby at the start.
    • Babies can only move between rooms clockwise in the following pattern: Storage Room > Laboratory > Nursery > Storage Room. For example, if you chase a baby out of the Storage Room, it will move to the Laboratory, and if a baby that loves the toy is in the Nursery, it will move to the Storage Room, and so forth.
      • Therefore, the easiest way to complete this quest is to simply adventure at only the Storage Room, lure the baby located at the Nursery, then chase two of the babies out of the Storage Room to the Laboratory.
  • Once you corralled all three babies to the Laboratory, you will obtain a jar of baby ghosts.
  • Give the jar to Lady Spookyraven.

Rewards

See Also

History