Kremlin's Greatest Briefcase
From A KoL Wiki
This old-fashioned (and heavy) leather briefcase has a post-it note stuck to the side: "Agent: this briefcase was confiscated from a member of an opposing organization. You are instructed to investigate its capabilities & take advantage of them if possible. --L"
Type: accessory
Cannot be traded or discardedAll Attributes +10
Maximum HP/MP +25
Weapon Damage +25%
+25% Combat Initiative
Regenerate 5-10 MP per Adventure
Regenerate 5-10 HP per Adventure
Lets you banish enemy agents with tranquilizer darts
NOTE: You may not equip more than one of these at a time.
(In-game plural: Kremlin's Greatest Briefcases)
Obtained From
- Items
- suspicious package
Notes
- Check out Noblesse Oblige's Briefcase information for some of the latest spading.
- While equipped, grants three uses of the skill KGB tranquilizer dart every day.
- Has an [examine] link. This initially allows you to toggle the handle, toggle the dials, or click the actuators. Clicking actuators gives one of eleven effects in a cycle, or unlocks a new feature. You normally get 11 actuator clicks per day (see below). Currently known features are:
- A Handle that can be either up or down, which changes the effects of some other functions. Clicking the handle four times in a row resets the briefcase, as if you got a new one, but does not give extra actuator clicks.
- A Dispenser (e.g. set both dials to 666 with the handle up, then click the left actuator): gives 3 martinis a day, depending on the case's tab state:
- basic martini
- improved martini if all tabs value is 111111 or greater
- splendid martini if tabs value is 222222 (see Tabs explanation below)
- A Crank (e.g. set dials to 000-000, handle down, left actuator, right actuator, handle twice, left actuator): Turning the crank 11 times with the handle up, then moving the handle down gives another 11 clicks that day. Turning the crank more than 11 times breaks it, which prevents you from attempting to crank it again. Turning the crank to gain extra clicks is a process that must be repeated daily.
- Left drawer containing 3 exploding cigars each (e.g. set left dial to 000, click left actuator)
- Right drawer containing 3 exploding cigars or a can of Minions-Be-Gone in the License to Adventure path (e.g. set right dial to 111, click right actuator)
- a row of 6 buttons (e.g. set dials to show a palindromic format ABC-CBA where A, B and C are unique, handle down, click the left actuator): allows the enchantments on the case itself to be toggled with the handle down; with the handle up produce tabs on the back, and improve the martinis from the hose.
- Buttons 1 and 2 cycle forward and backward through:
- Weapon Damage +25%
- Spell Damage +50%
- +5 Prismatic Damage
- +10% chance of Critical Hit
- Buttons 3 and 4 cycle forward and backward through:
- +25% Combat Initiative
- Damage Absorption +100
- Superhuman Hot Resistance (+5)
- Superhuman Cold Resistance (+5)
- Superhuman Spooky Resistance (+5)
- Superhuman Stench Resistance (+5)
- Superhuman Sleaze Resistance (+5)
- Buttons 5 and 6 cycle forward and backward through:
- Regenerate 5-10 HP and MP per Adventure
- +5 Adventures per day
- +5 Pvp Fights per day
- Monsters will be less attracted to you
- Monsters will be more attracted to you
- +25 ML
- -3MP to use skills
- Buttons 1 and 2 cycle forward and backward through:
- Get 10 turns of an effect from the below cycle, depending on dial settings:
- Six tabs that grant 50 turns the above effects, depending on whether the tab. These will either be hidden, long, or short, depending on buttons pressed. Consumes 3 clicks per use.
- These six tabs define a 6-digit, base-3 number (no tab means 0, a short tab represents a 1, and a long tab a 2), with the digits in random order.
- The 6 buttons (handle up) modify the 6-digit tab value, changing it by +1, -1, +1010 (ie, +1013), -1010 (-1013), +10010 (+102013), -10010 (-102013). Which button adds/subtracts which value is also randomized.
- Setting the tabs to 2222223 (all long tabs) makes the martini hose dispense splendid martinis.
- Modifying the tabs also allows you to reach a specific value through the tabs. How close you are from this value is indicated by the rings of light that can show up in the center of the briefcase.
- There is an outer ring, and an inner ring. Blinking rings is close, solid is closer. The progression follows:
- After hitting the correct number, an additional two lines of dialog will appear after the usual ones about the briefcase's situation changing:
- A chime sounds, and a blinking light begins to shine steadily (underneath the handle).
- There's also a new whirring sound coming from the base of the case. Are those tabs moving on their own now?
- After hitting the correct number, an additional two lines of dialog will appear after the usual ones about the briefcase's situation changing:
- There is an outer ring, and an inner ring. Blinking rings is close, solid is closer. The progression follows:
- The three vertical lights in the middle are used in a game of Mastermind, where the left actuator checks the three left dials, and the right the right. Cracking this causes an antenna to appear, although the use of this is currently unknown. To summarise the details (looking only at the left half):
- Set the 3 dials to your three favourite choices.
- Click the actuator.
- For every solid light, one of the dials is correct. For every flashing light, one of the dials has the correct number, but is in the wrong place (e.g. if the code were 153, and your dials read 125, you would have 1 solid light (for the 1), and one blinking light (for the 5)).
- Change the dials and repeat (the code can contain repeated digits), until all of the lights are solid.
- The final puzzle opens the case. It requires that you have solved all of the previous ones.
- Note your target number given by the rings, and add 1110 to it.
- Get the tabs represent a value ABOVE this number by clicking +10010 however many times.
- Ensure the handle is down.
- Click empty drawers until your tabs count down to your target+1110.
- Use the crank 7 times to fully charge the antennae/Jacob's ladder.
- Toggle handle 4 times (same behaviour as what normally causes a case reset).
- The case contains a golden gun, 3 sticks of golden gum, 3 golden tattoo guns and a tiny plastic golden gundam.
References
- The acronym for this item is, of course, KGB
- Each of the effects references a different film from the James Bond movie franchise:
See Also
- HP Modifiers
- MP Modifiers
- Combat Initiative
- Muscle Increasers
- Mysticality Increasers
- Moxie Increasers
- Bonus Weapon Damage
- HP Regeneration
- MP Regeneration
Collection
- 🥇: AnxiousHyrax (#1274859), BakaGaijin (#1864289), CharmingMimi (#2865481), Donavin69 (#2151136), Emerilla (#1339329), IAreBacon (#2004995), KiMMYJ (#1783943), Kirbydude616 (#1430217), Lord Stefano (#536624), Oldsfrk (#257861) - 1
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