Talk:Hardcore Checklist

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Archived discussion from pre-NS13 can be found here.

NS13 Update

I just blew away all the old discussion here, because it was mostly griping about missing items/substitutions or discussions about formatting--all of it was irrelevant once the table was done.

So obviously this page needs to be updated with information about all the additional NS-13 requirements. What I think makes sense here is to add all the required items and the additional zones they're contained in, and include any of the door items that happen to be in a zone that's included already--the whole idea here is to give people a better way to estimate whether it's worth the trouble to hang around a zone a bit longer looking for more stuff or not, and the door items influence that now.

I'm thinking a second table would make sense for the door possibilities that aren't in the mainline ascension path, because a lot of those are so obscure that you'd never go farming for them in advance. I don't want to clutter the main table with that. --Greg1104 09:32, 10 July 2007 (CDT)

I don't think separate tables is quite so clear-cut. There are very few zones any more that are not required by Council quests, and the two biggies are South of The Border and The Dungeons of Doom, each of which *is* required for Door items. It may well be that separating Council Quest Items from Door/Tower Items is a good idea, but the overlap is even larger now than it was before, other than those two zones. Just something to keep in mind. P.S. Welcome back. I'm looking forward to helping out with the Hardcore Strategy pages. --Jonrock 20:40, 10 July 2007 (CDT)

Here's a list:
Market - can of hair spray, hermit permit, E-Z cook oven, cocktailcrafting kit
Sewer - worthless trinkets
Hermitage - ten-leaf clover, banjo strings, sweet rims, seal tooth, chisel, petrified noodles, jabanero pepper, hot buttered roll
Casino - big rock
Haunted Pantry - razor-sharp can lid, chef's hat
Sleazy Back Alley - spider web
Outskirts of Cobb's Knob - Knob Goblin encryption key, Knob Goblin firecracker, chef's hat
Haunted Kitchen - leftovers of indeterminate origin, chef's hat
Spooky Forest - mosquito larva, spooky temple map, spooky sapling, spooky-gro fertilizer, stolen accordion
Haunted Conservatory - Spookyraven gallery key
Typical Tavern - two beer lenses
Degrassi Knoll - screwdriver, Gnollish pie tin, cog, empty meat tank, spring, sprocket, tires, frilly skirt, maiden wig
Shore - your father's MacGuffin diary, stick of dynamite, barbed-wire fence, tropical orchid
Guano Junction - four sonar-in-a-biscuits, loose teeth, broken skull, baseball
Fun House - disease, clown items, Beelzebobo reward, box
Misspelled Cemetary - skeleton bone, loose teeth, grave-robbing shovel, rusty grave-robbing shovel, Fernswarthy's key, smart skull
Haunted Billiards Room - pool cue, handful of hand chalk, Spookyraven library key
Daily Dungeon - Boris's key, Jarlsberg's key, Sneaky Pete's key
Beanbat Chamber - enchanted bean
Tower Ruins - dusty old book, disembodied brain
South of the Border - lime-and-chile-flavored chewing gum, jabanero-flavored chewing gum, handsomeness potion, Meleegra pills, pickle-flavored chewing gum, marzipan skull, tamarind-flavored chewing gum, mariachi g-string
8-Bit Realm - thirty white pixels
Harem - Knob Goblin harem pants, Knob Goblin harem veil, Knob Goblin harem perfume
Whitey's Grove - bird rib, lion oil
Hippy Camp - filthy knitted dread sack, filthy corduroys, tambourine bells
Orcish Frat House - homoerotic frat-paddle, Orcish baseball cap, Orcish cargo shorts, frilly skirt
Enormous Greater-Than Sign - plus sign
Dungeons of Doom - wand, bang potions
Laboratory - Mega Gem
Dark Elbow of the Woods - eldritch butterknife
Dark Heart of the Woods - box of birthday candles
Dark Neck of the Woods - dodecagram, wussiness potion
Deep Fat Friar's Gate - Azazel's unicorn, Azazel's lollipop, Azazel's tutu, steel consumable, wussiness potion
Haunted Library - inkwell
Itznotyerzitz Mine - miner's helmet, miner's pants, 7-foot dwarven mattock, three ores
Goatlet - six goat cheese
Obligatory Pirate's Cove - eyepatch, stuffed shoulder parrot, swashbuckling pants, abridged dictionary, two snakehead charrrms, acoustic guitarrr
Defiled Nook - skeleton bone, loose teeth, smart skull
Defiled Alcove - loose teeth, rusty grave-robbing shovel
Valley Beyond the Orc Chasm - four 334 scrolls, two 30669 scrolls, 33398 scroll, Tasty Fun Good rice candy, meat vortex, lowercase n
Lair of the Ninja Snowmen - frigid ninja stars
Haunted Bathroom - fancy bath salts
Penultimate Fantasy Airship - tissue paper immateria, gauze immateria, tin foil immateria, plastic wrap immateria, S.O.C.K., super-spikey hair gel, photoprotoneutron torpedo, giant castle map
Castle in the Clouds in the Sky - thin black candle, Mick's IcyVapoHotness Rub, Angry Farmer candy, quantum egg, plot hole, original G, chaos butterfly
Hole in the Sky - three star charts, stars, lines
Black Forest - sunken eyes, broken wings, black market map, Black No. 2, black pepper
Black Market - forged identification papers, can of black paint
Hidden City - cracked stone sphere, mossy stone sphere, smooth stone sphere, rough stone sphere, four triangular stones, ancient amulet, pygmy pygment, pygmy blowgun
Haunted Bedroom - Spookyraven ballroom key, Lord Spookyraven's spectacles
Spookyraven Manor Wine Cellar - three dusty bottles of wine, Eye of Ed
Palindome - hard rock candy, photograph of god, hard boiled ostrich egg, ketchup hound, stunt nuts, I Love Me Vol. I, Staff of Fats
Arid Extra-Dry Desert - worm-riding hooks, bronzed locust Oasis - stone rose, drum machine, worm riding manual
Upper Chamber - carved wooden wheel, tomb ratchets, powdered organs
Middle Chamber - tomb ratchets, powdered organs
Lower Chambers - ancient bronze token, ancient bomb, Holy MacGuffin
Orcish Frat House (wartime) - beer helmet, distressed denim pants, bejeweled pledge pin
Hippy Camp (wartime) - reinforced beaded headband, bulletproof corduroys, round purple sunglasses
Mysterious Island Arena - rock/jam band flyers
Junkyard - molybdenum magnet, molybdenum hammer, molybdenum screwdriver, molybdenum pliers, molybdenum crescent wrench, gremlin juice
Organic Orchard - filthworm hatchling scent gland, filthworm drone scent gland, filthworm guard scent gland, heart of the filthworm queen
Sonofa Beach - five barrels of gunpowder
Hedge Maze - hedge maze puzzle, hedge maze key

--Demyx (talk)

Post Revamp

Hi! I've revamped the page. Here's a detailed list of things I've done:

  • Added all NS13 content.
  • Added the pink catagory for gate/stair items.
  • Fixed all safe moxie values. 90% were in error.
  • Areas are now sorted by moxie value, instead of... sorted randomly.
  • Added the "Any Level" section at the beginning. It seemed a more fitting place for the Daily Dungeon than at level 1.
  • Added the Hedge Maze items.
  • Added several non-combats that were not involved with the respective quest for that level. In other words, the ones that are easily forgotton. I'm sure you'll agree we don't need to list every single non-combat in the game for this checklist.
  • Removed the components for the meat maid that can be untinkered from the meat car; this should be self evident.
  • Removed Red Pixel Potions and added the much-easier-to-get filthy poultices/gauze garters.
  • Fixed the plural for the sonars-in-a-biscuit and wedges of goat cheese.
  • Added alternative drop locations for the chef hat.
  • Fixed many pre-existing table formatting screwups.
  • I'm not going to add Hermit Permits, as they are self evident.
  • Completely went through all the notes and deleted the outdated information, in addition to adding a little of my own knowledge.
  • Gramatically, I prefer the Canadian usage of commas. The many instances of them in the checklist are not errors. =)

Altogether, this project has consumed many hours, especially due to the fact that I've had to learn the Wiki table system from scratch. At this point, I believe the page is pretty perfect, so if you see anything missing, give me a shout. --Zamiel 17:02, 2 October 2007 (CDT)

Level 0

  • The middle part of the table for any level is marked 'Also required to obtain a Chef-in-the-box and Bartender-in-the-box' which is, unless i'm missing something, so not true. --Evilkolbot 13:33, 15 November 2007 (CST)
    • Perhaps I'm misunderstanding your question, but this is a Hardcore checklist, and boxes only drop if the Fun House is opened up, which requires the smithery of the Epic Weapon. --Bagatelle 16:42, 15 November 2007 (CST)
      • ok, so i missed something. and i'm doing my first bad moon lead-in, too, so i should have known. oh well. --Evilkolbot 16:58, 15 November 2007 (CST)
        • I missed this, too. It's a good point, but kind of a multi-step relationship, so I added the explanation. There's certainly room for it. --Macmoyer 17:39, 24 December 2008 (UTC)

New Obligatory Pirate's Cove Content

I just updated the page to reflect the addition of all the new content in the Obligatory Pirate's Cove. Since the snakehead charrrms are now Belowdecks, the Cap'm Caronch Quest is required for ascension.


  • The abridged dictionary is now bought at Barrrtleby's Barrrgain Bookstore for 1,000 meat.
  • The snakehead charrrms are now found Belowdecks.

New Items for the Cap'm Caronch Quest:

  • The Big Book of Pirate Insults
  • Cap'm Caronch's Map
  • Cap'm Caronch's nast booty
  • Orcish Frat House blueprints
  • Infiltrationist equipment:
    • Frilly Skirt
    • 2 Hot Wings
    • Frat Boy Ensemble (already listed, just added note)
    • Mullet Wig
    • Briefcase
  • Cap'm Caronch's dentures
  • ball polish
  • rigging shampoo
  • mizzenmast mop

I tried to conform to the existing standards, but let me know if the areas are listed in the wrong spots or the Infiltrationist equipment is confusing. Whitey's Grove gave me some trouble, but it's minimum main stat puts it in the level 6 range, so thats where I stuck it. (If anyone was wondering.) DaWarMage 13:36, 27 December 2007 (CST)

useful semi-rares

I want to add a separate section for semi-rares, because some of them are very useful. The main ones that come to mind is the mick's inhaler from the castle in the clouds (seriously speeds up the level 12 nunnery sidequest) and the irradiated pet snacks (makes it much easier to defeat the NS's familiars). I'm going to add it as a separate table on the bottom for now; if someone has a better way to add it, go ahead. Also, if someone thinks this is a really bad idea, go ahead and post something here about it... I think its useful, but it definitely doesn't need to be here. -- Alphacow 18:55, 10 October 2008 (UTC)

Smart skull

The Smart skull is also obtainable in The Defiled Nook. I think the table should be edited to reflect that in the Notes section, since one might not necessarily need to farm for them in the Cemetary if they can get them in a required location for a quest.--IDannPK 13:17, 12 October 2008 (UTC)

Fixed. -- Alphacow 23:24, 2 December 2008 (UTC)

More Inconsistencies.

At the beginning of the Level 7 section, it says to go to Barrrtleby's Barrrgain Bookstore and buy the The Big Book of Pirate Insults. You can only buy this with the Swashbuckling Getup, yet the part of the checklist where you acquire that outfit is AFTER the part saying to buy the Book of Pirate Insults.

Fixed. -- Alphacow 23:24, 2 December 2008 (UTC)

Also, on Level 9, at the beginning it says to go to The Obligatory Pirate's Cove to get the abridged dictionary, which is technically bought from Barrrtleby's Barrrgain Bookstore, and can technically be bought last time the store was visited, saving some clutter on the checklist.

Fixed. -- Alphacow 23:24, 2 December 2008 (UTC)

Also, on Level 7, it basically says to do Cap'm Caronch's Quest. Yet even as a Disco Bandit, my moxie levels aren't that high by Level 7. So unless you're a non-Moxie class and for some reason are trying to boost your Moxie ridiculously high, that quest should be lower in the Checklist. :D--IDannPK 13:45, 13 October 2008 (UTC)

Regarding the previous point, I suppose that's an issue that depends on how many skills you have -- it's been a long time since I looked at an area's "safe moxie" to determine if I should be adventuring there. --Gemelli 16:16, 13 October 2008 (UTC)
I would argue that this isn't something which needs to change. Some can adv there, some can't, let the user decide for himself what to do. If they can't now, they'll just get back to it later. No harm done. -- Alphacow 23:24, 2 December 2008 (UTC)

Another point, though: in the Level 0 stuff, the ten-leaf clover -> really evil rhythm cell is highlighted in blue, suggesting that this will save turns. In reality, since the skeleton key does not cost any turns to use, this is not the case. It may cost you meat (healing items or MP) to use this key without a clover, but having the clover is NOT going to save you turns at all. --Gemelli 16:16, 13 October 2008 (UTC)

The Cyrpt

there are no items that need to be collected there, but might it make sense to add something on completing the Cyrpt? in the same sense that unlocking Spookyraven Manor is on there, in that while it's not an item you need to collect, it's an action you need to take at some point in your ascension? --Razorborne 01:14, 29 March 2012 (CEST)

Rewrite Tag

I placed a Rewrite tag on this page as some sections, especially those relating to the Nemesis quest chain, are in need of revision to bring them in line with the 2015 revamp of said quest. I am still somewhat a newbie to KOL, so there may be other changes that need to be rectified on this page as well. Please let me know if any pop out at you, and I will do my best to use other sources on the wiki to affect necessary changes. --Samitefan1 (talk) 03:56, 4 June 2016 (UTC)

I've started the work on this. Going to be trying to update the Moxie values based on the Safe Adventuring page, deleting outdated items, and cleaning up notes. Ideally, I feel like this page would be merged with Ascension Aids. --SpamMusubi (talk) 23:48, 15 August 2018 (UTC)