The Council of Loathing/The Source
From TheKolWiki
In the The Source special challenge path, you can see the code behind the The Council of Loathing.
- Initial text:
- read adv.id {player.id}
- questinit.1
- saytext(council_seetoot)
- Welcome, Adventurer. Your first order of business should be to visit the Toot Oriole. He lives atop Mt. Noob, in the Big Mountains.
- close
- After visiting the Toot Oriole, but before reading King Ralph's Note:
- read adv.id {player.id}
- questinit.1
- tootltr.flg {unread}
- saytext(council_readletter)
- Welcome, Adventurer! It looks like you've got some business to take care of before we put you to work. Some mail to read, perhaps?
- close
- When after reading King Ralph's Note:
- read adv.id {player.id}
- quest.lst *no items returned*
- saytext {council_level1}
- We don't have anything you can help us with right now, Adventurer. You should go explore a little, get your bearings, and come back when you're a little stronger.
- You could check out the Outskirts of Cobb's Knob, in the <a class=nounder href=plains.php>Nearby Plains.
- Or maybe the Haunted Pantry is more your style -- you can find it inside <a class=nounder href=place.php?whichplace=manor1>Spookyraven Manor over on the <a class=nounder href=town_right.php>Right Side of the Tracks.
- Another option is The Sleazy Back Alley, on the <a class=nounder href=town_wrong.php>Wrong Side of the Tracks. But you didn't hear it from us.
- close
- When no quests are available:
- read adv.id {player.id}
- questinit.null
- saytext(council_nothing)
- Unfortunately, there are no more tasks required of you by the Council at this time.
- close
- read adv.id {player.id}
- questinit.null
- saytext(council_levelup)
- Return later, when you are more experienced.
- close
- When wearing a V for Vivala mask:
- read adv.id {player.id}
- hasitem(2946) {equipped}
- Aaaahhh! No! Don't kill... oh wait, it's just you. We thought you were... never mind.
- //remember, remember
- close
Contents
- 1 Quests
- 1.1 Level 2 - Spooky Forest Quest
- 1.2 Level 3 - Typical Tavern Quest
- 1.3 Level 4 - Boss Bat Quest
- 1.4 Level 5 - The King of Cobb's Knob Quest
- 1.5 Level 6 - Deep Fat Friars' Gate Quest
- 1.6 Level 7 - Undefile the Cyrpt Quest
- 1.7 Level 8 - Mt. McLargeHuge Quest
- 1.8 Level 9 - Orc Chasm Quest
- 1.9 Level 10 - Giant Trash Quest
- 1.10 Level 11 - Quest for the Holy MacGuffin
- 1.11 Level 12 - Mysterious Island Quest
- 1.12 Level 13 - Naughty Sorceress Quest
Quests
Level 2 - Spooky Forest Quest
- Initial text:
- read adv.id {player.id}
- questinit.1
- saytext(council_larvastart)
- We require your aid, Adventurer. We need a mosquito larva. Don't ask why, because we won't tell you. In any case, the best place to find a mosquito larva is in the Spooky Forest, which is found in the Distant Woods. We'll mark it on your map for you.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.2 -->
- hasitem(275) {false}
- saytext(council_larvastill)
- We still need a mosquito larva, Adventurer. Please find us one, in the Spooky Forest.
- close
- When returning with the mosquito larva, without a mosquito in your terrarium:
- ?
- When returning with the mosquito larva, with a mosquito in your terrarium:
- read adv.id {player.id}
- questchk.2 -->
- hasitem(275) {true}
- hasfamil(1) {true}
- saytext(council_larvathanks)
- Thanks for the larva, Adventurer. We'll put this to good use. Have some Meat for your troubles.
- givemeat(500)
- close
Level 3 - Typical Tavern Quest
- Initial text:
- read adv.id {player.id}
- questinit.3
- saytext(council_tavernstart)
- We've received word that the owner of the Typical Tavern, in the Distant Woods, is having a bit of a rat problem. I'm sure he'd reward you if you took care of it for him.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.3 -->
- ratfaucet.flg {on}
- saytext(council_tavernstill)
- The owner of the Typical Tavern is still bugging us about his rat problems. Perhaps you could help him?
- close
Level 4 - Boss Bat Quest
- Initial text:
- read adv.id {player.id}
- saytext(council_batstart)
- The Council requires another task of you, Adventurer. You must slay the Boss Bat. He can be found in the deepest part of the Bat Hole, in the Nearby Plains. Slay him, and return to us with proof of your conquest.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.4 -->
- bossbat.mob {alive}
- saytext(council_batstill)
- You have not yet slain the Boss Bat. He can be found in the Bat Hole, in the Nearby Plains.
- close
- After defeating the Boss Bat:
- read adv.id {player.id}
- questchk.4 -->
- bossbat.mob {!alive}
- saytext(council_batthanks)
- Well done! You have slain the Boss Bat.
- close
Level 5 - The King of Cobb's Knob Quest
- Initial text:
- read adv.id {player.id}
- questinit.5
- saytext(council_knobstart)
- We've gotten word, Adventurer, that the Knob Goblins, who normally keep to themselves over at Cobb's Knob, are planning a major military action against Seaside Town.
- <p>
- We need for you to go deep into the Knob, and nip this problem in the bud, so to speak, by neutralizing the Goblin King.
- <p>
- Our spies have determined that there is a secret entrance that will allow you to access the inside of the Knob. They recovered this map, but nobody knows how to read it.
- <p>
- You'll need to figure out how to decrypt the symbols on it if you're going to find that entrance. And be careful with it, Adventurer. Many Bothans died to... oh, wait, never mind. That was something else.
- giveitem(2442,1)
- close
![]() | You acquire an item: Cobb's Knob map |
- Subsequent times, before accessing the inside of the Knob:
- read adv.id {player.id}
- questchk.5 -->
- knobmap.flg {!decoded}
- saytext(council_knobmap)
- You need to find your way into Cobb's Knob, Adventurer. Try looking around the Outskirts for a clue that might help you figure out that map we gave you.
- close
- After accessing the inside of the Knob:
- read adv.id {player.id}
- questchk.5 -->
- knobmap.flg {decoded}
- knobking.mob {alive}
- saytext(council_knobstill)
- We still need you to neutralize the Goblin King, Adventurer!
- close
- After defeating the Goblin King:
- read adv.id {player.id}
- questchk.5 -->
- knobmap.flg {decoded}
- knobking.mob {!alive}
- saytext(council_knobthanks)
- Thank you for slaying the Goblin King, Adventurer.
- close
Level 6 - Deep Fat Friars' Gate Quest
- Initial text:
- read adv.id {player.id}
- questinit.6
- saytext(council_friarstart)
- The Deep Fat Friars in the Distant Woods are having a problem -- one of the experiments has gone awry, and fey creatures have invaded their grove. Please, Adventurer, lend them your assistance.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.6 -->
- friar.rit {false}
- saytext(council_friarstill)
- The Deep Fat Friars still require your assistance. You can find them in the Distant Woods.
- close
Level 7 - Undefile the Cyrpt Quest
- Initial text:
- read adv.id {player.id}
- questinit.7
- saytext(council_cryptstart)
- Recently, an aura of extreme Spookiness has begun to emanate from within the Cyrpt, near the Misspelled Cemetary. We fear that some horrible monster has taken up residence there, and begun to rile up the local undead.
- <p>
- Would you be so good as to investigate? This device should help:
- giveitem(4964,1)
- close
You acquire an item: Evilometer
- Subsequent times:
- read adv.id {player.id}
- questchk.7 -->
- bonerdagon.mob {alive}
- saytext(council_cryptstill)
- The Spookiness still emanates from the Cyrpt, Adventurer. See if you can find and destroy the source, and bring us back proof of your conquest.
- close
- After defeating the Bonerdagon:
- read adv.id {player.id}
- questchk.7 -->
- bonerdagon.mob {!alive}
- saytext(council_cryptthanks)
- Aha! So the Spookiness was coming from this abominable creature, was it? Well, you have our thanks, Adventurer, for your courageous act of undefilement.
- close
Level 8 - Mt. McLargeHuge Quest
- Initial text:
- read adv.id {player.id}
- questinit.8
- saytext(council_trapperstart)
- Adventurer! We've received an urgent letter from the Trapper, requesting our assistance. We're, like, really busy right now, so we were hoping you could go out to his place and see what he wants.
- <p>
- He lives at the base of Mt. McLargeHuge, the tallest of the Big Mountains. We'll mark it on your map for you.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.8 -->
- groar.mob {alive}
- saytext(council_trapperstill)
- You still have unfinished business with the Trapper, Adventurer.
- close
Level 9 - Orc Chasm Quest
- Initial text:
- read adv.id {player.id}
- questinit.9
saytext(council_l9start)
- Sorry to trouble you with this, Adventurer, but we've gotten a... shall we say... cryptic message from Black Angus -- he's one of Loathing's minor nobles.
- <p>
- It's usually safe to ignore him, but he sounded pretty agitated, and given the current political climate we can scarcely afford to ignore him.
- <p>
- Could you do us a favor and go to his tower, in the Highlands? The Highlands are just on the other side of the Orc Chasm. We'll mark it on your map.
- close
- read adv.id {player.id}
- read adv.lvl {9}
- Your name is <playername>, right? This came in the mail for you.
- giveitem(520,1)
- close
![]() | You acquire an item: strange leaflet |
- Subsequent times:
- read adv.id {player.id}
- questchk.9 -->
- highland.lrd {!pizza}
- saytext(council_l9still)
- The Highland Lord, Black Angus, still needs your help, Adventurer.
- close
Level 10 - Giant Trash Quest
- Initial text:
- read adv.id {player.id}
- questinit.10
- saytext(council_giantstart)
- Something is amiss, Adventurer. The Nearby Plains are filling up with giant piles of garbage, and despite our best efforts, it keeps falling from the sky faster than we can clean it up. We need you to figure out where it's coming from, and put a stop to it.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.10 -->
- chorewheel.flg {procrst}
- saytext(council_giantstill)
- Please try to figure out where this garbage is coming from, Adventurer! Perhaps you can find a clue by poking around the Nearby Plains.
- close
- After completing the quest:
- read adv.id {player.id}
- questchk.10 -->
- chorewheel.flg {goth}
- saytext(council_giantthanks)
- We're not sure what you did, Adventurer, but the garbage finally stopped falling. Thanks a lot!
- <p>
- Oh, by the way -- we found this in the garbage when we were cleaning up, and thought you might have some use for it.
- giveitem.byclass(1690|1151|1691,1)
- close
![]() | You acquire... something. |
Level 11 - Quest for the Holy MacGuffin
- Initial text:
- read adv.id {player.id}
- questinit.11
- saytext(council_apple#break
- #search quest.tab {long|slow|complex}
- 5 results: carniv grail labyr mrdmys under
- #sub quest(grail)
- #init
- questinit.11
- saytext(council_grailstart)
- Ah, <playername>, excellent timing. We've just received a message from the Distant Lands -- it seems that your father, the renowned archaeologist, has gone missing. Apparently, his life's work was to track down an ancient relic known only as the Holy MacGuffin. He left behind his diary, with instructions that it was to be delivered to you, but he didn't leave any funds to pay for shipping. So, you'll have to go pick it up yourself.
- <p>
- You can travel there from the Travel Agency at The Shore, but there's a slight hitch -- the area you're going to requires a passport for entry, and our passport offices are temporarily closed due to a tiny photograph shortage. You'll need to acquire some forged identification documents from the Black Market instead, but we're not entirely sure where the Black Market actually is. It's probably near the Black Forest, though, and we'll mark that on your map for you.
- <p>
- Once you've retrieved your father's diary, we request that you use his notes to track down the Holy MacGuffin for us, as an item of such power will obviously be of great help to us in our fight against the Naughty Sorceress and the other evils that plague our land. Good luck!
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.11 -->
- hasitem(2334) {false}
- saytext(council_grailstill)
- Any luck getting your father's diary and recovering the Holy MacGuffin? It's a pretty important whatchamacallit, so we'd appreciate it if you'd get on that right away.
- close
- After completing the quest:
- read adv.id {player.id}
- questchk.11 -->
- hasitem(2334) {true}
- saytext(council_grailthanks)
- "Wow! You actually brought back the Holy MacGuffin, <playername>? That's pretty darn impressive -- well done! Now we can pack it in an unlabelled wooden crate and stash it in a secret warehouse full of similar crates somewhere where it's likely that no one will ever see it again. Thanks for your help!"
- <p>
- "That's it?" you ask. "That's pretty anti-climactic."
- <p>
- "Yeah, you're probably right. You like parades? We could throw a parade."
- <p>
- "Sure."
- <p>
- And one quick (though enjoyable) tickertape parade later, you're standing back in front of the Council Hall, picking bits of confetti out of your hair and wondering what you should do next.
- giveitem(2329,1)
- close
Level 12 - Mysterious Island Quest
- Initial text:
- read adv.id {player.id}
- questinit.12
- saytext(council_cerber#break
- #search quest.tab {long|slow|deadly}
- 6 results: carniv guts rvgdem under war yjmbo
- #sub quest(war)
- #init
- questinit.12
- saytext(council_warstart)
- Adventurer, we have heard rumors that trouble is brewing on the Mysterious Island of Mystery. The hippies and frat boys are agitating for war. I mean, they've always been a little tense with each other, but now it's getting serious. We couldn't be happier.
- <p>
- We'd like you to go over there and make sure that war starts. We don't care how it starts and we don't care who wins.
- <p>
- Maybe the hippies will wipe out the frat boys, or maybe the frat boys will annihilate the hippies, or maybe they'll eradicate each other. It's kind of like watching two hot girls mud-wrestle -- no matter who loses, we win.
- close
- Subsequent times:
- read adv.id {player.id}
- questchk.12 -->
- warbegun.flg {false}
- saytext(council_warnotbegun)
- Hey, have you managed to start the war on the Mysterious Island yet? If you can't get them sufficiently worked up, try assassinating Franz Ferdinand. Historically, that tends to work.
- close
- After starting the war:
- read adv.id {player.id}
- questchk.12 -->
- warbegun.flg {true}
- fratdef.flg {false}
- hippydef.flg {false}
- saytext(council_warbegun)
- Excellent work, adventurer! You've finally managed to get those idiots to fight each other. Now you've got to make sure the battle ends before the tourist season. I mean, would you rather go visit the "beautiful tropical island" or the "body-strewn war zone?"
- <p>
- Well, there's no accounting for taste. We happen to believe most people would prefer the beautiful tropical island. Get out there and rack up some casualties so we can get this over with, will you?
- <p>
- If you're not making enough progress, you should try helping some of the other denizens of the island. Unlike every other fantasy Kingdom in the world, if you're stuck you should visit every location and talk to everyone.
- close
- After defeating the hippies:
- read adv.id {player.id}
- questchk.12 -->
- warbegun.flg {true}
- fratdef.flg {false}
- hippydef.flg {true}
- saytext(council_warthanks_f)
- Good job, adventurer! You finally rid the island of those smelly hippies. The tourist trade is going to boom without them stinking up the place!
- <p>
- Now, if only there were something we could do about the frat boys. Oh well, at least they make good margaritas.
- <p>
- Here you go -- you're now a decorated war hero. Don't let it go to your head.
- giveitem.byflag.wsideq(2750|2751|2752|2753|2754|2755|2756,1)
- close
![]() | You acquire... something. |
- After defeating the frat boys:
- read adv.id {player.id}
- questchk.12 -->
- warbegun.flg {true}
- fratdef.flg {true}
- hippydef.flg {false}
- saytext(council_warthanks_h)
- Great work, adventurer! You finally rid the island of those smug bastard frat boys. The tourist trade is going to boom now that travelers don't have to worry about being forced to do beer bongs while being paddled. Now they can choose to be paddled without doing a beer bong or vice versa!
- <p>
- Now if only there were something we could do about the hippies. Oh well, at least they're mostly non-violent. As long as you don't get close enough to smell them, they're okay.
- <p>
- Here you go -- you're now a decorated war hero. Don't let it go to your head.
- giveitem.byflag.wsideq(2757|2758|2759|2760|2761|2762|2793,1)
- close
![]() | You acquire... something. |
- After defeating both the hippies and the frat boys:
- read adv.id {player.id}
- questchk.12 -->
- warbegun.flg {true}
- fratdef.flg {true}
- hippydef.flg {true}
- saytext(council_warthanks_both)
- Congratulations, adventurer! You've managed to get both sides to wipe each other out. No more stinky incense or sleazy pick-up lines, and you've also created a poignant metaphor of the futility of war. Don't worry, we're sure that last bit was an accident.
- <p>
- Here you go -- you're now a decorated war hero. Don't let it go to your head.
- giveitem.byflag.wsideq(2764,1)
- //yo-ho-ho
- close
![]() | You acquire an item: Order of the Silver Wossname |
Level 13 - Naughty Sorceress Quest
- Initial text:
- read adv.id {player.id}
- questinit.14
saytext(council_sorcstart)
- Adventurer! We've recently received word that the Naughty Sorceress is holding some sort of contest. We don't know what it means, but we know it doesn't mean anything good, and as such, we have decided that it is time for you to embark upon your final quest. Seek out and destroy the Naughty Sorceress, who has plagued these lands for so long, and rescue King Ralph XI, whom she has imprismed.
- <p>
- Go forth to her Lair, east of the Nearby Plains! Beat her down!
- close
- #broadcast.alert {red,all}
- Subsequent times:
- read adv.id {player.id}
- questchk.14 -->
- sorceress.mob {alive}
- saytext(council_sorcstill)
- Be strong, Adventurer! You must defeat the Naughty Sorceress! You'll find her Lair just east of the Nearby Plains.
- close
- After completing the quest, but before freeing the king:
- read adv.id {player.id}
- questchk.14 -->
- sorceress.mob {!alive}
- kingfree.flg {false}
- saytext(council_sorcking)
- Congratulations, Adventurer! You have defeated the Naughty Sorceress and brought peace to the land again. Say, did you know she was your mother?
- <p>
- Nah, just kidding. Anyway, I notice you left the king imprismed up there. It would be horrible if you left him there, because then the monsters would continue to fight adventurers and we would continue to have absolute power throughout the land. Yup, that sure would be a drag.
- <p>
- I guess you should probably go free him, though. But, y'know, take your time. If there's anything really important you have to do first, like brushing your teeth or cleaning your campsite, just go ahead and do that.
- <p>
- Seriously, no rush.
- close