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Party Quest walkthrough

Kerning Party Quest

Six-player trivia + puzzle gauntlet. Classic Maple's rite of passage, reworked in Classic World.

Level range 21-30
Party size 3-6
Entry NPC Lakelis
Location Kerning City
Run time 12-20 minutes
Lakelis, KPQ entry NPC Talk to Lakelis

Entry requirements

KPQ's gate is social, not economic. The datamine confirms zero items consumed, zero mesos, no prerequisite quest - just a party of 3+ at Lv21+ talking to Lakelis at the Kerning City entrance.

Level Lv 21-30 Lv 21-30 enforced in Classic World per community sources (Oct 9, 2026). Lv 31+ characters cannot enter.
Channel Channels 3 - 12 only Per Nexon's Grand Launch release notes. On channels 1-2 or above 12 you can't start the PQ - switch first.
Party size 3-6 Per CW community sources: at least 3 members required. Solo and duo parties cannot start the PQ.
Ticket / item required NONE Datamine-verified: zero items in items.json have requiredByQuests[].questId === "10311". Unlike LPQ which requires Tickets to Construction Site, KPQ is walk-in.
Entry fee 0 mesos Lakelis takes you in free.
Prerequisite quest None Fresh Lv21 characters can enter immediately. No chain gating.
Cooldown None Farm back-to-back. Clear King Slime, turn in to Lakelis, re-queue.

Your run tracker

Tick each stage as your party clears it. Progress saves to this browser only - no accounts, no server, no tracking. Click "Reset run" to start fresh.

0 / 6 stages cleared

Mobs you'll fight

Only four mob types appear across Classic World KPQ, concentrated in Stage 1 and the boss stage. Stages 2-4 are pure puzzles with zero mobs. Click any card for the full dossier.

LFG shout templates

Classic World shouts use the J> prefix for Joining (looking to join) and S> for Selling. Don't mix them up - S>KPQ reads as "selling a KPQ carry service", not "looking for a group".

Stage 1 question pool - Cloto's trivia

Every non-leader party member gets one of these questions from Cloto in Stage 1. The answer is a number - that's how many Coupons you must hold when turning in. Collect exactly that count from Ligator kills, drop extras, talk to Cloto. Confirmed questions below are from MapleClassic Wiki + MeowDB (both Oct 9, 2026).

Cloto's question Answer Confidence
Required Level to become a Warrior / Magician / Bowman / Thief

All 1st-job advancements unified at Lv 10 in Classic World. Pre-Big-Bang Magician was Lv 8; do not use the old answer.

10 confirmed
Required EXP to reach Level 2 15 confirmed
Required Level to enter this Party Quest 21 confirmed
Total AP gained from leveling up from Level 1 to Level 6 25 confirmed
Required Level to complete 2nd Job Advancement

The example the player quoted in the Oct 12 correction - 'same amount of tickets as the level for 2nd job advancement'.

30 confirmed
INT a Magician needs

Appears in MeowDB community-reported list but MapleClassic Wiki and Henesys.gg specifically warn 'no 1st job has a stat requirement in Classic World'. Possibly asking about pre-BB historical values. Verify in-game.

20 contested
DEX a Bowman or Thief needs

Same source conflict as the INT question.

25 contested
STR a Warrior needs

MeowDB mentions a 'if someone draws the 35-coupon question, swap leader to dodge it' trick, which implies this question is still live even where it isn't listed in the wiki.

35 contested

Stage-by-stage walkthrough

Four puzzle stages, one boss stage (King Slime), and a bonus mushroom room. No waiting room in Classic World - you go from Lakelis in Kerning City straight to Stage 1. Inside the PQ, Cloto is the NPC you interact with for every stage check; Nella sits in the Bonus Room / Exit.

Stage 1: Cloto's Trivia + 22 Ligators

Not datamined - CW stages have no explicit timer shown in client data.

Each member gets a question. Kill Ligators, collect EXACTLY the answer in coupons, turn in to Cloto.

Objective: Cloto gives each party member (except the leader) a trivia question. The answer is a number. Hunt the 22 Lv 32 Ligators for Coupons, pick up EXACTLY that many, drop any extras, and turn them in to Cloto for a Pass. Leader hands all Passes to Cloto to open the portal.

Strategy

  1. Party leader does NOT get a question. Everyone else does. The leader's job is to keep the Ligator pile cleared so coupons keep dropping.
  2. Everyone talks to Cloto to receive their question. Note your answer (the number) - this is how many coupons you must hold when turning in.
  3. Hunt Ligators. Each kill has a chance to drop a Coupon. Pick up ONLY the number you need.
  4. If you overcollect, DROP the extras on the floor. Holding too many coupons blocks your turn-in.
  5. When you have EXACTLY the right number, talk to Cloto - he exchanges your coupons for a Pass.
  6. Once everyone has a Pass, the leader talks to Cloto and the portal to Stage 2 opens.
  7. If someone draws the 35-coupon question and you want to dodge it, swap party leader - the leader never gets asked. Old leader drops to member, talks to Cloto, draws a fresh question.

Gotchas

  • Picking up more coupons than you need forces you to drop extras BEFORE Cloto will accept the turn-in. Don't vacuum the floor.
  • If a party member goes AFK before taking their question, Cloto won't give them one. Check that everyone has a question before the Ligator pile is cleared.
  • The datamine captures 22 Ligators as a static spawn. If you run out of mobs before everyone has their coupons, Cloto re-spawns Ligators when the previous wave is cleared (per community sources). Don't panic if a count seems tight.

Party role: Party leader cannot get a question. Rotate the leader role if someone draws a question they can't answer.

Stage 2: 4-Rope Puzzle

Not datamined.

Four ropes (2 top + 2 bottom). Three party members climb three correct ropes while leader checks with Cloto.

Objective: Four ropes/vines in the stage: two on the top branch, two on the bottom branches. Only 3 of the 4 ropes are 'correct' per attempt. Three party members hang on three ropes while the leader talks to Cloto. If the combination is right, portal opens. If wrong, swap one person to the empty rope and try again.

Strategy

  1. Label the ropes A/B (top) and C/D (bottom). Four possible combinations: ABC, ABD, ACD, BCD.
  2. Pick any starting combination (e.g. ABC). Three members climb and hold.
  3. Leader talks to Cloto. If right, portal opens.
  4. If wrong, move ONE person to the empty rope - this rotates to the next combination. Example: ABC -> ABD by moving the C person to D.
  5. Worst case 4 tries to find the right combination.

Gotchas

  • If a member falls off mid-check, the leader's Cloto conversation sees an incomplete set and fails. Everyone hold the rope until Cloto responds.
  • Only 3 of the 6 party members climb - the other 3 (plus the leader) stand aside and wait. Don't have everyone try to climb.
  • NO mobs on this stage. If you see mobs, you're on the wrong map.

Party role: Leader stays near Cloto to re-trigger the check between combinations. Rope climbers never leave their rope until told.

Stage 3: Cats-on-Logs Platform Puzzle

Not datamined.

Five platforms with 1-5 cats on logs each. Three party members stand on three correct platforms while leader checks.

Objective: Five platforms arranged at different heights, each with a visible number of cats sitting on logs (1 cat / 2 cats / 3 cats / 4 cats / 5 cats). Only 3 of 5 platforms are 'correct' per attempt. Three party members stand on three platforms while the leader talks to Cloto. 10 total combinations - C(5,3) = 10 - so worst case 10 tries.

Strategy

  1. The 5 platforms are visually distinguished by cat count: platform-1 has 1 cat, platform-2 has 2 cats, etc. Spot them from a distance.
  2. Pick a starting combination, e.g. platforms 1-2-3. Three members take platforms 1, 2, and 3.
  3. Leader talks to Cloto. If right, portal opens.
  4. If wrong, rotate ONE person to the next unused platform. Example: 1-2-3 -> 1-2-4 by moving the person on 3 to 4.
  5. 10 combinations: 123, 124, 125, 134, 135, 145, 234, 235, 245, 345. Many parties keep a text file open with these so they don't lose their place.

Gotchas

  • Beginners have the shortest jump height - they struggle to reach the higher-numbered platforms. Assign them platforms 1 or 2.
  • If someone leaves their platform mid-check, the leader's Cloto result is invalid. Everyone holds position.
  • The 'cats on logs' is one unit - don't try to count individual cats and logs separately. 'Platform with 3 cat-logs' = platform #3.

Party role: Leader stays near Cloto and re-tries systematically. Platform-standers do not jump off between tries.

Stage 4: 6-Barrel Combination

Not datamined.

Six barrels numbered 1-6 (stacked). Three party members stand on three correct barrels while leader checks.

Objective: Six numbered barrels (1-6) arranged in a stacked pattern: 1 at the top, 2 and 3 in the middle row, 4-5-6 in the bottom row. Only 3 of 6 are 'correct' per attempt. Three members stand on three barrels, leader talks to Cloto. 20 combinations total - C(6,3) = 20 - so worst case 20 tries, but typically found faster.

Strategy

  1. Visual layout:
  2. [1] (top)
  3. [2] [3] (middle)
  4. [4] [5] [6] (bottom)
  5. Pick a starting combination (common opener: 1-2-3 or 4-5-6).
  6. Leader talks to Cloto. If right, portal opens.
  7. If wrong, rotate systematically. 20 combinations is a lot but you don't need to track all - just try different triples.
  8. Common finding: in the moment the puzzle is being re-randomized per clear, so there's no 'always right' answer. Just work through combinations fast.

Gotchas

  • Standing on a barrel means standing ON TOP of it (not next to it). Jump up.
  • The visual stacking means barrels 4-5-6 are easiest to reach, barrel 1 requires a jump chain. Taller classes (Warriors) take the top; Beginners take the bottom.
  • If the solution evades you for 15+ tries, the party may want to leave and re-enter - the puzzle re-randomizes each entry.

Party role: Assign one barrel per person at the start and don't swap positions until after Cloto's reply. Chaotic swapping = lost combinations tracking.

Boss: King Slime (+ summoned adds)

~8 minutes per community sources (not datamined).

King Slime at Lv 32 with ~16,820 HP. Summons regular Slimes at 50% HP. Spawns 11 Slimes on death.

Objective: Final boss room. 1 King Slime at the bottom plus 6 Jr. Necki + 3 Curse Eye distributed around the room. Kill everything - each of the 10 mobs drops 1 Pass. Leader hands all 10 Passes to Cloto to clear the stage. Chance drop: Squishy Shoes from King Slime.

Strategy

  1. King Slime stats (Classic World client data): Lv 32, 16,820 HP, 2,400 EXP - the MapleClassic Wiki's Oct 9 numbers were right; our old v83-based figures (Lv 40 / 8,000 HP) were not.
  2. King Slime has 288 attack and 288 magic attack, and resists Fire, Ice, Lightning, and Holy - Magic Claw and physical attacks do the reliable damage.
  3. At 50% HP, King Slime summons a wave of regular Slimes. Expect ~5-8 new Slimes to appear mid-fight.
  4. On death, King Slime splits into 11 regular Slimes. These are optional kills - the stage completes when the Pass count is right. You can leave them alive if the timer is tight.
  5. Curse Eyes have a self-heal skill. Burst them in 1-2 hits before the heal ticks.
  6. Jr. Necki are the easiest kills - send Beginners / Thieves to clean these up while Warriors / Mages focus King Slime.
  7. Passes drop from each mob kill. 10 mobs total = 10 Passes needed. Leader turns them in to Cloto.
  8. Rare drop: Squishy Shoes (item 1072128). L28 All-class shoes, +1 all-stat, 18 WDEF, 5 upgrade slots, tradeable. The iconic KPQ chase item.

Gotchas

  • If the party focuses only King Slime and ignores Curse Eyes / Jr. Necki, you won't have enough Passes. ALL 10 mobs must die.
  • King Slime's at-50% summon can overwhelm a party that's not actively AOE'ing. Mage AOE spells shine here.
  • The 11 post-death Slimes count toward map clear but NOT toward Pass count. Don't waste time killing them unless you want the EXP.
  • Dying is survivable - party members who die still get the reward if the boss dies in time. Resurrect spells (Cleric) are a plus but not required.

Party role: Warriors tank King Slime front. Clerics stay in the middle for Bless + Heal reach. Ranged DPS stays on platforms.

Bonus Room (Mushroom hunt)

60 seconds.

60-second mushroom pinata. 24 Horny + 12 Green mushrooms. Exit via Nella.

Objective: Pop everyone into the Bonus Room map. 36 passive mushroom reactors spawn (24 Horny + 12 Green). 60 seconds to whack as many as you can. All drops are added to inventory immediately. Exit by talking to Nella when ready or when the timer expires.

Strategy

  1. Spread immediately - 36 reactors across 4-6 players means 6-9 kills each if split evenly.
  2. Horny Mushrooms (24, Lv22) are the volume play - Magic Potions, crafting ores, and the Two-Handed Blunt Attack Scroll: Greater.
  3. Green Mushrooms (12, Lv14) are rarer but front-loaded with Pan Lid, Fragment of Magic, and the Claw Attack Scroll: Intermediate.
  4. Pick up loot AS YOU GO - the 60-second timer is unforgiving.
  5. Exit via Nella when done. If you miss the timer, you auto-exit anyway.

Gotchas

  • Mushrooms are passive but still mobs - a Lv 21 Beginner may take 2-3 hits per mushroom. Factor this into coverage.
  • Loot on the ground disappears when the stage ends. Pick up as you drop.
  • Datamine shows 36 static spawns. One wave only - no respawns mid-timer.
  • REMINDER on the user's 'bonus is 4 platforms per party member' claim: this is contradicted by every CW source and by the datamine. If you see a 4-platform bonus, screenshot it and report - we'll re-check.

Rewards

Three reward tiers in Classic World KPQ: a per-run Magic Box for every member, a one-time quest reward for your first ever clear, and a chance drop from King Slime himself.

Per-run reward (every member, every clear)
Companion's Magic Box

Each party member receives one box per clear. Open after the run for a weighted-random pull from the item pool documented below.

Obtained: Talk to Cloto after King Slime dies, before entering the Bonus Room.

First-ever clear only - Proof of Companionship quest

Turn in to Lakelis at Kerning City (10003000) (quest 10311).

1,870EXP
687mesos
+1fame

Plus one Intermediate Earring scroll (25% each):

The 25% each weighting is from quests.json prop values. First completion only - all subsequent runs give only the Companion's Magic Box.

Boss drop (chance from King Slime)
  • Squishy Shoes — L28 All-class shoes. +1 STR / +1 DEX / +1 INT / +1 LUK, +18 WDEF, 5 upgrade slots, tradeable. The iconic KPQ chase drop. Datamine shows this as King Slime's only equip drop.
  • Coupon — Not a reward - the Coupons are the Stage 1 trivia-answer tickets. The datamine lists them as a King Slime drop because the final boss also drops Passes which share the Coupon item type.
Companion's Magic Box possible contents (community-sourced, not weighted)

Pools above are community-reported and may be incomplete. The box opens as a weighted-random single pick. CW sources did not expose per-item drop weights.

Equipment (7)
  • Blue / Brown / Green Bamboo Hat
  • Yellow Square
  • Red Cross Earrings
  • Gold Earrings
  • Star Earrings
  • Emerald Earrings
  • Sapphire Earrings
Scrolls (10)
  • Earring LUK Scroll: Intermediate
  • Earring Crit. Damage Scroll: Intermediate
  • Overall Armor STR Scroll: Greater
  • Overall Armor LUK Scroll: Greater
  • Overall Armor INT Scroll: Greater
  • Overall Armor DEX Scroll: Greater
  • Overall Armor DEF Scroll: Greater
  • Hat Accuracy Scroll: Greater
  • Shoes Speed Scroll: Greater
  • Bottomwear DEF Scroll: Greater
Potions (8)
  • Red Potion x5
  • Orange Potion x10
  • Blue Potion x10 or x15
  • White Potion x15
  • Pure Water x10
  • Unagi x10
  • Speed Potion x5
  • Elixir x3
Materials (18)
  • Fragment of Magic x1
  • Screw x10
  • Bronze Ore x5
  • Gold Ore x5
  • Iron Ore x8
  • Mithril Ore x8
  • Silver Ore x8
  • Orihalcon Ore x8
  • Adamantium Ore x8
  • Amethyst Ore x8
  • Opal Ore x8
  • Topaz Ore x8
  • Aquamarine Ore x8
  • Garnet Ore x8
  • Sapphire Ore x8
  • Emerald Ore x8
  • Black Crystal Ore x3
  • Diamond Ore x3

Bonus Room chest rewards

After King Slime dies the party teleports to a time-limited bonus room (map 80000500) with 36 passive mushroom reactors. Whack them for drops. These two tables are the complete datamined loot pool - scores are the raw drop weights from mobs.json; higher = more common.

Green Mushroom x12

The Pan Lid and Claw Attack Scroll: Intermediate farm target.

ItemKindScore
Pan Lid

Lv10 all-class shield.

Equip 25
Fragment of Magic Etc 14
Green Mushroom Cap Etc 11
Green Feather Hat Equip 10
Green Woodsman Boots Equip 8
Silver Ore Etc 7
Mace

Lv15 Warrior/Mage 1H blunt weapon.

Equip 7
Emerald Staff

Lv15 Mage staff.

Equip 6
Green Bennis Chainmail Equip 4
Emerald Ore Etc 4
Claw Attack Scroll: Intermediate

60% +2 wATT on claws. Rare and valuable.

Use 3
Blue Potion Use 3
Pet Equip Speed Scroll: Lesser Use 3
One-Handed Axe Attack Scroll: Greater

30% +3 wATT on 1H axes.

Use 2
Red Potion Use 2
Animal Fossil

Fossil Research chain material.

Etc 2
Arrows for Crossbows Use 2
Orihalcon Ore Etc 2
Green Archer Top Equip 1
Blue Qi Pao Pants Equip 1
Sandblasted Jeans Equip 1

Horny Mushroom x24

Volume play - 24 reactors with Magic Potions, crafting ores, and a Two-Handed Blunt Attack Scroll: Greater at the tail.

ItemKindScore
Orange Potion Use 12
Horny Mushroom Cap Etc 7
Magic Potion

Buff potion - the useful consumable here.

Use 7
Blue Potion Use 7
Bronze Ore Etc 7
Topaz Ore Etc 7
Blue Shark

Lv25 Warrior top.

Equip 7
Steel Fingerless Gloves Equip 5
Cutlus

Lv35 Warrior 1H sword - sellable at vendor for 7,500 mesos.

Equip 5
Brown Jester Equip 5
Iron Dagger

Lv25 Thief dagger.

Equip 4
Arrows for Bows Use 3
Mithril Pole Arm

Lv30 Warrior polearm.

Equip 3
Blue Guise Equip 3
Sky Sneak Pants Equip 2
Black Sneak Pants Equip 2
Blue Pole-Feather Hat Equip 2
Blue Hawkeye Equip 1
Sapphire Ore Etc 1
Two-handed Blunt Weapon Attack Scroll: Greater

30% +3 wATT on 2H blunts.

Use 1
Steel Shield

Lv15 Warrior shield.

Equip 1

Prioritization: if you can only tag some of the 36 reactors, hit Horny Mushrooms first - they're the volume (24 spawn) and carry Magic Potions, Cutlus (sellable Lv35 1H sword), and crafting ores. Green Mushrooms are rarer (12 spawn) but the Claw Attack Scroll: Intermediate and 1H Axe Attack Scroll: Greater sit in their tail - worth hunting if a Thief or Warrior in the party wants them.

Party compositions

The KPQ doesn't enforce a specific class mix, but some comps run smoother than others. Advice below, not law.

The Classic Mix

  • 1 Warrior
  • 1 Magician
  • 1 Bowman
  • 1 Thief
  • 2 Any

Strengths: Balanced DPS, self-heal Cleric option, safe at boss.

Weaknesses: Slower Stage 3-4 solve pace if Beginners can't reach high platforms.

Ranged Rush

  • 3 Bowman
  • 2 Magician
  • 1 Cleric

Strengths: Melts Ligators and King Slime from safety. Fast Stage 1 coupon farming.

Weaknesses: Vulnerable to the at-50% HP Slime summon wave if no Cleric Heal.

Cleric Carry

  • 1 Cleric
  • 5 Any

Strengths: Cleric Heals through everything; Beginners and Thieves welcome. Bless makes trivia-stage DPS less awful.

Weaknesses: Slow if Cleric is under-leveled.

Beginner Squad

  • 4-6 Beginner

Strengths: Pre-advancement party for Lv 21+ Beginners. Legitimate KPQ clear with no job skills.

Weaknesses: Low DPS. Stage 5 boss will be slow and attrition-heavy. Have a plan for the at-50% HP summon wave.

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