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GMSCW Kerning City Party Quest: Stages, Puzzles, and Rewards

Published on:Oct 24,2026
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Kerning City Party Quest (KPQ) is an early group activity in MS Classic World that helps players earn EXP and useful items. Players who want to build their characters without spending too much Mesos can use KPQ as part of their early-game routine. To enter, you need a party of four players, and every member must be at least Level 21. There is no confirmed upper-level limit or job restriction in the supplied rules. The party leader must speak to Lakelis near the Kerning City sewer entrance to start the quest. Players often look for groups outside the entrance by using messages such as “J>PQ,” “JPT,” or “KPQ.” Check the available channels before gathering your team, since channel access may change with game updates.

GMSCW Kerning City Party Quest: Stages, Puzzles, and Rewards

Stage 1: Cloto’s Coupon Questions

In the first stage, players move to the right side of the map and speak to Cloto. She asks each party member except the leader a question about the game. The answer tells the player how many Coupons to collect from the Ligators in the area. Each player must collect the exact amount and hand the Coupons to Cloto to receive a yellow Pass. Extra Coupons may prevent the exchange, so check your total before turning them in. After all three players receive their Passes, they give them to the leader, who submits them to Cloto to open the next stage.

Cloto’s questionCoupons needed
Level needed for Magician advancement10
Level needed for Warrior, Bowman, or Thief advancement10
Minimum level to enter KPQ21
Total AP of a Level 1 character25
Level needed for Second Job Advancement30
EXP needed to reach Level 2 from Level 115
INT needed for Magician advancement20
DEX needed for Bowman or Thief advancement25
STR needed for Warrior advancement35

 

Stage 2: Solve the Rope Puzzle

Stage 2 replaces combat with a position puzzle. The map has four ropes, and three party members must hang on different ropes at the same time. The leader stays on the ground and asks Cloto to check the current positions. Start with ropes A, B, and C. If the answer is wrong, keep two players in place and move the third to another rope. Then test A-B-D and A-C-D before trying the other possible combinations. There are only four ways to choose three ropes from four, so the party can clear this stage quickly by tracking each attempt and avoiding repeats.

 

Stages 3 and 4: Platforms and Barrels

Stage 3 has five platforms marked by groups of kittens, numbered from 1 to 5. Three players must stand on separate platforms while the leader checks the combination with Cloto. Test the combinations in order, starting with 1-2-3, then 1-2-4 and 1-2-5. Continue until the correct set is found; there are ten possible combinations. Stage 4 uses six numbered barrels and follows the same method, but it has twenty possible combinations. Begin with 1-2-3, then move through 1-2-4, 1-2-5, and 1-2-6 before changing the middle position. Keep track of each result so the team does not waste time testing the same positions twice.

 

Final Stage: Defeat King Slime

The last combat stage contains Curse Eyes on the upper platforms, Jr. Neckis around the middle, and King Slime at the bottom. The party can drop to the bottom first and attack King Slime before clearing the other monsters. Watch for the sound cue before its jump attack, then jump as the boss lands to avoid the ground shockwave. Magicians should keep Magic Guard or another useful defensive skill active during the fight. Once King Slime is defeated, it splits into smaller Slimes and drops a Pass. The team must then move back up the map and defeat the remaining Curse Eyes and Jr. Neckis, collecting their Passes as well.

 

Collect All Ten Passes

The final stage requires ten Passes in total. King Slime and the other monsters provide the Passes needed to complete the stage, so make sure the party has cleared the whole map before leaving. The leader gathers all ten Passes and hands them to Cloto. If the party has missed a monster, check the upper and middle areas again instead of assuming the boss kill has finished the quest. Clear communication matters here: players should call out which monsters remain and tell the leader when they have collected a Pass.

 

Bonus Room and Rewards

After the party submits all ten Passes, it can enter the bonus room. Green Mushrooms and Horny Mushrooms fill this area, giving players another chance to earn EXP before the timer runs out. If your group still has time, stay and clear the monsters. If you would rather start another run, speak to Nella to leave and collect the completion reward, which may include a Companion’s Magic Box or a scroll reward. Check the item you receive, since rewards can vary. Players planning their next upgrades can also manage their MapleStory Classic World Mesos carefully, keeping enough for basic equipment, potions, and other needs as they continue leveling.

 

 

 

The U4GM Team


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