SnailHunter ADMIN
2026.08.11
Confirmed. "Let's get going!" is just one of Amos's idle lines from the game's own text data — clicking him leads nowhere because the Amorian Challenge itself was never built.
The good news is the maps are already in the game (the whole Amorian Challenge stage set is bundled). What's missing is everything else: Amos's actual menu (enter the challenge, or trade 10 Lip Lock Keys for an Entrance Ticket), the Entrance Ticket item, the stage-by-stage party quest logic, and the five stage NPCs. We currently only have two party quests wired up, Henesys and Kerning.
All of it exists in the reference server scripts and the original client, so it can be ported faithfully — but it's a decent chunk of work rather than a one-line fix, so I'd treat it as a feature rather than a bug fix.
SnailHunter ADMIN
2026.08.11
Amos isn't broken so much as unfinished, and I'd rather tell you that than paper over it. The two lines you saw ('Amos the Strong's my name; the Amorian Challenge is my game!' / 'Let's get going!') are his real v83 idle chatter, and they're all he currently has — the Amorian Challenge itself is a full 7-stage party quest, and it isn't built yet (only Henesys PQ and Kerning PQ are). His real job is a two-option menu: 'Enter the Amorian Challenge' (needs an Entrance Ticket, warps you to the challenge entrance) and 'Trade 10 Keys for a Ticket'. I deliberately did NOT wire up just the warp: the Entrance Ticket has no source in the game right now, and the map it leads to holds a second Amos who runs the party-quest instance that doesn't exist — so all that would do is move the dead end one screen further in and strand you in an exit-less room. This needs the Amoria PQ built (stages, the ticket/key economy, the entry NPC), not a code tweak.
SnailHunter ADMIN
2026.08.12
Confirmed, and the short version is that Amos is unfinished rather than broken. The two lines you saw are his genuine idle chatter from the game's own text — they are all he currently has to say, so clicking through them correctly leads nowhere. His real job is a two-option menu: enter the Amorian Challenge, or trade ten Lip Lock Keys for an Entrance Ticket. The Amorian Challenge behind that menu is a full multi-stage party quest with randomised crate puzzles and its own staged monster spawns, and none of that instance machinery is built yet — only the Henesys and Kerning City party quests are. I deliberately did not wire up just the entrance, because that would drop you into stage maps you could not finish, which is worse than the current dead end. One thing that does work at him today: there is a real quest called 'About the Amorian Challenge!' from Ames the Wise (level 40 and up) that you turn in at Amos, and I verified that path works — so if you take that quest from Ames first, Amos will respond properly. Nothing else has changed for this ticket; the Amoria party quest still needs building.
SnailHunter ADMIN
27 days ago
Thanks Drew — this one is now done properly, not just the front door.
What was wrong originally: Amos had no click behaviour at all. The two lines you saw are real game text, but they are his idle mutterings, and because nobody had written what happens when you click him the game fell back to printing them as a conversation. That part was fixed earlier. What was still missing was the thing the report is actually about — the Amorian Challenge behind him had never been built, and the door into it was deliberately kept shut because the room it leads to has no exit and you would have been stuck in there forever.
What has changed now: the whole challenge exists. Amos takes your Entrance Ticket and sends you in. The Amos waiting inside runs the party quest, and he also has a "leave" option, so you can always get out — please test that first, before anything else. Past that there are seven stages: clear the mirror room and smash the Magik Mirror, guess the rope combination, work out which five platforms are the right ones, gather fifty Cupid Code Pieces, break the seven gates and regroup, fight the three-phase Geist Balrog, then the bonus room. Eleven monsters that had never been pulled out of the original game files — including all three Balrog phases — are now in, with their real artwork and stats.
Two other things I fixed along the way. The key drop rate was about six times too low, so a ticket cost roughly 1,400 kills instead of 250. And five of the quest's own items could not drop at all, which would have made three stages impossible even once the rest was built.
The real game also gates its couples-only bonus room on the whole party being married, and that was the last thing missing — see the follow-up below, which closes it.
Follow-up: the three loose ends from last time are done. The gates in the corridor stage used to swing shut again 30 seconds after you broke them — that was us treating "never respawns" as "respawn on the default timer". They now stay open, and the same fix quietly repaired a much wider bug where several hundred reactors elsewhere in the world were respawning instantly instead of never. The doors themselves now work: the seven gate doors refuse you with the original game's line until the matching gate is down, and the two gendered doors in the first room turn away the wrong gender with their own line, exactly as the original does. Marriage is real now too — you can craft an engagement ring from the Wedding Jeweler in Amoria, propose to another player, and hold the ceremony at the cathedral or chapel altar. Your partner is saved with your character. That unlocks the couples-only bonus room and the cape prize, which were unreachable before. The full wedding chain (bookings, guests, invitations) is still not in; I have listed exactly which pieces and why.
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