SankoQuest:Datamine 2026-08-27
A record of what the live SankoQuest client bundle contained when it was read on 2026-08-27, and how it differs from the previous capture on 2026-07-05. The bundle was re-read on 2026-08-28; that build changed no game data at all — see the re-check below.
Everything sourced to this page is Unverified: it comes from the game client's shipped code, not from playing the game. Client data has been reliable on this wiki before (the July capture's spell levels and the Glacial Bow's Archery requirement were later confirmed in-game), but it can describe things that are unfinished, unreachable, or overridden by the server — several equipment gates on this game are known to be server-enforced and absent from the client entirely.
Method
The bundle's chunk graph was walked from the page source until closed (17 chunks), each was beautified, and the data tables were extracted by slicing exact line ranges and evaluating them — the same method used for the July capture, so values are byte-exact rather than transcribed by hand. The capture, the chunks, and the extraction script are kept in the contribution repo.
Chunk hashes change on every build, so the July chunk names no longer exist. The equivalents used here:
| Contents | 2026-07-05 chunk | 2026-08-27 chunk |
|---|---|---|
| Equipment manifest, weapon style table | c12a64812e41c536.js |
f3c8c48488bab41b.js
|
| Spells, shops, quests, combat formulas | e5c8f07ca20c8363.js |
8897a5150f2afa7b.js
|
| World scene, resource node registry | b36ae965fcf7be40.js |
d660af1e55197c21.js
|
All three are still module 236847 / the same internal module ids, so these are successors rather than unrelated files.
What changed
New content
- Three teleport spells — Home Teleport, Apache Teleport, Greentown Teleport. The first non-combat spells on this wiki; the spell registry went from exactly 8 entries to 11. See Magic.
- 43 new equipment entries — complete Mithril, Adamantite, and Runite tiers, plus Winged Boots and the first three neck-slot amulets (Magician's Amulet, Warrior's Amulet, Power Amulet). See Equipment.
- A seventh shop —
wise_old_man_shards, carrying all seven shard prices. See Wise Old Man. - Eleven new interactive world objects — see below.
- An arrow-tier gating system — bows cap the arrow tier they accept; see Equipment.
- A new scene, "desert adventure basement" — a quest-set module defines a
desert-adventurecontent pack pointing atcontent/desertAdventure/(entities, npcs, npcTemplates, scene), and a separate scene module contains roughly 120 placed objects themed as an underground alchemy lab (crystals, arcane pipe stacks, a mana condenser, a rune pipe rack, an alchemical pressure vessel, cave mushrooms). How this relates to the cavern and factory documented in Desert Adventure is unclear — the theme does not match the industrial canning line the node registry describes, so it may be a separate area, an earlier version, or unreleased.
Changed
- A broad equipment rebalance — 48 of the 59 previously-documented items have different stats. See Equipment.
- Tin of Beer's shop price rose from 5 to 25 Coins.
- The shop previously recorded here as the "Bartender Shop" is now named Remilio's General Store in the client (same id
apache_general_store, same npc, same prices) — this confirms the identification made on Bartender Shop back in July, which had been an inference. - The Fish Stall dropped its Cooked Brown Trout entry, and Raw Brown Trout fell from 4 to 2 Coins.
- Shop entries gained
restockTicksandbuybackfields, matching the 2026-08-26 Patch's shop-restocking note. - Apparel Shop gained a Hamburger Hat entry at 50,000 Coins.
Unchanged
Worth recording, because these were checked and did not move:
- Every combat formula is byte-identical to July — effective level, attack roll, max hit, defense roll, hit chance, damage roll, and all the equipment/style bonus helpers. Despite the 2h-sword rebalancing and the Tick Manipulation patch in between, the shared combat maths did not change; only per-item stats did.
- All 8 combat spells keep their exact levels, max hits, and shard costs.
- The quest registry still holds exactly 3 quests (Star's Tutorial, Desert Adventure, Colt 45) — no fourth quest is staged in the client.
- The 11 equipment slots, NPC aggro radius (8), leash distance (9), and the consumable action-verb mapping are all identical.
- The main 31-region world scene is byte-for-byte identical, including every coordinate.
Still not in the client
The July capture listed what the client does not ship, because those gaps shape what this wiki can source. They are all still absent: food heal values, consumable effects, drop tables, respawn timers, XP-per-action tables, the XP level curve, the combat level formula, NPC stat blocks, and equipment level requirements. These remain server-authoritative and can only be documented from gameplay.
This is why the open questions on Tin of Beer and Hamburger Hat — what they actually do — are not resolved by this capture. The datamine can only say what they cost.
Resource node registry
The gatherable/interactive node registry grew from 47 entries to 58. Eleven of the new entries are depleted-state models for existing nodes (tree stumps, spent rocks and fishing spots) and are cosmetic rather than new content. The other eleven are new interactive objects:
| Node id | Verb | Model |
|---|---|---|
ladder |
climb | ground_ladder |
trapdoor |
open | strange_metal_trapdoor |
portal |
enter | portal_rock_ring |
desert_clue |
examine | sewage_pipe |
conveyor_sorter |
(none) | conveyor_sorter_1x1 |
conveyor_canning_control |
activate | conveyor_sorter_1x1 |
conveyor_valve |
turn | (no model) |
conveyor_feed_assembly |
load | conveyor_sorter_1x1 |
conveyor_log_furnace |
fuel | conveyor_furnace_1x2 |
conveyor_furnace |
inspect | conveyor_furnace_1x2 |
desert_blue_vat |
inspect | blue_vat_2x2 |
These line up closely with the Desert Adventure walkthrough, which was documented from gameplay before this capture and makes no reference to client internals — the two agreeing is useful mutual corroboration:
desert_clueuses a sewage pipe model and is examinable — the quest opens by interacting with a pipe north of the Desert Lake.trapdoor— the quest's hatch in Apache's south-eastern building.conveyor_log_furnace(fuel) andconveyor_feed_assembly(load) — the quest's Beer Furnace and Feed Assembly, which consume logs and tin.conveyor_furnace(inspect) — the quest's Reagent Furnace.desert_blue_vat— plausibly where Blue Slime is processed, matching the Winged Boots turn-in.
A note on what was not found
A full case-insensitive scan of the world scene for the strings apache, oasis, hidden_oasis, jesse, and factory returns zero matches. None of the 31 named world regions corresponds to Apache, Jesse's Factory, or the Hidden Oasis by name.
The geometry is not missing, though — it is just unnamed. An earlier version of this page guessed the Desert Adventure areas lived in files the client fetches at runtime. That was wrong: the four content/desertAdventure/*.json paths are resolved at build time, and the scene is compiled into the world chunk as its own module. Requesting those paths over HTTP returns the site's HTML shell, not data. The scene's contents, and their coordinates, are set out in The Desert Adventure scene below.
The world tile system
The client divides the world into square tiles and loads them by proximity. The constants:
TILE_SIZE64,SCALE_FACTOR1.28, and a tile footprint of 50 × 50, giving 64 world units per tile (1.28 × 50).- A tile's key is
floor(x / 64) - floor(z / 64). WORLD_TILE_CACHE_LIMIT160 tiles; heightfields are 64 × 64 with a maximum height of 10.
This is useful because content is registered against tile keys, so a tile key is a coarse but exact statement of where something sits in the world. Checking it against places already documented:
| Place | Position | Tile |
|---|---|---|
| Adobe Town | 197.5, 72.5 | 3-1 |
| Apache (teleport destination) | 201, 69 | 3-1 |
| greentown region | 374, 289.5 | 5-4 |
| Greentown (teleport destination) | 373, 268 | 5-4 |
| bandit camp | 84.4, 59.1 | 1-0 |
| payatown | 237, 66.5 | 3-1 |
Both teleport destinations land in the same tile as the region they are named after, which is a check that the arithmetic is right. It also adds a second, independent line of support to the Apache/Adobe Town question: those two are not merely 5 units apart, they occupy the same world tile. Payatown shares that tile too, so this does not by itself separate the two candidates — the 5-versus-36-unit distance still does that work.
The Desert Adventure scene
The quest-set manifest registers exactly one set:
- id
desert-adventure, name "Desert Adventure", tileKeys["0-10", "1-10"], with entity, NPC, NPC-template, and scene files.
There is no second set and no disabled entry, so no other content pack is staged in the client.
Those two tile keys place the set's content at world x 0–128, z 640–704. The scene module's own objects confirm it: 119 placed objects spanning x 7.8–97.7, z 646.0–696.2, at heights from −3.8 to 13.6. Deriving tile keys back from those object positions gives exactly 0-10 and 1-10 — the same pair the manifest declares.
That places the Desert Adventure content far outside every previously documented region. The 31 named regions all sit within roughly z 14–338; this content sits at z 646–696, well beyond them. Whether a player experiences that as a separate map or as contiguous space is not something the data answers.
What the scene contains
The scene is one group, "desert adventure basement", with a "Grotto decoration pass" inside it. Its 119 objects fall into two clusters that barely overlap:
| Cluster | Objects | Extent (x) | Notable contents |
|---|---|---|---|
| Industrial (west) | 27 | 9–28 | Arcane pipe stacks (8), rune pipe racks (7), safety railings (6), conveyor straights and corners (5), one alchemical pressure vessel |
| Natural (east) | 41 | 32–98 | Ferns (11), cave mushrooms (10), ivy (6), crystals (5), plants, grass, a dead tree, a tree stump |
| Water | 3 | 47–84 | Three water surfaces, at (47.2, 677.0), (59.7, 681.7) and (84.4, 688.9) |
| Structure | 14 | 8–28 | Castle-wall kit pieces, enclosing the industrial cluster |
Also present: 12 baked spot lights, six wall sconces, three grotto lampposts, plus crates, barrels, tables, stools, shelves and a set of bones.
The split is suggestive. The western end is walled, lit, and full of conveyor machinery, which matches Jesse's Factory as documented from gameplay. The eastern end is open, planted, and has standing water, which is what an oasis would look like. But the data never names either half, the whole group is labelled a "basement", and the two sit in one continuous scene rather than as separate areas — so this is a shape that fits, not an identification. It is recorded here for someone who can go and look.
Help verify which part of the "desert adventure basement" scene corresponds to Jesse's Factory, and whether the watered eastern end is the Hidden Oasis Accepted evidence: in-game observation of the factory and oasis, ideally with a position readout.
2026-08-28 re-check
The bundle was captured again on 2026-08-28. No game data changed. Verified point by point rather than by eye:
- The equipment chunk, the world/node chunk, and four others are byte-identical to the 2026-08-27 files.
- The spell registry and the shop table were re-extracted and compared field by field: no additions, no removals, no changed values.
- The quest registry still holds the same three quests; the combat-formula class has the same methods with the same bodies.
- Comparing every quoted string in the two game chunks against the previous capture returns no differences in either direction.
What did change is wallet plumbing: the build swapped in a large amount of ERC-4337 account-abstraction code (bundler actions, user-operation RPC methods, entry-point ABIs). That is login and transaction infrastructure, not gameplay, and none of it is documented here. The rest of the diff is the minifier renaming variables between builds.
Worth recording as a negative result: a chunk-hash change does not imply a content change. Six of the fourteen chunks in this build have new names but the same bytes as their predecessors, and the two game chunks that were rebuilt contain no data differences at all.
See also
- Equipment, Magic, Shards, Wise Old Man, Locations — the pages this capture updated
- Desert Adventure, Jesse's Factory, Hidden Oasis, Apache — the areas the scene data bears on