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Total
KoL For Total Noobs
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The Total Guide to Totally Spoil
any KoL Noob.
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Level by level walkthroughs, tips and spoilers to ruin your KoL
experience.
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(What’re you doing? Figure it out yerself you sloth! That’s the point of the game!)
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Foreword
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Infinite
thanks and appreciation go to Chrono
Mage’s hard work in writing the original Level-by-level guide, which
structure I kept and basically crammed the walkthroughs and spoilers where
appropriate. I hope.
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Thanks also
to all the helpful clannies of SevenLances,
whose infinite patience walking me through every obstacle will certainly get
them a luxury suite at the Nirvana Inn.
Plus, when this book tops the best-seller lists and I become rich and
famous and stop talking to them all, they’ll at least have this
paragraph. So there.
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Noob to
noob, a word of advice. Read the Kolwiki. Ok, those are three words, so sue me. But seriously, this is a highlights-only,
standard-route to ascension, there are lots more to see and do in KoL. If you have the time (and why wouldn’t ya,
it’s a game for Jick’s sake) go check in the KoLwiki any encounters that seem
interesting, lookup any drops too to figure out what you can do with
them. There are mini-quests, recipes,
places, items and encounters that only the KoLwiki can attempt to keep up to
speed with. There’s candy too. So there, I told ya: http://kol.coldfront.net/thekolwiki/index.php/Main_Page
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Minor
Mistake aka Nuts N Bolts aka Popoids
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Table of Contents
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Level
1: Welcome back to the Kingdom of Loathing.
Noob. 5
Level 2: Welcome to the forest.
(5). 7
Beginning the guild (5, 12, 15, 20
for each test): 7
Wrapping up: 7
Level 3: Drunken rats, zmobies,
epic weapons and cars of meat. 8
Rats, rats, more rats and booze
(10). 8
Beating the Rat Baron (scales): 8
Makin’ a meatcar (10-15): 9
Diggin’ Graves: 9
Free Meats (and possibly epic
weapons) (12): 9
Wrapping up level 3: 10
Level 4: Bat holes, billiards,
pixels, towers and clowns. 10
Bat hole (Entryway: 10-15, Guano
Junction: 15-20): 10
Boss bat lair (boss: ~35): 10
Pixel farming (20-25): 11
Haunted Billiard’s Room (20): 11
Fernswarthy’s Tower (15-25?). 11
Clowning around for your Legendary
Epic Weapon (15-20). 11
The Third (15) and Fourth Guild
Test (20+): 11
Wrapping up: 12
Level 5: The king is (soon to be)
dead, a key quest, shoring, and other things. 12
Cobb’s Knob (Kitchens: 20-22,
Harem: 25-30): 12
Killing the King (55): 12
Getting into the Lab: 13
The beach and the shore: 13
Wrapping up: 13
Level 6: Friars, Demons, Fast food
and other assorted goodies. 13
Deep Fat Friars (40-50+): 14
Finding Azazel’s Stuff (40-50+). 14
The Road to White Citadel (opens
at 34, 35-40): 14
Continuing the Manorisms (50-55+). 14
Finishing up level 6: 15
Leveling in hardcore: A rough
outline of Level 6 onwards to level 11. 15
Frat/Hippy Camp (40): 15
Laboratory (40-45): 15
Cobb’s Knob Menagerie 1 (50-55),
Menagerie 2 (60-65) and Menagerie 3 (70-75): 15
Haunted Ballroom (110), Gallery
(105-115), and Bathroom (75-100): 15
Haunted Bedroom (150-175): 15
Level 7: Undead, Dagons, Giant
Signs and Pirates. 16
Undefiling the Cyrpt (50-60,
bosses at ~80): 16
Bonerdagon Battle (90): 16
The Enormous Greater-Than Sign
(unlocks at 45). 17
Dungeons of Doom (35-45). 17
Pirating the Cove (60-70). 18
Wrapping up: 18
Level 8: It’s a trap(z0r)!. 18
Itznotyerzitz Mine (50-60): 19
Itznotyerzitz Mine (In disguise): 19
Farming the Goatlet (65-70): 20
Finding Cold Resistance: 20
The Search for Cold Resistance,
Subsection 1: eXtreme Slope (70-75): 20
The Search for Cold Resistance,
Subsection 2: Snowman Lair (70-90): 21
Wrapping up level 8: 21
Level 9: Pirates, Chasms, Pirates,
Leaflets, and Pirates. 21
Adventures in the Strange Leaflet: 22
Getting Access to the Orc Chasm
(60-70). 23
Scrolling through the Chasm
(75-90): 23
Piratey Adventures, Part 1 (bar
~80 power, f’c’le ~100 ?): 23
Wrapping up level 9: 24
Level 10: Playing in the sky, the
stars, and getting some sleep. 25
The Penultimate Fantasy Airship
(90-120): 25
Castle in the sky (125-145): 25
Hole in the sky (150-170): 26
Haunted Bedroom (150-176). 26
Obtaining the Manor Skill: 27
Wrapping up, once more. 27
Level 11: A quest you have been
preparing for….. 27
Quest For the Holy Macguffin: 28
The Black Forest and obtaining the
journal (120-135): 28
Part 1: Spookyraven Manor
(160-170): 28
Part 1 boss: Lord Spookyraven. 29
Part 2a: The Temple. 29
Part 2b: The Hidden City’s Ruins
(140-160). 30
Part 2 boss: Protector Spectre. 30
Part 3: The Palindome (135-155). 30
Part 3 boss: Dr Awkward. 31
Part 4: Opening the Pyramid
(135-145). 31
Final Area: Inside the Pyramid
(160-175). 31
A long, long battle against Ed: 32
Wrapping up level 11 (wheeee): 32
Level 12: Everybody loves a good
war. 32
Starting the war: 32
Fighting the war: Getting Started
(165-175). 33
Fighting the war: Duck, Duck,
Farmer?. 33
Fighting the war: Filthworms!. 34
Fighting the war: Gremlins and
other junk. 34
Fighting the war: Bandits, and
meat you’ll never get. 35
Fighting the war: The lighthouse
near the beach. 35
Fighting the war: Flying around,
and making music. 35
Fighting the war: Onto the
battlefield. 36
Ending the war: Cleaning up before
the boss. 36
Ending the war: Boss fight. 37
Working your way to level 13 (if
need be): 37
Level 13: Gates, Mazes, Towers,
and the final battles. 37
The Three Gates: 37
The Huge Mirror: 38
The Entrance Cavern: 38
The Hedge Maze: 38
The
Tower: 39
The Chamber: 39
Naughty Sorceress Battle: 40
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Level 1: Welcome back to the Kingdom of
Loathing. Noob.
If you haven’t ascended yet, then skip this
bit. Go on, scat, you n00b.
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Right,
the old is new again, so get back to the mountains and visit the Toot for
your reward from last run. Open it up, and away we go!
First
off, some initial notes for each zodiac zone:
Muscle:
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Your
monster level enhancer is the “detuned radio”. You can use this to get
various things from various bosses (as with the other two monster level
enhancers). Buy it when you have the chance, as you’ll likely at least want
a couple of the special items dropped via it.
When you go for your epic weapon, amongst other things, you can smith them
for free here.
You can get some easy equipment here via the general store (also some of
the maid making stuff). Also all meat car parts (except the rims) are
buyable.
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Myst:
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Your ML
enhancer is the Mind Control Device.
You can make jewelry here… so consider getting some before selling off all
your jewels. The items may be useful in earlier runs, but you will eventually
forget about them.
You can get easy food from this area. If you ever get stuck without stuff
to eat, look here. Occasionally you get nice things too.
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Moxie:
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Your ML
enhancer is the Annoy-O-Tron 5000
You cant access your zone until you have the meat car.
You can get easy booze here, so don’t forget to check or use it as
necessary.
There are a few skills buyable here.
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The first
40 turns of a run are fairly important, as there is a lack in available foods
and boozes at low level, and a lot of items you may wish to use need level 3
or 4 minimal to consume. Because of this, doing things like arena turns
aren’t at all helpful (and, as the case with most familiars, the returns
become minimal fairly early into your run).
For
deciding on a familiar for your run, it’s a bit trickier. If in doubt, a stat or loot increasing
familiar is key, but do note that, especially in the case of stat familiars,
the returns are hard to calculate. If
you’re new, go for a Blood-faced volleyball for stats until you start
fighting level 85+ monsters, then go with the sombrero. Mr. Store familiars
are still really the top few, especially ones that give loot, stat, or meat
as an effect (sometimes or always). Possibly bringing in a MP familiar when
you have more skills, or using combat familiars more often. Don’t be afraid
to use multiple familiars to reach your goals, but try to only use one of
each trait if you can.
There are
also a lot of things to consider from right at the start, including:
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Opening Spookyraven Manor via the haunted
pantry. This also gets you tomatoes if you have the passtamastery skill.
Getting the Encryption Key for Cobb’s Knob
Getting stench resistance for the bat hole (bum cheek from the back alley –
check the wiki and make an asshat if you can)
Opening the guild partially if you have the ability to do so, and work on the
knoll/meatcar
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After a
number of runs, you’re bound to focus on the first two more, as stench can
easily be obtained via a few skills, and the exotic parrot if you already have
it (with a couple of fam buffs). The mainstat spleen items from the first
guild reward are also handy for a boost towards level 2 (or 3, depending when
you do it). Note that whilst you can do the first guild test with about 4 or
5 mainstat, it’s only really safe after 7… and the second test is safe around
13 mainstat.
Once you’ve
picked an area to adventure in, keep at it until level 2. Combats here should
be simple, as (unless you’ve set the monster level increasing things) you’ll
be above the monsters you’re fighting. If you’re a myst class, and something
is about to kill you, try using your initial spell to finish it off, as this
will prevent fumble-death too.
If you do
run low on HP, don’t forget that you can use Doc Galaktic’s items to heal. Keep
to the first two restores, though, as after that you’re paying more meat for
less effect. For MP, either use soda water, or Doc’s MP restore ability (the
Doc comes up just better, but if RNG goes your way the water can beat it).
Chances are
you won’t get the adventure you’re after before reaching level 2 (especially
if you’re using a stat familiar and are in the area that gives the most
adventures that relate to your mainstat). If you do get it before, move onto
another one, else either move onto level 2 quests, or continue until your
target is done.
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My recommendation at this level is to go for these, while you work on
the above:
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Seek
the Doctor Hobo’s mini-quest in the Knob, it’ll give you a weapon you’ll
probably use until you get your Epic Weapon.
You will need a cool whip from the market for this one.
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Seek
the Slug Lord’s mini-quest in the back alley, it’ll give you a decent pair of
trousers so you don’t go running around like
that. Shameful…
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Level 2: Welcome to the forest. (5)
First off,
visit the council for your first quest: Get a mosquito larva from the spooky
forest! In doing this, you unlock the Distant Woods. It’s also a good time to
grab the Continuum Transfunctioner from the Crackpot Mystic’s Shed, although
it is unlikely that you can handle the 8-bit realm yet.
Moxie and
muscle classes should be more than fine fighting in the forest, but myst
classes may find it slightly more difficult. In their case, the initial spell
(spaghetti spear or salsaball) should work fine.
If you are
struggling a bit combat-wise, don’t forget Ben-gal balms and cans of
hair-spray from the demon market. They give a +15% boost to musc and moxie
(for 3 turns) respectively, and could be make or break now, or through much
of your run.
There are a
few things to note whilst getting the larva:
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The “three-tined fork” adventure is your
best shot at getting other class items. Especially those needed to cast the buffs of
the various classes, if you have ascended already. On the first few runs,
this adventure will be a nuisance, but once you have AT, TT or SA buffs,
you’ll need to use this to ensure you get items (as the sewer is unreliable).
The monolith adventure is the first in a series of non-combats that opens the
Spooky Temple, an area needed for the level 11 quest. If you get it, make
sure to make the map!
If you acquire wooden stakes, spooky vampires (and vampire bats) will drop
hearts when killed with the stakes equipped. This can be traded in, via
another adventure in the forest, to acquire used blood, which is a reasonable
stat-giving item. The blood is also used in a chef stave.
An adventure here gives 3 spooky mushrooms. When combined with a grue egg
(which you get at level 9) you can make one of the best foods you will see in
hardcore. Mushrooms can also be used in a couple of other dishes, but the egg
one is the most notable, but only if you have ascended already; if not, then
use it to get a grue familiar. Check
the wiki.
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Once you’ve
got your larva, go get your 500 meat from the council, and work towards level
3. To be able to equip your familiars
you will need to have a Terrarium (from the market) and then simply ‘Use’ the
larva and the fertilized grue egg from your inventory.
Beginning the guild (5, 12, 15, 20 for each test):
The first
guild test should be easy by now, if you haven’t done it already. The spleen
items may boost you to level 3, and the zone unlocked (Barrel full of
barrels) gives a number of booze items that could get you extra advs if you
won’t make it to the end of the tavern.
The barrels
are also a good resource for booze throughout a run, so if you ever are short
consider getting stuff from there. The top two rows can contain up to 4
possibly-handy boozes (possibly meaning they will be without
cocktailcrafting, but once you get it they mightn’t help all the time). There
are 3 “sets” of items, in 2x2 blocks, so if you find one booze you should
figure out where the others are pretty quick.
Wrapping up:
Once again,
from here there are a few things to consider that open up now:
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As mentioned above, you can now unlock the
Spooky Temple in preparation for the level 11 quest. It may seem a long way
off, but by then the forest will be very, very tedious due to the low gains
in all areas.
Now that you have the continuum transfunctioner, the 8-bit realm should be on
the “to-do” list. Doing it at level 4 or 5 is usually the best bet.
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Of course, you have the stuff mentioned in the level 1 chunk to
consider too.
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Level 3: Drunken rats, zmobies, epic weapons and cars of meat.
If things
are getting tight adventure-wise, be cautious what you do here. The quest
gives 3 level-3 boozes if you complete it, but that could take anywhere
between a couple to 25 turns. If you find the booze squares repeat there
until you get only beer. Beer helps
you nudge your drunkenness total to just under the limit before your
nightcap. Mix beer with tomato if you
have extra for a bit of stats while you’re at it.
If you
don’t think you’ll make it, there are a few options for food/booze, but not many,
at this stage:
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Sleazy Back alley drops Mad Train Wine, and
gives you a chance to go for that stench resist you may need later
Barrel full of barrels gives level 3 boozes (at the risk of getting mimics
beating you up)
Gift shop has mugcakes for 20 meat, which are a good last-resort food.
Demon Market has fortune cookies for 40 meat. Eating these also gives the
advantage of finding out when your semi-rare adventure will occur.
If you are a muscle sign or have not ascended yet, and picked up some spooky
mushrooms in the forest, you can make kabobs with skewers.
Ascended Myst signs, of course, have the restaurant. Specials are generally
fairly dull, but there are a few gems amongst all the junk.
If you have pastamastery, the Haunted Pantry has tomatoes, which can be made
into boring spaghetti
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Rats, rats, more rats and booze (10)
Rats are a
tad harder than the level 2 monsters, as you start just under their power,
possibly significantly under as a myst class. Once again, go with whatever
you were doing before, but if you have under 10 mainstat (or 10 attacking
stat), consider cleaning up other loose ends first. If things really get bad,
cans of hair spray work as an okay combat item, but it will be rather costly
to sustain.
Of course,
your goal here is to turn off the faucet. When doing the rat quest, remember
to keep track of which squares you’ve been to. A simple way to do this is
cast 25 turns of a buff (typically your initial class skill) and use that as
a guide, whilst you plink through the squares.
Once you
get to the faucet, you can either finish up the quest by turning it off, or
kill the baron. Unless you have a reasonable way to sure-hit the baron, I
wouldn’t bother with him. See next section for beating him.
Beating the Rat Baron (scales):
The first
(and an optional) boss you’ll probably encounter, this guy is also reasonably
tough to beat. Unlike most monsters in the kingdom, he scales to however
strong you are. And he is always stronger than you are, too.
The best
strategies for him are ones that either include skills that have 100%
hit-rates (shieldbutt, myst spells) with a high damage, high-damage combat
items, or to knock him under your stats so he can’t hit (by using combat
items or DB skills). Penguin Goodfella with contracts works well too, or
similar things.
As with
some other bosses, he has item rewards from the monster level enhancers given
in each zodiac area. Set to 2, he gives a reasonable meat gain accessory. Set
to 9 he gives a reasonable hat. Anything else (including 0) he drops a good
item gain accessory.
Makin’ a meatcar (10-15):
Once the
second guild test is complete (around 13 mainstat is best), you get access to
the meat car quest. Talk to the top-middle character of your guild, and he’ll
give you the map.
Of course,
now is the time to visit the untinkerer. You’ll need the screwdriver
eventually, and it costs less now than what it may cost to have to find it
later.
Ascended muscle
zodiacs have this quest easy: Just get sweet rims from the hermit, and buy
yourself the other parts from the knoll general store. The screwdriver is
found with Innabox.
Otherwise,
you’re off to the knoll. This area is somewhere between 10 and 15 power, so
going in between 15 and 20 is pretty safe. As is going in with your epic
weapon (for non-myst classes, at least). Of extra note here you might want to
get a frilly skirt, which is required for the Bar area of the pirate zones
(as one of the three options for getting the dentures back). If you don’t get
it, there are still 2 other possibilities, which are mentioned in their
relevant sections.
Making the
car is key to getting into the moxie zodiac area, so make this a priority if
you plan to use anything there.
Also, this
will unlock South of the Border. Although that might not seem important, the
final quest will require an item from here (which will be for your second
entrance gate). Which one you won’t know, but do note you’ll need at least
one eventually. Ascended moxie zodiacs
get around this requirement with Gno-Mart.
Diggin’ Graves:
At 11
mainstat, and by talking to the guild member of the class that you’re not,
you unlock another new quest. Whilst most of this quest won’t be helpful to
you at all, you still may wish to do it to unlock the temporal rift at level
4.
The bit you
have here is easy: Adventure in the cemetary until you get a shovel, then
adventure again until you get the key and letter. Take it back to your guild,
and you’ll get 500 meat for your troubles.
The
cemetary itself is not really exciting, but you can get smart skulls (for
chefs, maids and bartenders), dead guy’s watches (for an extra adv per day!),
and a few other not-as-handy items.
Free Meats (and possibly epic weapons) (12):
Note: Those
wanting to do a bad moon ascension cannot do this quest, as it requires the
use of a clover (unless you’re already in bad moon). You can still get the
1000 free meats, though.
At 12
mainstat, your guild will give you the Nemesis quest (the “Legendary Epic
Weapon” part, to be exact). Talk to the guild member of the same class as
you, and he’ll give you 1000 meat. Note that you need to talk to him/her
twice if you haven’t talked to him/her already.
If you plan
to make your epic weapon (which is worthwhile for most classes). I’ve stuck the next part of this quest,
obtaining your legendary epic weapon, in the level 4 section.
Wrapping up level 3:
If for some
reason you get all that done pretty quickly (muscle zodiacs may sometimes
have this issue), or you decide to not do certain sidequests, you still need
to get to level 4. This can easily be done by finishing up other important
sidequests from level 1 and 2:
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Get the encryption key from Cobb’s Knob
outskirts (for level 5 quest)
Unlock spookyraven manor (via the pantry, for leveling and level 11 quest)
Unlock the spooky temple (get the map, sapling and fertilizer from spooky
forest)
Make sure you’ve got stench resistance for level 4 (back alley)
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If you’re
really eager, and have over 25 muscle or moxie, you may wish to consider
starting the pixel quest or opening the haunted library, but likely they’ll
be left until later, as you’ll have a lot to do in the lower areas still.
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Level 4: Bat holes, billiards, pixels, towers and clowns.
The primary
quest at this level is the bat hole, although the strength of the boss bat
himself may be out of reach for a while.
If you’re
worried about stats being low during this quest, a really nice way to get
some fast boosts is to use the battlefield (only available at levels 4-5,
then it’s gone). As mentioned last
level, it’s opened up by doing the first part of the Wizard of Ego quest.
Bat hole (Entryway: 10-15, Guano Junction: 15-20):
The first
step here, if you haven’t gotten it already, is to find stench resistance. As
mentioned a few times earlier, bum cheeks from the back alley are one
alternative, but now you can get the pine-fresh air-freshener too.
The
air-freshener is in the entryway, which is around the knoll’s strength, just
slightly higher (so if you’ve done that, you’ll find this easy). The drop
rate on it isn’t horrible, but don’t expect a fast drop either. Loot
familiars might be useful here (or, of course, bum cheek is still an option).
Once you’ve
got your resistance on, the junction is probably ready for plundering. The
monsters here are just stronger than the higher-end knoll/entryway monsters,
so if you have around 20 musc/moxie it should be easy (just watch the HP as a
muscle class).
The drops
in there aren’t that bad either. You’ll want a broken skull if you plan to avoid
the hippy camp, and possibly a briefcase if you don’t have a frilly skirt
(for the pirate areas later), but your main goal is 3 sonar-in-a-biscuits.
Baseballs and loose teeth also drop here (the first being a possible tower
monster item, the other being something you can get later on, but eventually
need).
Once you’ve
obtained and used the 3 sonars you will have the cave open, get yourself an
enchanted bean from the beanbat chamber (in preparation for the level 10
quest), more if you want to use tex-mex food. The bats there are about 4 or 5
strength higher, so make sure you have gained a few points first if the other
bats were causing some trouble.
Boss bat lair (boss: ~35):
First to
note is that the bodyguard bats here drop a nice pile of meat, so using a
meat familiar may be a worthy operation. They’re only a bit stronger than
normal bats you’ve fought so far.
Second to
note, the boss is a lot stronger than any monster you will have encountered
in other areas. Having a moxie or muscle of at least 40 is advised, or being
able to do 40 damage within a couple of hits.
This is
also the first area where your monster level increasing zodiac item will make
a difference. Having it at 4 when you kill the boss bat will nab you some
nice pants, having it at 8 will nab you a less-nice accessory.
Don’t worry
too much about it if you can’t handle it yet. It’s easier to leave it until
late level 5.
Pixel farming (20-25):
Another
major sidequest, but this one is in preparation for the final quest. The continuum
transfunctioner means losing 2-handed weapons, though, so it may be tedious
to do at this stage (although unlikely, if you found the beanbats easy). If
you have over 25 muscle or moxie, or can do 15 unblockable damage, you should
be fine.
Your aim,
of course, is to get a digital key, and (likely) 4 red pixel potions. If you
have funkslinging (or are a DB) you can skip the potions and use things from
the level 12 quest (you can skip the potions without, but it’s a lot riskier,
as the level 12 healers can easily do under the required, too).
Haunted Billiard’s Room (20):
Note: This
part of the quest is only accessible if you’ve opened Spookyraven manor
through adventuring in the haunted pantry
Another
“must do at some point” sidequest is going here and opening the library. The
monsters here are weaker than the pixel monsters above, but one is physically
resistant (where you’ll either want elemental equipment/skills on, or you’ll
be using 1-damage hits and combat items).
You need a
pool cue (from a non-combat adventure) and a handful of hand chalk to
continue. Equip the cue, use the chalk, and adventure until you get the
choice adventure (where you’ll pick the second, first, then first choice). Be
wary that the chalk only lasts 5 turns, so there is a chance you’ll need to
use more.
The next
part of this quest is listed in the level 6 part of the guide.
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Fernswarthy’s Tower (15-25?)
Note: This
part of the quest is only accessible if you’ve completed the part in the
cemetary
This quest
is way less helpful than the others, but it does give access to brains and
fruits by opening it, which you may find helpful.
The
monsters here are roughly 20-25 power, the same as the pixel ones.
Simply,
adventure in the ruins of the tower until you get a dusty old book. Take it
to your guild, and you’re done. Using the book will give you stats once a day
(max 5 times).
Clowning around for your Legendary Epic Weapon (15-20)
This is
another optional quest, which is a follow on from creating your epic weapon.
Compared to your normal epic weapon, the legendary one is generally a lot
better, so it’s probably well worth getting if you’re struggling a bit, or
just want to make things easier.
For this
quest, the aim is to get yourself looking like a clown. Not to the length of
the outfit, but enough to trick the door. Each clown-dropped item (except the
flower) gives a “clownosity” of 1 when equipped. Smithed items give a
clownosity of 2. Note that each type of item only counts once, so multiple of
an item doesn’t work.
Once you
have a rating of 4, you can face the boss. Click the “push the nose” option,
and then open the door to face him. He seems to be similar to the boss bat in
power, but with more HP.
Smith the
item you get with your epic weapon, and you’re all done.
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The Third (15) and Fourth Guild Test (20+):
Considering
the third doesn’t give anything special, I’ve lumped these together. You need
around 15 mainstat for the third, and 20 for the second, but 23 or so will
make failure difficult. This’ll open up the guild store, which is handy
(well, sometimes).
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Wrapping up:
And that’s it
for level 4. Remember there are still a lot of other things you can do. Check
the level 3 wrap up for more info.
If you just
want to level, you can either hit the battlefield, or continue adventuring in
other high-stat zones.
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Level 5: The king is (soon to be) dead, a key quest, shoring, and
other things
Another big
level, this is, but most of the big is finishing up things you haven’t
managed to do yet.
First to
note, now is a good time to consider looking into the daily dungeon. If you
don’t have a few runs behind you (and a few stat buffing skills) it’s
probably still out of reach, but now is probably the best time to mention it.
Also,
another sidequest becomes available, but this one doesn’t require you going
out of the way much. Doc Galaktik needs help (well, once you’ve opened cobb’s
knob). The items he needs drop from monsters you’ll encounter throughout
this, and the next two levels, so it’s worthwhile to start it, even if you
don’t plan on going out of the way to get anything you miss.
Cobb’s Knob (Kitchens: 20-22, Harem: 25-30):
As
mentioned earlier, you need an encryption key to open this place up. If you
haven’t done so already, head off to the outskirts to get it.
After that,
don’t forget to use the map to actually open it, and head on inside. There’re
a couple things to note here, some not related to the quest directly, so
here’s an outline:
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Kitchens: Around the strength of the areas
near the end of level 4, so should be simple. This is where you will be
headed for food once you have both pastamastery and saucecrafting permanent.
Treasury: A really good source of meat at this level. You shouldn’t need it,
but note that it’s there.
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Your main
goal is the harem, where you want a perfume, a harem veil, and harem pants.
The girls have a power of ~25, the guards ~30, so going in a tad over 30 is
advised. The choice adv is as follows:
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Boozember Rain: Harem Veil
It’s completely ordinary: Harem pants
Here’s 25 meat: ~100 meat
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Killing the King (55):
This boss is another monster that’s significantly stronger than what
you’re fighting. So yet again, leave him be for a bit if you aren’t ready.
He’s around 50 HP, 55 power, so going in around 60 is best.
Note that the harem gear that must be worn has a power of 10 (for 20
total), meaning you have next-to-no damage resistance, and he’ll hit you
hard, so you’ll need to kill him in two, possibly one hit if you can’t dodge
him.
His monster-level controller item drops are 3 (glass balls) and 7
(cape) or the crown (his non-special drop). The cape or crown are generally better,
depending on whether you’re muscle or not, and what HC reward you have from
your previous run (crown is less useful if you have the skullcap, for
instance).
Getting into the Lab:
Also, while you’re here, you’ll need to get the lab key. The lab is
needed for the level 11 quest. The key can be obtained randomly in any area
inside the knob, but seems to drop easily in the kitchen.
If you plan to get your food from here, and don’t get the key whilst
doing the harem quest (which does happen, but not often), you can leave the
key and hope you get it during your food hunting on later days.
The beach and the shore:
Since you’ve likely already obtained your car by now, you can begin to
consider opening the island, or, more importantly, doing the nasty shore
trips.
Depending on how things happen, you may want to leave this until after
the level 6 quest (so you can get the steel organ, if you plan to get it, on
the day you are on, rather than missing out and losing a little few more
adventures). Also consider dropping it back if you don’t have the meat for
it.
Of course, all you need to do is 5 trips, and where you do them isn’t
really important. Don’t forget to get a trinket for the planks, either.
Wrapping up:
This is most likely the first level that things could be done well
before you’re level 6. If you haven’t done them yet, remember you still have
pixels, manor opening, temple opening, and other similar things to consider.
If you just want to level, the battlefield is still good (and it’ll
disappear once you level), or you could consider areas like the lab,
menageries, or library, depending on your skills and stats.
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Level 6: Friars, Demons, Fast food and other assorted goodies.
Another
council quest, another guild quest, and another sidequest. All of which can
take a while.
The
sidequest here is rather important to everyone except those in oxy (in which
case, you can skip it, unless you have pulverize, then the payoff is late, as
the bulk of decent pulverize yields don’t occur for a few levels yet).
Deep Fat Friars (40-50+):
At the
start of level 6 this is the only quest that you gain (unless you haven’t
completed previous Distant Woods council quests, then you won’t get it). It’s
also a significant jump harder than the previous one, with monsters jumping
from 25-30 in power to 40-55. If you have already killed the goblin king,
this should be easy.
In each
zone, you need to get the relevant quest item (dodecagram in the neck,
candles in the heart, and butterknife in the elbow). All of them are from
non-combats, so if you can set yourself up for them.
Also, a
number of handy items drop here. The main one would be the ruby w, but
wussiness potion (which may be a NS lair requirement), hellion cubes (for
pastamastery + saucecrafting people), imp ale, and various other things might
help. If you don’t get the w during this bit of the quest, but plan to do the
subquest after, then don’t worry too much about it. You’ll also need a few
hot wings if you’re going for the frilly skirt version of the pirate barrr
quest, but you should get them without trying.
Once you
have all 3, head to the central area and cleanse the taint for your… oh wait,
no reward…
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Finding Azazel’s Stuff (40-50+)
Next up is
the quest for your organ of steel, if you’re going to get it (which is
likely). This is similar to the quest you just did, but it’s all about
plinking through one area, instead of the 3 sub-areas.
If you’ve
done the friars, which you will have if you’re reading this (and if you’re
not, go back to where you’re meant to be!), this should be relatively easy. You’re after the unicorn, lollipop and tutu,
and then the adventure with all the “follow the pencilnecked demon” choices
(which, until now, you will hopefully have been dodging).
As
mentioned earlier, you’ll need a ruby w at some point, so hopefully if you
don’t have one you’ll get one during this quest.
A note with
organ of steel items: If you don’t have 5 fullness left and are a teetotaler,
you won’t be able to use the lasagna. Same with oxygenerians. Booze and
no-pathers can use theirs as long as they aren’t falling down drunk.
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The Road to White Citadel (opens at 34, 35-40):
Another
guild quest. This one appears in the latter half of level 6, by talking to
the same guy that made you make the meatcar (so, of course, that must be done
first). It isn’t so helpful, except for the fact that it gives access to a
zone you’ll need later (and by gain access, I mean you get the zone by
starting the quest), and the Road area itself is a good place to find the
hippy outfit (and most of the frat outfit) in preparation for level 11. The
monsters here are pretty pathetic (way weaker than the friar quest demons),
so make sure to up monster level if you can.
This is
another “keep on clicking until you get done” quest. First, click around in
the grove until you get the adventure that forces you back to the Distant
Woods (ie, it has no “adventure again choice”). Then adventure on the road
until you unlock White Citadel. Note that this quest is a mixture of
non-combat-advs and combat-drops, so maximizing would need a lot of swapping
between combat and non-combat enhancement.
Continuing the Manorisms (50-55+)
Also at
this level, the Haunted Library becomes a good place to adventure, if you
have opened it via the billiards room. The monsters are roughly the
equivalent to the stronger demons you likely fought earlier, so it also
shouldn’t be too hard.
Here the
major thing to do is open the upper level of the manor. This is done by
clicking the link hidden in the picture of the “Take a look, it’s in a book!”
adventure (the book to click is the third from the left on the top row).
Also, you
may wish to open the gallery, which requires you to get the “Take a look,
it’s in a book!” adventure that has the “Fall of the house of Spookyraven”
book, select that, and then select the “Steven and Elizabeth” chapter. Then
adventure in the Haunted Conservatory (an area significantly weaker than the
library) until you obtain the gallery key. This is recommended if you have
enough skills to cope with the stronger gallery monsters, as the gallery is a
reasonably good leveling area for the next few levels.
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Now trust me here. As you adventure in the library, you will
find Disintegrating Pens, Inkwells and Tattered scraps of paper. Use the Disintegrating pen from your
inventory if you have at least one of each of the others for every pen. You will get a scroll of ancient forbidden unspeakable evil for each
set. Keep at least 4 of those scrolls
for later if you can.
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One final
thing to note in the library is the “Melvil Dewey Would be Ashamed”
adventure. It is unlikely you’ll encounter it unless you’re a pastamancer,
but if you do get it, it’s a good source of a spellbook (or meat, if you
don’t use spells). When you choose a book, make sure to consider what you
will need or get in the future. Something like the spooky spellbook
(gray-bound volume) is less helpful due to the pastamancer’s “Fearful
Fettucini” skill always casting spooky damage, for instance.
Finishing up level 6:
Unless you
got horribly lucky with the friar’s and Azazel’s quest (or didn’t do the
Azazel one), you’re likely to be close to level 7 already.
If you
haven’t shored, now is a good time to do so, as you’ll probably want to
obtain the pirate gear during or after the level 7 quest (although there’s
nothing wrong with leaving it to level 8, either).
Also,
double check that you’re all up to date on quests in the “I’ll need to do
them eventually” category.
Finally, if
you have no frilly skirt/hot wings or frat outfit, but you own a briefcase,
you may wish to get a mullet wig in preparation for the pirate bar quest.
They’re found in Whitey’s Grove, third choice of the “the only thing about
him is the way he walks” adventure.
If you just
want to level, choices are a bit more difficult now. If you have methods to
kill the stronger monsters, go for the gallery or bathroom. If you’re a bit
under, head to the later menageries or pirates. Here’s a quick rundown of the
possible options, and the powers of the monsters in those areas:
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Leveling in hardcore: A rough outline of Level 6 onwards to level 11.
These will
go from easiest to hardest (power-wise). The easiest areas are around 40
power, the hardest over 150. Areas that you cant have access to yet (like icy
peak) are mentioned at their levels.
Frat/Hippy
Camp (40):
These may
be worth considering if you don’t have the outfits yet, but need them earlier
rather than later. There are a few reasonable drops at each camp, and access
to the hippy store may be helpful to some people. Also to note, the frat
outfit is one of the 3 possible ways to get through a quest in the pirate bar
area, which you’ll need to do eventually.
Laboratory
(40-45):
This area
is fairly easy, but also gives you nice meat drops, and nice item drops (MP
restores, and for those with saucecrafting, reagents). This should be the
lowest area considered, seeing the weakest level 6 monsters were at this
power.
Cobb’s Knob
Menagerie 1 (50-55), Menagerie 2 (60-65) and Menagerie 3 (70-75):
These 3
areas are really boring, but really easy. The only notable things are the
meat drops in all are fairly average, and level 3 drops booze. These are okay
areas for people with no permanent skills.
Haunted
Ballroom (110), Gallery (105-115), and Bathroom (75-100):
These are
the three more stat-oriented areas. Gallery is generally the best, due to the
“Louvre it or leave it” adventure, but the other two are nice also (Ballroom
gives excellent moxie, for example). Bathroom also has the “guy made of
bees”, who may be helpful in beating the arena subquest of the level 12 quest
(see that quest if you want to know how). Note that you need to unlock each
area seperately, and the ballroom needs venturing into the next area…
Haunted
Bedroom (150-175):
Strong
monsters, but high non-combat rates. The non-combats are all stat adventures
(well, can be, except 1) too. The stat gains from the choice advs are
probably a bit lacking right now, though, but consider this later on. This is
mentioned again in the level 10 section.
You’ll
probably slowly progress from earlier places until you get to the gallery, as
the gallery is a really good source of any stat, meat, equipment, and nuggets
if you have pulverize.
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Level 7: Undead, Dagons, Giant Signs and Pirates.
From now
until level 11, you’ll find that a lot more leveling is required after
quests, as even with somewhat bad RNG you can easily finish these quests in
time.
If you
haven’t done so already, now will probably be the level you start the Daily
Dungeon. Hopefully, none of the stat-specific rooms in there will give you
any trouble now. But still be watchful of the elemental tests beating you up.
Undefiling the Cyrpt (50-60, bosses at ~80):
This part
of the quest is split into the four areas, each with doing the exact same
thing (but with different monsters). You’re looking at normal monsters in the
50-60 power range here, so not much stronger than the friars. But, the boss
monsters are significantly stronger, and it wouldn’t be uncommon for them to
be a bit out of your normal combat methods right now.
In each
area, you must plink through the weaker monsters until you find the boss
monster (which occurs through a rather obvious 2-choice non-combat). But, on
the way, you’re likely to see a 4-choice non-combat adventure a few times.
This adventure will be the way to get a method to kill the bosses without
actually being strong enough to kill them (a combat item that’ll take out
around 60-70 HP to the boss, but much less to normal monsters).
The choices
that give the item(s) are as follows:
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Defiled Alcove: “Look in the wet one”
(half-rotten brain)
Defiled Nook: “See what’s under the third one” (rusty bonesaw)
Defiled Cranny: “Dig through the rubble on the ground” (can of Ghuol-B-Gone™)
Defiled Niche: “Check out the second one” (plus-sized phylactery)
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Note that
the item will not kill the boss in 1-hit, but will do substantial damage. If
you don’t even have a way to hit them, either get two of the needed combat
item, or wait until later before fighting them (go do the pirates or
something to level up a bit).
Once all
four bosses go down, you can fight the dagon.
Bonerdagon Battle (90):
Just like
the Boss Bat and Goblin King, this boss is significantly stronger than the
monsters and the bosses you needed to kill to get to it.
Here are
some basic class-based strategies to kill it:
Seal
Clubber and Turtle Tamer: If you were hitting the sub-bosses fairly
constantly, chuck on a wereseal and you should hit him easily. Don’t bother
with skills, as you’re likely to come up short if he blocks them.
Pastamancer:
If you got the stench book from the library, or have the hot book, just buff
moxie as much as you can and hit him with your spells. Minor ray should kill
him in 4 or so hits, eXtreme ray in less.
Sauceror:
Either grab the hot book, and do something similar to pastamancer (don’t forget
saucespheres if you have them), or use reagent potions. If you have elemental
saucesphere, make sure to cast it. The sauceror legendary epic weapon works
wonders here, too.
Disco
Bandit and Accordion thief: Buff up moxie all the way! Don’t forget basic
things like cans of hair-spray.
As with the
other two bosses, he has 2 monster-level enhancer item bonuses. Set your item
to 5 for the rib (an okay 2-handed staff), set it to 10 for the vertebrae
(which can be made into a good necklace if you get your hands on a hemp
string).
When you
kill him, make sure to use the chest for a nice stat and meat boost. Also
don’t forget to make the badass belt after getting your reward from the
council, as it has a nice stat bonus.
The Enormous Greater-Than Sign (unlocks at 45)
Another
zone that you’ll be required to adventure in, it appears a small bit into
level 7. In this case, the main reason is for the third gate in the NS
entryway (which requires one of the effects given by ! potions), but it’ll
also give you access to the zapping wand.
Before you
go here, it is advised you work off any buffs you have elsewhere, because of
the whole “mostly non-combats” thing. Also make sure you have at least 1000
meat (preferably over, since one adventure takes 30). Also-also, you might
want to hold this quest off for a day or two if you have such a drunkeness
that more would make you falling down.
As you
adventure in the >, nothing much will happen: Crappy stats, HP loss, meat
loss, things to make you go “argh” until you get the plus sign. If you happen
to get teleportitis before you get it, adventure somewhere like the Daily
Dungeon or sewer to get rid of it (or shore, if you haven’t. If none of these things are options, also
consider cooking, cocktailcrafting or smithing).
Once you’ve
got the plus sign, continue on until you have teleportitis. Adventure with
that until you find the oracle, spend 1000 meat, and then use the plus sign
to open the Dungeons of Doom. Note that while you are teleporting around, you
can end up teleporting to the tavern (hence the drunk warning).
Dungeons of Doom (35-45)
The second
version of the above zone, where you’ll find the ! potions, which, as
mentioned earlier, are required for the final quest.
If you plan
to get the zapper, and currently don’t have the meat (min 5000, best to make
sure you have some left over though), leave this until later. But, if you’ve
got meat to spare, then definitely consider the zapper now. It’s a reasonable
way to get some items, and it’ll also mean the DD will only need to be
completed two or three times over any specific run.
The
monsters you will encounter here are, much like the Whitey’s grove area,
fairly weak compared to when you open the zone.
Pirating the Cove (60-70)
The other
real “sidequest” of this level is the pirate cove. At level nine, you will
require the pirate outfit to acquire the dictionary, and at level 11 you’ll
need it to get the snakehead charrrms, but given the power of the area it
fits perfectly in at this point (as the stronger monsters here have around 70
power, so, as usual, a little higher and you’ll be safe).
If you
haven’t completed areas such as the shore (and your 5 trips) or obtained the
dingy, that is required first. After that, head to the pirates and work towards
the outfit.
The 3 items
you need drop from various pirates (rather uncommonly), but also come from
choice advs (as follows):
Amatearrr
Night
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What's orange and sounds like a parrot?:
stuffed shoulder parrot, - 3 HP.
So a pirate walks into a bar: 100 Meat.
What's gold and sounds like a pirate?: eyepatch
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The
Arrrbitrator:
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Vote for Jack Robinson: eyepatch
Vote for Sergeant Hook: swashbuckling pants
Vote for the dread Pirate Bob: 100 Meat.
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Barrie Me
at Sea:
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Help Sammy Skillet: stuffed shoulder
parrot, -5 Meat.
Help Captain Ladle: swashbuckling pants
Help the crocodile: 100 Meat.
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Some of the
other drops (crowbarr, leotarrrd, for instance) may be handy, too, in certain
situations.
Of course,
now that you have the outfit, the disguise areas have opened up. The Bar area
has monsters with power closer to the late level 9 area, so check that
section for more piratey action.
Wrapping up:
Even though
I managed to write a fair amount for this level, you’re probably sitting
around the late 40’s in mainstat wondering what to do next.
As
mentioned on the list last level, there are plenty of things to do. If you’re
certain that, by now, everything is all complete (which is likely), continue
levelling in one of the previously mentioned areas.
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Level 8: It’s a trap(z0r)!
If it
hasn’t begun already, now is the time where leveling effectively will become
a needed operation. If you haven’t managed to finish all those little side
things by now you might want to kill RNG. Or, at least, get to it ASAP.
The quest
here is much easier than the previous one, but is also a longer one. Using
the ML-enhancing item for your zodiac will help ease the lesser gains.
One thing
to note here is you’ll be expected to take some drunkeness in the next level,
so if you’ll make that today (and haven’t drunk yet), keep your drunk low
enough so you can take 2 more without falling down.
So, talk to
the tr4pz0r, make note of what ore he wants, and head to the mine!
Itznotyerzitz Mine (50-60):
The first
part of the level 12 quest, and also a fairly tedious one. Your first goal
here is to get the mining gear, which is often easier said than done. The
first thing to note is that the monsters are weak, and if you’ve done level
7, you’re safe.
The choice
advs are once again going to be your best bet here, due to crappy drops, so
here they are:
100% Legal:
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Demand loot: miner's helmet
Ask for ore: miner's pants
Say you'll keep quiet for free: 100 Meat
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A Flat
Miner:
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Loot the dwarf's belongings: miner's pants
Hijack the meat vein: 7-Foot Dwarven mattock
Help the dwarf: 100 Meat
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See You
Next Fall:
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Give 'im the stick: miner's helmet
DOOOOON'T GIVE 'IM THE STICK!: 7-Foot Dwarven mattock
Negotiate for a reward: 100 Meat
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Note that
the helmet has a +5% item drop boost on it. Whilst it isn’t much, it is
helpful to use if it won’t hurt you otherwise. Once you have the outfit, go
ahead and equip it.
Itznotyerzitz Mine (In disguise):
Now, if you
have forgotten, go check what ore you needed first.
This bit is
fairly straight forward: Mine until you find what you’re looking for. There are a number of things that’ll help
you speed it up:
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Of course, only sparkling bits contain
events. These can be ores, meat, cave-ins or stones of eXtreme power.
Ores, of any type, aren’t found in the bottom two rows (ie, the first two).
All you’ll find here are cave-ins, stones of eXtreme power, and meat.
Ores always come in groups. If you find one of which you’re looking for, one
(or more) of the squares next to it will contain another one. There are only
4 of each ore.
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If you have
superadvanced meatsmithing, and find a chrome ore (and chrome doesn’t happen
to be the one you need), consider making a chrome weapon. It’ll give +3 advs
if equipped at rollover, for a couple of advs worth of smithing (and a chunk
of meat).
Once you
have your 3, head back to the tr4pz0r. Keep the mining gear on, because
you’ll need it in a second.
Farming the Goatlet (65-70):
Once again,
this area should be easy. Goats are around the strength of pirates, so if
you’ve done that you’ll be fine.
First off
you’ll get a choice adventure that you can only pass with the mining gear on.
Once that’s done, go back to whatever combat gear you’re wearing, and head
back to kill some goats.
Here, you
want drops (and only drops). Buff to boost them if possible. The cheese
doesn’t have a horrid drop rate, but the more the better! Just keep on
killing goats until you have 6, and if you have the ability to cook with
reagents, hope that you get some milk too, for its adventure-gain-helping
properties.
Once again,
head to the tr4pz0r, and he’ll give you a reward and the next part of the
quest
Finding Cold Resistance:
If you
already had any when you talked to the tr4pz0r, you’re done, yay. Otherwise,
you have a few options here.
Of course,
the skills Astral Shell, Elemental Saucesphere and Scarysauce all give buffs
that’ll allow you to pass, and those should be your primary way through it,
if it’s available.
If you
don’t have that, your next best bet is the Exotic Parrot. Even with one
familiar buff (or a few pounds) this familiar gives cold resistance, and yet
again you can easily pass this bit.
There are
also a number of cold-resistance giving items in the game. Early on the only
real options are the balaclava from Canadia (myst zodiac area), ring of cold
resistance (an item that must be zapped for), furry green earmuffs (smithing
item only obtainable as a muscle class, with armorcraftiness) or the
dungeoneers dungarees (Limerick Dungeon reward)
Other than
that, you have two options: Head for the slope, or head for the snowman lair.
The latter is only viable if you have both the ninja hot pants and hot katana
blade, or if you know you’re due to encounter a semi-rare adventure.
The Search for Cold Resistance, Subsection 1: eXtreme Slope (70-75):
First thing
to note, if you have torso awaregness and get the shirt, you can just use
that for your resistance. Otherwise, you need the outfit.
The
monsters here have powers in the 70-75 range, so you’re finally seeing
something stronger, but not by much. If you survived the pirates at level 7,
by now you’ll have the power to beat these. Remember to turn your
ML-enhancing items down if you have them on, and cant handle their power “bonus”
effect.
As you’re
probably used to, it’s likely you’ll not get the drops, so here are the
choice advs:
Generic
Teen Comedy Snowboarding Adventure
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Give him a pep-talk: eXtreme mittens
Give him some boarding tips: snowboarder pants
Offer to help him cheat: 200 Meat
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Saint
Beernard:
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Help the Heroic dog: snowboarder pants
Flee in terror: eXtreme scarf
Ask for some beer, first: 200 Meat
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Yeti Nother Hippy:
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Help the Hippy: eXtreme mittens
Let irony take its course: eXtreme scarf
Negotiate his release: 200 Meat
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Once you
have the whole outfit, equip it, visit the tr4pz0r, and you’ll complete the
quest.
The Search for Cold Resistance, Subsection 2: Snowman Lair (70-90):
If you came
here for the semi-rare, well, consider getting a different one. If you don’t
want to, you’re here for the antifreeze then gone. Otherwise, you’re fighting
(and the monsters are having powers of up to around 90).
Make sure
you do have the katana blade and ninja pants first, just in case.
There are a
few other nifty items that drop here, but what you want is a single ninja
mask, and a single icy katana hilt. The drops aren’t great (but not so horrid
you’ll never get them), so consider boosting your drops if you can.
Once you
have them, smith the hilt and blade together, put the outfit on, and visit
the Tr4pz0r to finish the quest.
Wrapping up level 8:
By now, you
can hopefully more than handle most of the areas mentioned at level 6. If
you’re finding the gallery easy, stick to that.
You also
have the icy peak as an option now, which has a power of ~105 (similar to the
gallery). This area does require constant cold resistance, and contains a
physically resistant monster, though, so the gallery is better.
If you’re
still not powerful enough for the gallery, the bathroom should be fairly
accessible by now. The power in here ranges a bit, but it’s around 100 power
on the top-end, so going in around there is fine (just watch the hair clogs
if you go under 100).
If you
haven’t done so already, and you’re fairly strong, now would also be a
reasonable time to think about the bedroom (which is mentioned in the level
10 stuff).
Otherwise,
just head towards level 9, and if you’re moderately drunk, remember to keep
it low enough so you can take that extra 2 at the start of next level.
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Level 9: Pirates, Chasms, Pirates, Leaflets, and Pirates
This level
is fairly empty, if you’re not prepared. But if you are, and have the ability
to kill some stronger monsters, you should have a bit more to do.
Adventures in the Strange Leaflet:
Before you
begin doing anything, consider what you want to do with the stat bonus you
are bound to get soon. If you’re near the end of your day, and tomorrow is a
statday, you may wish to leave it and get the 50 extra stats the next day. If
today is a statday, or you aren’t near one, just go ahead and do it!
Commands,
from the start to the cave:
Open Door
East
Take sword
Examine
tinder
Examine
Mantel (make sure to note what’s on it!)
West
North
Cut Hedge
Take Stick
West
Light Stick
East
North
Kill
Serpent
Open Chest
Look Behind
Chest
Look in
Hole.
Commands
for the rest of it (starting from plundered cave):
South
South
East
Light Fire
Take Boots
Equip Boots
West
South
South
South
(5 or so
times in whatever available directions)
Up
Take Egg
Throw Egg
Bird
Down
Move Leaves
Up
Throw Ruby
Bowl
Gnusto
Cleesh
Up
Cleesh
Giant
Take Ring
Also, of
course, you have the secret word that’ll give you stats. Remember what was on the mantel? Good. Now plover for the bird, plugh for the brick wellhouse, yoho for the ship or xyzzy for the white house
.
Getting Access to the Orc Chasm (60-70)
This isn’t
too hard. All you need is the pirate outfit, and to buy the abridged
dictionary from the bookstore.
Of course,
if you don’t have the pirate gear, you’ll need to go get that first.
Once you’ve
gotten it, go visit the untinkerer, untinker the abridged dictionary (if he
asks for the screwdriver, go grab that from the knoll. If you’re a musc sign,
Innabox has it, as mentioned ages ago), and prepare for the chasm (don’t
forget to change your outfit back!).
Or, if you
feel like it, and think you can handle it, you could also start unlocking the
pirate areas instead. You can only get to the Poop Deck at this level, but
opening it will be a great help for when you finally make it to level 11.
Scrolling through the Chasm (75-90):
Unlike
level 8, the monsters here are actually harder than the ones you just fought
(yay). They have around 75-90 power (okay, so it’s not that much stronger),
and HP around 90. All monsters here (except the adding machine and semi-rare
encounter) are weak vs the dictionary you now have, which is a reusable
combat item that does 30-60 damage (so, if you don’t have a strategy, there
you go, just use the dictionary)!
This is
another zone you’ll probably want drops (unless you’re near the semi-rare
encounter mark), as there are a lot of items you need now, and a couple for
later. You need to collect 2x 334 scrolls, 1x 30669 scroll, 1x 33398 scroll,
and 1x lowercase n (which is for later).
As you’re
collecting the scrolls, you’ll encounter adding machines. If you use 2
scrolls on these enemies, they’ll add them into another (if possible). Use a
334, followed by another, to get the 668 scroll, and use a 30669 followed by
a 33398 to get a 64067 scroll. Use those two resultant scrolls on it, to get
the quest scroll (the 64735 scroll). Only use the scrolls if you can do both
sides of a pair, as adding a 334, killing it, and coming back and adding
another 334 to another won’t get you a 668. Last, but not least, watch your
HP when adding scrolls, as you don’t want to be beaten up before you finish!
Optionally,
you can collect a second n, a meat vortex, 2 more 334 scrolls, 1 more 30669,
although it isn’t highly recommended (unless you have nowhere better to go
after). Adding a 668 to a 30669 results in a 31337 scroll, which gives you
some stats and backdoor access to the
hermit.
Once the
64735 scroll is made, use it, and you’ll get your reward, which can be kept,
or sold for 21337 meat (which will be really helpful >.>)
Piratey Adventures, Part 1 (bar ~80 power, f’c’le ~100 ?):
Now that
you’ve probably got every other quest thus far out of the way (and if you
haven’t, making sure you’re up to date is a good thing to start with, seeing
this area is higher than nearly all the quests mentioned thus far), you can
continue by working on the pirates. This is, and the next bit, are needed for
the level 11 quest, although you can handle them soon, if not now. If you are
having trouble killing pirates, feel free to leave this until level 10.
To start
off with, you need to unlock the F’c’le, which is done by completing the Bar.
Be warned that you can get drunkeness
in the bar, if you don’t watch what you are doing.
Before you
do anything, go buy a book of pirate insults, and use it when fighting
pirates in the bar. You’ll need the insults to finish this part of the quest.
First,
adventure in the barrr until you receive the map. Use this, and you’ll
encounter a booty crab (105ish power, so be prepared if you’re a little on
the low side). Then adventure back in the barrr until you receive the orcish
frat house blueprints.
There are 3
ways to pass this next small bit, which have been mentioned in passing
earlier. Either equip the frilly skirt (and have hot wings in your
inventory), mullet wig (and have a briefcase in inventory), or the frat
outfit, and use the map. First choice for outfit, second for wig, third for
skirt. That’s it for that bit.
Finally,
adventure in the barrr again until you meet the captain, then again until you
get the insult beer pong adv. Make sure you’ve been picking up those insults,
because now you need them. Here is a list of what you need to say for each
insult.
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After this,
the ship is finally unlocked, and thankfully it’s a lot less running around.
Watch for the strength boost compared to the barrr, and just adventure here
until you’ve obtained and used the three quest items, then until you’ve
gotten the fledges adventure. And that’s that, for now.
A couple of
notes on the area: Using a cocktail napkin on the clingy pirate will end the
combat as if the monster left, and the “distract with something shiny” choice
of the chatty pirate choice adv can be done successfully with a valuable
trinket. Both these end the adventure without adventure loss, and cause the
monster to never appear for a short while.
Wrapping up level 9:
As usual,
you have all those things previously mentioned (go see the leveling section
back in level 6 for more info).
In addition
to these lose ends, you could adventure in the chasm. But, because the area
isn’t anything special, it’ll take a while to do so.
If you
haven’t obtained one, make sure you have an enchanted bean for level 10.
These are found in the beanbat chamber of the bat hole, if you have
forgotten.
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Level 10: Playing in the sky, the stars, and getting some sleep.
This is
another level where the main quest is small, but there are other things you
need to do before and after you get there.
Monster
level also varies a bit here, so be warned. To start off with, you’ll be facing
between 90-120 power monsters, then you’ll jump to 125-145, then 150-170.
Considering you’ll, hopefully, have either decent buffs or sure-hit skills by
now, it shouldn’t be as bad as it sounds.
Before you
start anything, you should begin by visiting the council and then using that
enchanted bean you probably picked up ages ago.
The Penultimate Fantasy Airship (90-120):
The airship
itself is the easiest of the areas for level 10, with the only monster likely
to bug you being the mechamech. Your goal here is simple: Get the 4 immateria
non-combats, and then the S.O.C.K. one.
As with all
non-combats, any use of non-combat increasers is recommended, but do be wary
of one thing here: You also need to get a metallic A from one of those nasty
mechs (another item in prep for the final quest), and it doesn’t always drop
easily. Getting a torpedo from them can also (possibly) help out later.
Also watch
out for temporary amnesia here. It’s a negative effect that temporarily makes
skills unusable. If you do get it, it can be removed by the soft green echo
eyedrop antidotes dropped by various things in the airship.
Once you
have all the immateria, you’re set to head to the newly opened next zone
Castle in the sky (125-145):
The main
quest from the council takes place here, and is very simple to complete, but
as you probably know is a small stepping stone of a much larger goal.
The
monsters here jump a bit, as mentioned before, with the weakest being ~125
power, and the highest being ~145. The weakest one, though, is one you have
to watch out for, due to another nasty status effect: Cunctatitis. This one
minimizes your initiative and gives a good chance of not doing anything on a
given turn. Because of this, you’ll want to either use soft green echo eyedrop
antidotes whenever you get the effect, or not fight the procrastination
giants. However, ranged weapons and spells won’t trigger this effect, and if
your other skills kill the giants in a couple of hits you should be fairly
safe with the negative effect bugging you.
Anyway,
onto what needs to be done!
Your goal
in the castle is a mixture of item drops and non-combats. The items you need
to obtain are the furry fur, a giant needle, an awful poetry journal and,
last but not least, a heavy D for your wand. Of course, there are other
notable items here (like the chaos butterfly, original G and Mick’s rub) that
may also be needed for the level 13 quest.
On the
non-combat side, you need to turn the wheel twice in either direction, then
use your castle map when you have the first 3 of the items listed above.
Turning the wheel counterclockwise triggers the moxie adventure before
reaching the door, whilst turning it clockwise triggers the mysticality one.
Once you
get your quantum egg (which is received when the map is used correctly),
combine it with the S.O.C.K. you got earlier to unlock the Hole in the Sky,
the next major “sidequest” you must do!
Hole in the sky (150-170):
This part
of level 10 is solely for stuff needed in the level 13 quest, so if you
really want to you can easily leave it until the end of other levels. But, as
most people would be used to doing it now, I’ve added it in here.
This area,
and the bedroom, are also slightly stronger than some level 11 zones, so take
that into consideration too, if you wish. They both sit in the 150-170 range,
and the early level 11 zones are around the castle in strength.
The goal
here is simple: Collect enough items to make a star key, a star hat, and a
star two-handed weapon.
Here’s a
quick list of what’s needed for each. Of course, each item requires 1 chart
to make:
Must-haves:
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Richard’s Star Key: 8 stars, 7 lines
Star hat: 5 stars, 3 lines
Oh, and if you don't have the star familiar yet, then you'll need another star chart for it too at this point. Use 6 stars and 4 lines to get it, then use it to have it in your terrarium.
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Weapons
(one required):
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Star sword: 7 stars, 4 lines
Star staff: 6 stars, 5 lines
Star crossbow: 5 stars, 6 lines
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Stars and
lines both have reasonable drop rates, but loot familiars still make a huge
difference. Star Charts drop from Astronomers, at a 100% rate.
Once you’ve
made all that stuff, you’re all done in the sky for now. Time to head back to
the ground.
Haunted Bedroom (150-176)
The final
thing you need to do in prep for level 11 is unlock the ballroom and get
yourself Lord Spookyraven’s spectacles.
Whilst this
area is much like the hole in strength, it’s significantly easier due to the
fact that it’s mostly non-combat oriented (and as such, you can skip about
75% of battles without non-combat increasing buffs). All of the things you
need come from said non-combats, too, so you really don’t have to fight any
combats, if running is easier.
You’re
looking for the wooden nightstand, and the ornate one (and, possibly, the
mahogany one after the ornate one). Here are the choice adv options to make
life simple:
One
Nightstand: Mahogany
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Check the top drawer: old coin purse
Check the bottom drawer: combat (nightstand, mahogany)
Look under the nightstand: Spookyraven skill item (once only, if you have
the spectacles equipped)
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One
Nightstand: Ornate
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Open the top drawer: 400-600 Meat
Open the bottom drawer: Myst substats (around 1x mainstat, max 200)
Look behind the nightstand: Lord Spookyraven's spectacles (once only)
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One
Nightstand: White
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Look in the top drawer: old leather wallet
Look in the bottom drawer: Musc substats (around 1x mainstat, max 200)
Kick it and see what happens: combat (nightstand, white)
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Once
Nightstand: Wooden
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Check the top drawer: Mox substats (around
1x mainstat, max 200)
Check the bottom drawer: Spookyraven ballroom key (only if top drawer has
been checked previously)
Investigate the jewelry: combat (jilted mistress - drops antique hand mirror, useful for later)
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Once you’ve gotten the key and the spectacles, feel free to move on,
or, go and get the your class’s spooky skill!
Obtaining the Manor Skill:
As mentioned above, looking under the mahogany nightstand with the
spectacles equipped will give you an item for getting your manor skill. The 3
stat-types each get a different item, which in each case is used in a
different area.
As you’ve been fighting most these monsters before (except the
ballroom, but that’s only ~110 power, nothing to worry about), I’ll just list
what to do by each class:
Seal clubbers need to take their nightstand item to the first knight
in the “Out in the garden” adventure in the gallery.
Turtle tamers need to take their nightstand item to the second knight
in the “Out in the garden” adventure in the gallery.
Pastamancers and Saucerors need to take their item to the haunted
library, get the “Take a look, it’s in a book” adventure that has the
"Ancient Forbidden Unspeakable Evil, a Love Story" choice, and
select that then the “Chapter 3” option
Accordion Thieves and Disco Bandits need to head to the ballroom, and
“Investigate the organ” in the “curtains” adventure.
Wrapping up, once more.
You may still be a chunk away from level 11, but once again you still
have all those things mentioned at level 6. Of course, you also have the
castle now, but the gallery is better (and you should definitely be there, as
you should be able to handle it now). Moxie classes may wish to consider the
ballroom, too, as it’s got a reasonably high moxie-statgain rate.
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Level 11: A quest you have been preparing for…
Ah, yes,
time for a lot of stuff to do. Also known as the level 11 quest.
If you
haven’t kept track of all the little things that were listed to be done earlier,
here they are again:
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Shore Trips need to be done, and island
access obtained
The Hidden Temple must be opened
Spookyraven Manor must be fully open, except for the gallery, and have
obtained the spectacles
The Lab in Cobb’s Knob must be accessible
You must have started the White Citadel quest (thus having opened Whitey’s
Grove, but not having needed any of the quest done)
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All done
with that? Now onto the questing!
Quest For the Holy Macguffin:
Each
section of this quest is split into it’s parts: Black Forest, Hidden Temple,
Hidden City… and so on. Other than the start and finish bits, it’s not really
in any specific order, so on the bits labeled parts 1-4, do them in any order
you please.
The Black Forest and obtaining the journal (120-135):
Being the
beginning of the quest, this part is rather easy. Make sure to grab a few
anti-anti-antidotes before heading in here, as it isn’t uncommon to get
poisoned (here, or later on in this large quest).
Your goal
in here is to get 3 items: sunken eyes (black adder drop), broken wings
(black panther drop), and the black market map (Man in black non-combat
adventure). Once you have all 3, combine the eyes and wings to obtain the
blackbird, use that and then equip it, then use the map (remembering to put
your old familiar back on after). This will unlock the black market.
The black
market should now be your source of MP if you don’t have access to magical
mystery juice, but primarily you are here for the forged documents. If you
can’t afford them, adventure somewhere like the castle, treasury or black
forest until you have the meat. Also
pick up a can of black paint from here, you’ll need it later.
With the
documents in hand, head to the shore, adventure once in the Distant Lands
Dude Ranch, and then use the item you get (your father’s Macguffin diary).
Make sure you read all the diary, the simplest way to do so is reading the
text version (as it counts as all of it). All the new subquests are now in
your quest log for quick reference, too, after reading it.
Part 1:
Spookyraven Manor (160-170):
If you’ve
completed all the stuff mentioned at the start of this level, this should be
easy.
Adventure
in the ballroom until you receive the “We’ll all be flat” adventure, then
equip the spectacles and head downstairs and into the wine cellar.
The first
thing you should do here is look at the glyph on the wall (if you can’t see
it, put the spectacles on and try again!). Take a note of the three symbols,
then head to the wine racks (any of the four will do).
Each wine
rack sub-area contains 3 of 6 different dusty bottles of booze, and 3 of the
6 dusty bottles will have the same symbol as you need on them (viewed by
looking at their description pages with the spectacles on). Likely you’ll
need to travel into 2 or 3 of the 4 subareas to find the three matching ones.
Once you
have all 3 of your required ones, head back to the glyph, and use them in the
order of top symbol, left symbol, right symbol. That’ll give access to the
summoning chamber, where your next major foe lies.
Part 1 boss:
Lord Spookyraven
This boss
is fairly easy, as long as you remember to buff up accordingly. His first
attack is a full-force elemental hit, so you need to make sure you have some
elemental resistance so you survive (the more the better). He also steals MP,
which is returned to him as HP.
Some
items/buffs you may like to equip/use that have multiple resistances:
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Astral Shell (all elements)
Elemental Saucesphere (all elements)
Dungeoneers Dungarees (all elements)
Titanium assault umbrella (all elements)
Palm-frond cloak (all elements)
Gnauga hide vest (all elements)
Ninja outfit (hot and cold)
Scary Sauce (cold and sleaze)
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Black face paint (black market)
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Oil of Parrlay (The F’c’le)
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Dungeoner’s Dungarees (Limerick Dungeon)
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Of course,
there are many single element things, too. You’re bound to have picked some
up along the way, so check your inventory!
Once he’s
gone down, you’ll receive his ear trumpet and the eye of Ed. From here,
continue onto the next part! About the
trumpet, it’s important to go check the KoLwiki and lookup the Summoning
Chamber. You can get additional
goodies if you use the trumpet in the right places.
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Part 2a: The
Temple
The first
bit of this is a waltz through a non-combat only zone, so if you have buffs
consider starting other parts first. Otherwise, in you go!
Since
there’s not much to do here but click, here’s what you’re clicking for:
Keep
plinking through until you hit the “At least it’s not full of trash” choice adventure.
On this one, choose to “Raise your hands up to the heavens”.
Keep
plinking through again until you hit “Dvorak’s Revenge”. Spell out the word
“bananas” using the letters.
Finally,
keep plinking until you hit “No Visible Means of Support”, in which you
choose to “do nothing”.
From here,
head to the hidden city!
Part 2b: The
Hidden City’s Ruins (140-160)
Expect
monsters in the 145-160 range of power here, and, much to everyone’s delight,
physically immune monsters. This area is much like the tavern, in that it is
split into a 5x5 grid. Unlike the tavern, though, the bits are marked as
“ruins” (or other things) as you go through them.
Your goal
here is to go through each unexplored section until you find the four altars,
the small temple, and 4 or 5 ancient protector spirits (the physically immune
monsters). The spirits drop either one of the four spheres, or a weapon that
may help you kill them. Use elemental attacks to kill them, or scrolls of
unspeakable evil.
Once you
have the four spheres, you must figure out which is which (or, if you prefer,
you can do this as you find them). Using them in combat will give an effect,
and this effect will relate to what altar you need to put it on. The effects
are randomized every ascension, but here is how they fit to the altars (which
represent pokemon x_X):
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Healing effect: Squirtle Altar (the design
looks like a fountain, or monster head spitting water)
Fire effect: Charmander Altar (looks like a snake-ish thing)
Physical damage: Pikachu (lightning-tailed thing)
Entangling effect: Bulbasaur (flower-carrying beast)
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Not the
best explanations, but you’ll figure it out soon. A quest item drops in one
of the ruins that may help, if you’re still suck.
Once all
four altars have been done, you’ll find you have 4 triangular stones. Throw
them in the small temple, and fight the boss.
Part 2 boss:
Protector Spectre
A physical
resistance boss is fun for everyone! Well, fun if you have the skills for it.
If you beat the underlings okay, you should be fine.
As he has
no elemental alignment, the easiest way to beat him would be using
spookyraven skills, or myst class spells. If you didn’t get them, you’re next
best bet would be whatever elemental damage equipment you could find (like
that obsidian dagger you likely found on one of his underlings).
If it comes
to it, you could also try eating an insanely spicy enchanted bean burrito (if
possible) and using Chronic indigestion. You may want to boost moxie a bit
with this tactic, though, as it doesn’t do much damage.
Once he’s
dead, you’ll obtain the ancient amulet, and a sceptre that does what all the
spheres did. Yay!
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Now, do you
really want me to spoil it for you?
Remember the Scrolls of Ancient Unspeakable Evil I told you to keep
from the library? Well, did you? Because, a single one of those will defeat
a spectre, y’know. Use one in combat
and you’re done, no more fun and excitement for ya here. Bummer, huh.
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Part 3: The
Palindome (135-155)
First off,
you need to open this area. If you’ve opened the Poop deck, you’re nearly
there, otherwise go check the pirate stuff in the level 9 section to catch
up. Adventure there until you unlock belowdecks. These areas are
weaker/equivalent to the palindome, so you should be fairly safe. In belowdecks
you’re looking for the 2 snakehead charrrms, which you use to make the
talisman o’ nam, and then head to the palindome.
As usual,
these monsters are only a tad stronger than the giants. Expect 140-155 or so
power from them.
For the
first part of this part of the quest, you need to acquire a photograph of
god, hard boiled ostrich egg, hard rock candy and a ketchup hound. You also
need stunt nuts for the next one. The first 3 items are all given by
non-combats, 2 of which are just “do you want to buy this?” types adventures,
and the last two are both combat drops.
While
adventuring here, you’ll also encounter a choice adventure “No sir, away! A
papaya war is on!”, which can give 3 papayas, stats and –3 papayas, or stats.
Stick to the last choice, it’s simpler.
Once you
have the first four of the five items listed above, you will encounter an
adventure (quite quickly) that asks you to put four items onto shelves. Put
the photograph on top, then the hard rock candy, then the dog, and finally
the egg on the bottom, and you’ll get beaten up by Dr. Awkward as a result
(yay! >.<). Use the item he gave you, then head to the laboratory
(inside Cobb’s Knob).
Eventually,
you’ll meat Dr. Alarm. He’ll send you on another quest (sigh) to find him
some stew! Luckily, all you need to do is head to another weak area (Whitey’s
Grove), kill a snake (which’ll drop a bird rib), then a lion (for lion oil),
cook them together, then cook the stunt nuts mentioned earlier with them.
Take that back to Dr. Alarm, and he’ll give you the Mega Gem (which, of
course, you equip immediately).
Part 3 boss:
Dr Awkward
With the
gem equipped, head to the palindome, and you’ll quickly encounter the Dr
again. Say anything you wish, and the combat will start.
His special
ability is making you fumble more, and healing himself, but other than that
he should fall over pretty easily. He probably doesn’t even need his own boss
section like this, really.
When you
beat him, you get his sword and the staff of Fats. Continue on to the next
part!
Part 4:
Opening the Pyramid (135-145)
For the
first part of this quest, you need over 5k meat, although it won’t be used.
Also, if you don’t have one already, go buy a can of black paint.
Head off to
the Arid, Extra-Dry Desert, and be ready for pain. You need to adventure
there until you obtain the choice adventure, and when you get it, choose
“haggle for a better price”, but until then it’s bad effect adventures.
Once you’ve
haggled, head to The Oasis. This zone gives you the “ultrahydrated” effect,
which is the key to adventuring around here. From now, any mention of
adventuring in the Arid-Dry Desert is referring to adventuring with that
effect active. If you run out, adventure in The Oasis again and you’ll get it
immediately.
So, head to
the dry desert, and yay, combats! The monsters here are around the 140-150
mark, too (common theme with this level, eh?). Here, once again, you’ll want
non-combats, so buff appropriately if you can.
Sooner or
later, you’ll run into a gnome who wants you to get a stone rose for him. So
head back to The Oasis and fight there until you get it (it’s a non-combat,
though). The monsters here have around the same power as the desert.
In addition
to the rose, you also need to get a drum machine here. Blurs drop them
semi-frequently. Now is the best time to get it, really. Of course, once you
get the rose, head back to the desert and keep at it until you encounter the
gnome again. If you have the paint, you’ll be asked to “wait 20 minutes”,
otherwise you need to get the paint and come back. Of course, “wait 20
minutes” means “adventure until you encounter me again”, so do that!
If you
don’t have a drum machine, he’ll ask you to find one when you encounter him
again (so go do that), otherwise he’ll ask you to go find the missing pages
of his manual. Of course, that means back to The Oasis again. Adventure there
until you have the 15 pages, then talk to him again, and you’re DONE.
FINALLY.
Equip the
worm riding hooks, use the drum machine, and the pyramid is yours!
Final Area:
Inside the Pyramid (160-175)
If you
haven’t already, combine the parts from the first 3 part-labeled parts into
the Staff of Ed, then take that to the small pyramid, use it, and go inside.
The
monsters are finally a bit stronger: 160-180 power. Once again, watch out for
poisonous snakes!
The first
part of this quest takes place in the upper chamber. You need to get the only
non-combat here, which gives you a wheel. The snake is the only real thing to
worry about, as it gives a very, very painful poison effect (which will
likely see you lose the combat if you get it).
After that,
head to the middle chamber. Eventually, you’ll get a wheel-turning choice
adventure. Turn it, and note you’ve made a whole of 1 turn! This’ll move the
lower chamber around, but don’t bother going down there yet.
Now, you
have a choice. Not much of one, but still. You can either continue to turn
the wheel, or kill rats in the upper chamber and hope for ratchets (which,
when used, turn the wheel once). The middle chamber is probably easier,
especially if you have non-combat manipulation skills.
When you’ve
turned the wheel 3 times, the lower chamber should contain an empty room, and
something hanging from the ceiling on the other. Adventure there to get an
ancient bronze token, then head back to the middle chamber. Turn the wheel 4
more times to get a rocks and vending machine combination, then adventure in
the lower chambers to get an ancient bomb. Finally, turn the wheel 3 more
times to get it to an empty room, and a rock-filled room, and adventure in
the lower chambers to open Ed’s chamber.
A long, long
battle against Ed:
This boss
fight takes 7 battles, starting off hard and progressively getting easier.
Whatever
you do, don’t have once-per-battle skills set to auto attack, because it’ll
mean you lose getting the jump.
The methods
to beat him vary a little between classes, but one thing that’ll help for all
of them is maxing your initiative out. Whilst Ed gets progressively easier,
the only reason for it is his max HP lowering, all his other stats remain the
same (so if he hits you for 30 a battle, and always gets the jump, you’ll
have to suffer 210 damage by the end, for instance).
Muscle
classes should use a wereseal blood, ticking clock, bengal balm, heal up, and
equip melee weapons. First couple of forms may hit you a few times, but after
that you should be fairly safe.
Pastamancers
and Saucerors should use their spells, of course. Saucerors will probably
want the HP saucesphere running, to help with the HP (and possibly saucy
salve), whilst pastamancers will want to use entangling noodles on the first
form, and then use the best spells they have for the rest of it.
Moxie
classes, of course, will boost moxie. DBs using their skills should get him
to not hitting you soon enough, too.
Wrapping up level 11 (wheeee):
Likely,
you’ll be reasonably close to level 12 already, no matter what familiar you
used, so this shouldn’t take long.
Gallery is
still good if you have non-combat enhancing skills, otherwise sticking in one
of the newly opened areas works well too (especially the palindome, as it has
good stat adventures, good monsters, and reasonable drops).
If you
havent done the hole yet, now is also a good time to do that. If you havent
done enough Daily Dungeon runs yet, you may wish to work on them too, before
it’s too late.
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Level 12: Everybody loves a good war
Another
large level, this will probably take you well into level 13, unless you’ve
got a few skills under your belt.
If you
haven’t opened the palindome, this quest won’t start, as the pirates
disappear. Also, if there are things you want to do in the pre-war island
areas, do that before visiting the council.
Starting the war:
First off,
if you don’t have one already, you’ll need either a frat or hippy outfit. If
you have one, skip this bit!
Pick what
side you want the outfit for, and get adventuring in their zone. As you’ll
soon notice, both camps are completely different places to adventure in now.
Non-combats everywhere, but some nice statgains from them. If you keep at it,
you’ll eventually be given the outfit parts.
Once you’ve
gotten the basic outfit, equip it, and adventure at either camp. If you
adventure in the same camp as your outfit, you’ll get more non-combats, some
that give war outfit parts, and uncommon battles against a spy from the other
side. If you adventure in the other, you’ll get into combats, and get war
outfit parts that way (this’ll get you the opposite side’s war outfit). Any
combats arent anything worse that what you fought in the pyramid.
Once you
have a full war outfit, equip that, and adventure in the other side’s area.
Fight your way through the hippies/frat boys, until you get the choice
adventure that has the following choice:
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Hippy Camp (in war frat outfit): In
“Blockin’ out the scenery” choose “The Lookout Tower”
Frat Camp (in war hippy outfit): In “Fratacombs”, choose “Screw this, head to
the roof”
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This’ll
open up the island more, and begin the war!
Fighting the war: Getting Started (165-175)
The war is
split into the two sides, each starting with half the island in their
“control” (well, kinda). Each side has 1000 troops, and you take away 2^x
troops per soldier killed on each side (x being the number of sidequests
done).
Of course,
you want the “x” value above to be reasonable. So we’ll start with a few
sidequests. The sidequests open in a certain order for each side:
Hippy:
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Start with the farm, the orchard and the
nunnery available
After 7 troops are gone from the picture (the left image is image 7) the
lighthouse is available
After 14 troops are gone, the junkyard is available
After 21 troops are gone, the arena is available.
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Frat:
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Start with arena, junkyard and lighthouse
After 7 troops, the orchard is available
After 14 troops, the nunnery is available
After 21 troops, the farm is available.
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Fighting the war: Duck, Duck, Farmer?
Another
fairly straight-forward sidequest. But harder to explain. If you don’t want
the long version, just kill all them ducks deaded! If you want the slightly
longer version: If you have an extra chaos butterfly, use it at some stage.
It will cause a tornado to kill a bunch of ducks for you, saving a bunch of
turns!
Head to the
barn, and start fighting dooks! As you kill them off, you’ll get 3 choice
advs (in the following order) that make the dooks scatter elsewhere (note the
comment at the end specifies what the ducks are good for):
Cornered:
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Grab the pitchfork and wave it around:
Unlocks Granary (meaty ducks)
Bang on the cowbell: The Bog (stench ducks)
Make a fence out of the barbed wire: The Pond (cold ducks)
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Cornered
again:
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Knock over the lantern: Back 40 (fire
ducks)
Try to catch them in the beartrap: The Family Plot (spooky ducks)
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How many
corners does this stupid barn have?:
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Grab the shotgun and start firing: The
Shady Thicket (drunk ducks)
Dump out the drum: The Other Back 40 (sleazy ducks)
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Then head
off to the opened areas and kill the ducks off there.
Once you’re
done, talk to the farmer (twice) to get your reward, and until the quest is
complete you can talk to him again once a day to get more!
Fighting the war: Filthworms!
One of the
easier quests, this consists of 3 combat areas and a boss fight. None of
which are really anything you haven’t handled before.
Buff up for
item drops, then head into the orchard area, and into the hatchling chamber.
Fight the hatchling filthworms until one drops a stench gland, and use that.
With your
newly-found stinkyness, head to the feeding chamber, and fight until you get
another type of stench gland there. Then do the same in the guard chamber.
Once you’ve
got the royal stench gland, use it, and fight the queen. You may wish to swap
to a meat drop familiar here, as the meat drop is good.
Take the
heart to the orchard guy, and he’ll reward you with access to the store (and
a few extra things). Also, if you talk to him again, he’ll give you ~5k meat.
Yay!
After this,
you can talk to him once a day to get the meat again, so don’t forget about
it.
Fighting the war: Gremlins and other junk
Another
short, but not quite as easy, sidequest. For this one, you’re required to let
the monsters hit you, so make sure you either buff up your absorption and
reduction stats, or take a few potions with you (or skills, if you’re a myst
class). Remember that gremlins never miss!
First, talk
to the NPC, and he’ll give you the magnet. Talk to him again, and he’ll hint
at where the first tool is. Each tool is “dropped” by a specific gremlin
type, so here’s a list:
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Hammer: Batwinged gremlin
Wrench: Erudite gremlin
Pliers: Spider gremlin
Screwdriver: Vegetable gremlin
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So those
are the ones you need to look out for.
To get the
items, you have to let the gremlins hit you, but only bother doing this on
the gremlins that actually have the item you’re looking for (and only in the
area you were told to look in). Just kill the other gremlins as you would
with any other monster.
As you get
hit, you’ll get various combat messages, and one will contain the mention of
using the item you’re looking for. Use the magnet (it’s a combat item) and
you’ll recover the item (and win the fight). Take it back to get your next
tool location, and continue doing this until all four tools are recovered.
As a
reward, you’ll get a nifty non-tradeable equipment item.
Fighting the war: Bandits, and meat you’ll never get
For this
quest, you’ll want to buff up your meat drops. A lot if possible, as the goal
is to recover 100k meat for the Sisters.
You’ll only
fight the one type of monster, and they’re not exceptionally hard to kill, so
just keep at it. The Sister’s give you a hint to how far you are along after
every combat.
Once you’re
done, the sisters will give you free healing 3x a day (HP, or HP & MP,
depending on who helped them).
Fighting the war: The lighthouse near the beach
For this
quest, you want your combat-rate enhanced as much as possible.
Talk to the
guy at the lighthouse, then head to the beach. There is only one combat here,
the one you need to get five times (gunpowder is a 100% drop)… but there are
a lot of non-combats, a lot of which are completely unhelpful to you.
Yet again,
the monsters aren’t too hard, but on the non-combat side watch out for HP
loss, as one of the adventures is very, very painful.
Once you’ve
gotten the five gunpowder barrels, talk to the lighthouse guy twice, and
he’ll reward you with some bombs.
Fighting the war: Flying around, and making music
Of all the
sidequests, this one is probably the most tedious, as its speed is increased
by monster level.
When you
activate it, you’re given some flyers to put on monsters. Lots of monsters.
10000 power worth of monsters, to be exact, and you can’t use them on the
battlefield.
If you’re
doing this on the frat side, you can get a chunk done whilst doing the
lighthouse and junkyard quests. Otherwise, just head to the hardest area you
can handle (possibly with monster level enhancers) and keep track of how far
you’ve gotten. Once you hit 10k, the arena becomes a once-a-day buff area.
One
sneakier tactic for this quest is to use the special monster in the bathroom
(the Guy Made of Bees). He has a power way over 10000, so a single flyer on
him will satisfy the quest’s condition. Note, though, to get this guy you
need to say his name into the mirror five times, so it can take a while if
you haven’t prepared earlier (as mentioned whenever I mentioned the bathroom up there).
The only way to kill the GMoB is to use the Antique hand mirror on him (from the bedroom's jilted mistress). But what you want is to slap the GMoB with the flyers from the arena to complete that quest, kill him, AND survive the whole thing, too.
Two ways to do this:
- As a DB, use double-handed funkslinging with the flyers at the top and the Antique hand mirror below it.
- Otherwise, use a brick as your first attack. This will stun the GMoB for 2 turns, enough to use the flyers first and then the mirror.
Head back to the Arena to finish the quest, you'll now have access to a daily buff in there.
Fighting the war: Onto the battlefield
After doing
3 (or less) of the above quests, you’ll be stuck with heading here. It’s all
combats, except for the first adventure on each side.
The frat
boys are weak against cold and spooky, the hippies against sleaze and cold.
If you’re a
myst class, these battles should be fairly easy. Just grab a cold book, and
hit them with all you’ve got! (noodles, then eXtreme ray or cone of whatever
as a PM, Wave of Sauce with saucespheres as a Sauceror).
Other
classes can easily use their old tactics, but note that adding cold damage,
or sleaze (vs hippy) or spooky (vs frat) will increase damage per round a
nice amount.
Once you’ve
killed enough troops to hit image #7, the fourth sidequest opens up. Do it if
you wish, or not. There’s a sweet spot around the 3 or 4 quest done area
where you’ll finish right on level 13 if you have done that many (If you do
four, you’ll likely be just short. If you do three, you’ll be a bit over).
Just keep
on going through the battlefield until they’re all dead, stopping for
sidequests when the need arises. If you run low on HP or MP, consider using
the communications item for your team (windchimes and PADL phone) to get a
nice chunk back. Just be warned that using it again within a few battles will
have it taken from you, with no effect.
Ending the war: Cleaning up before the boss
When you hit
the end, you’ll get a nice “the way to the <other area base> is clear”
message, and know you’re nearly done. But first, you should make sure you’ve
gotten the most out of yours (and possibly the enemies) war store.
Here’s a
list of what’s worth it:
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Gauze garter/filthy poultice: Best healing
item you’ll see, and it helps a lot with the NS fight, and if you have
funkslinging, the shadow
Monster energy drink/Carbonated soy milk: Good MP restorer. Really good.
Kick ass kicks/gaia beads: smashity for elemental wads
Massive Sitar: For getting past the guitar-needing bit of the NS lair
Frat Army FGF/Hippy Army MPE: Good source of food, and to a lesser extent,
booze.
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The combat
items are also nice for things like the NS, so if you’re lost just stock up
on them. Or you could buy the 1000-autosell item, and use the meat instead.
The
50-power weapons are also nice for a musc/mox class (melee/ranged
respectively), but probably not worth getting (except the sitar mentioned
above).
Ending the war: Boss fight
The special
trait of both bosses is really their huge amount of HP, which is roughly
around 2000. They also have an extended round count (50, rather than 30).
Make sure that you can do that much damage in 50 turns, give or take a number for
healing, filling MP, or whatever.
If you can
get your moxie over 250, that should make this battle fairly easy. Myst
classes should stick to high-end spells (with the same elements mentioned
earlier), which’ll allow you to kill the boss in 7 or 8 hits.
Also make
use of any combat items that block the enemy for a number of turns, or block
and delevel. Gas balloons and chloroform rags are good examples of the first
type.
If it comes
to it, you’re probably sitting on a lot of buffing items right now (or
reagents, if you can cast them), so using them should make the battle easy.
Working your way to level 13 (if need be):
The same
areas as always apply, but you also have a nice new shiny one (if you can
handle it). The post-war bombed areas have high stat gain and drop decent
items, so if you’re sick of all those other areas there’s an option for you.
You could
(and probably should) also consider killing your daily allotment of ducks.
They drop good combat items, and of course duct tape.
Also make one
final check you’ve gotten everything done. Remember you’ll need at least one
type of ! potion and one type of south of the border item during the next
quest, too!
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Level 13: Gates, Mazes, Towers, and the final battles
The Three Gates:
These follow
a nice little pattern: Item from zones you have been to, items from south of
the border, and items from the dungeons of doom! Here’s a list of the
possible gates, the effects needed, and where to get them (in the case of the
first gate, in all cases anyways, read the wiki).
Gate one:
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Gate of Hilarity: Comic Violence (Gremlin
Juice, Gremlins, Junkyard)
Gate of Humility: Wussiness (Wussiness Potion, W Imps, Friars gate)
Gate of Morose Morbidity and Moping: Rainy Soul Miasma (thin black candle,
goth giants, Castle in the sky)
Gate of Slack: Extreme Muscle Relaxation (Mick’s Icyvapohotness rub, raver
giants, Castle in the sky)
Gate of Spirit: Woad Warrior (pygmy pigment, pygmys, hidden city ruins)
Gate of the Porcupine: Spiky Hair (spiky hair gel, Protagonist, Airship)
Gate of the Suc Rose: sugar rush (various candy)
Gate of the Viper: deadly flashing blade (adder bladder, black adder, black
forest)
Locked Gate: Locks like a Raven (Black No.2, black panther, black forest).
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Gate 2:
(south of the border items)
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Gate of Flame: Spicy Mouth
(jabañero-flavored chewing gum)
Gate of Intrigue: Mysteriously Handsome (handsomeness potion)
Gate of Machismo: Engorged Weapon (Meleegra pills)
Gate of Mystery: Mystic Pickleness (pickle-flavored chewing gum)
Gate of the Dead: Hombre Muerto Caminando (marzipan skull)
Gate of Torment: Tamarind Torment (tamarind-flavored chewing gum)
Gate of Zest: Spicy Limeness (lime-and-chile-flavored chewing gum)
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Gate 3:
(Dungeons of Doom Potions)
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Gate of Light: Izchak's Blessing
Gate Of That Which is Hidden: Object Detection
Gate of the Mind: Strange Mental Acuity
Gate of the Ogre: Strength of Ten Ettins
Gate that is Not a Gate: Teleportitis
Note as the potion effects randomize each run, yo
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You’ll need
to experiment with potions (in combat, or by using them) to get the effects.
The Huge Mirror:
All you
need to do for this is get completely nekkid (unequip all) and your familiar needs to drop its gear,
too. You’ll receive the huge mirror shard as a reward.
The Entrance Cavern:
If you have
two of the legends keys here, feel free to zap one after using it to get your
third.
First off,
the door. Here you need to enter the following keys, with the following
conditions to pass them:
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Boris’s key: Enter “fish” into the textbox
Jarlsberg’s key: Enter “phish” into the textbox
Sneaky Pete’s Key: Enter “fsh” into the textbox
Richard’s Star Key: Use it with a star hat, star weapon, and star starfish
equipped
Skeleton key (skeleton bone + loose teeth): Use it until you roll an 11, or have a ten-leaf clover in your inventory to win straight up. In BM, you'll use the Loaded Dice you get from the Hidden Temple. For no-clover runs, you'll just have to roll and roll until you get the 11
Digital key: The sequence should read: Up Up Down Down Left Right Left Right B A.
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There is
also a reward for using a balloon monkey here.
Next,
combine the three fishy things you received together to obtain SCUBA gear,
equip that, and head off to the Perplexing Odor to activate the Stone
Mariachis.
At the
Stone Mariachis, you need the 3 tablets (from the door) and instruments of 3
different types:
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Guitars: Any Banjo (big rock + banjo
strings) or Guitarrr weapon, or a massive sitar
Accordions: Any accordion-based weapon
Percussion: Either the bone rattle (broken skull + skeleton bone), or a
tambourine (tambourine bells + Gnollish pie tin).
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This will
open the way into the maze:
The Hedge Maze:
Hopefully
the enemies here won’t give you any trouble, as they’re much weaker than the
boss you recently killed. You need to get them to drop their puzzles, so buff
up item drops!
Once you
get a puzzle, you need to begin moving it into the formation that will get
you the key. The puzzle changes every ascension, too, so don’t fall into the
trap of clicking the same areas by habit. No doubt, golems will steal it as
you go, in which case you go get more a few times.
Once the
map is leading to the key, adventure again to get it, then work on changing
the map to the door, getting more puzzles as you need them.
Easy, eh?
The Tower:
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Each monster requires a specific item to
beat, so here’s a list of who, what, and where:
Beer Batter: baseball (guano junction)
Best-Selling Novelist: plot hole (Castle in the sky)
Big Meat Golem: meat vortex (Orc Chasm)
Bowling Cricket: sonar-in-a-biscuit (guano junction)
Bronze Chef: leftovers of indeterminate origin (Haunted Kitchens)
concert pianist: Knob Goblin firecracker (outskirts of Cobb's Knob)
The Darkness: inkwell (Haunted Library)
El Diablo: mariachi G-string (South of the Border)
Electron Submarine: photoprotoneutron torpedo (Airship)
endangered inflatable white tiger: pygmy blowgun (Hidden City Ruins)
Fancy Bath Slug: fancy bath salts (Haunted bathroom)
Fickle Finger of F8: razor-sharp can lid (Haunted Pantry)
Flaming Samurai: frigid ninja stars (Ninja Snowman Lair)
giant fried egg: black pepper (in black picnic baskets, which drop in the
black forest)
Giant Desktop Globe: NG
Ice Cube: can of hair spray (Demon Market)
malevolent crop circle: bronzed locust (Arid, Extra-dry desert (dont forget
ultrahydrated))
Possessed Pipe-Organ: powdered organs (found in canopic jars, which drop in
the pyramid)
Pretty Fly: spider web (sleazy back alley)
Tyrannosaurus Tex: chaos butterfly (castle in the sky)
Vicious Easel: disease (Fun house or harem)
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Floor six
monsters:
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Collapsed mineshaft golem: stick of
dynamite (top shore trip)
Enraged Cow: barbed-wire fence (bottom shore trip)
giant bee: tropical orchid (middle shore trip)
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The Chamber:
First bit
is the door code, a fairly simple logic puzzle. The hint is given by the
lower option, and you enter the code with the other one. For those lazy among
us, here’s a website to do it for you!
http://jick-nerfed.us/cgi-bin/door.cgi
After this,
equip the huge mirror shard you got earlier, and this’ll get you past the
next bit.
Then you’ve
got the shadow. You’ll either need 4 red pixel potions, or if you have
funkslinging 5 or 6 gauze garters/filthy poultices. Go in with full HP, and
use them, and you’ll beat him fairly easily. You can beat him with
garters/poultices without funkslinging, but chances are low.
The
penultimate challenges are against two giant familiars. For these, you need
an opposing familiar at 20 lbs to pass it. Here’s a list of what beats what,
and some items that may help you with the weight problem.
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Giant Mosquito: Beaten by lime
Giant Lime: Beaten by levitating potato
Giant Potato: Beaten by barrrnacle
Giant Barrrnacle: Beaten by angry goat
Giant Angry Goat: Beaten by mosquito.
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And the
familiars weight items/buffs:
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Amphibian Sympathy: +5, TT passive
Empathy of the newt: +5, TT buff
Leash of Linguini: +5, PM self-buff
Green (or black) Snowcone: +5, Summonable Snowcone (Mr. Store skill)
Green Candy Heart: +3, Summonable candy heart (Mr. Store skill)
Knob goblin pet-buffing spray: +5, from the knob lab store (need elite guard
disguise)
Disintergrating Spiky Collar: +5, wormwood area drop (Mr. Store familiar
area)
Plexiglass Pith Helmet: +5, Oxygenerian TT reward
Lead Necklace: +3, arena prize
Irradiated Pet Snacks: +10, Menagerie 2 semi-rare
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And, of course, the familiar specific equipment is also +5
Once you’re past both, you’re at the final battle.
Naughty Sorceress Battle:
First off, you must combine all those letters you found earlier into
WAND to get the “wand of nagamar”, which is needed in your inventory to kill
the final form of Her Naughtiness.
The battle here is tough, so I’ll have to write a full tactics thingy
here. Later =P
A few pointers, though: She will remove all yours buffs before fighting so don't bother buffing yourself up. She has three stages. The first two stages are normal combat except for the fact that she can block your actions some of the time. How often she blocks you actions depends on how many times you have fought her. The more you fight her, the less she blocks actions and the easier she is. Her final stage requires that a Wand of Nagamar be equipped. To create a Wand of Nagamar, combine WA (Ruby W and Metallic A) and ND (Lowercase N and Heavy D) together. Her damage to you in battle is determined by your moxie. Low moxie weakens her attack, while a moxie above roughly 220 will block her altogether. The seal clubber skills Thrust-Smack and Double-Fisted Skull Smashing are both very useful against the NS.
Good items to use in the battle are Furry Suit (reduce her strength in combat) or the Star Garb (make yourself as powerful as possible). Any damage dealing accessories help greatly here. Flaming talons, a kickback cookbook, enchanted toothpicks, enchanted brass knuckles are all good picks. Damage absorbing items do not work against her. Some good combat items to use in battle are cola grenades, throwing stars, photoprotoneutron torpedos, macrame nets, and plot holes. The Disco Bandit skill Ambidextrous Funkslinging is very useful when using combat items.
A Ninja Pirate Zombie Robot is one of the most effective familiars to use, as it can heal you, and damage and delay the NS. A Ghost Pickle on a Stick is effective in combat. It will both damage and slow the Sorceress. Dodecapedes are also excellent damage dealers.
After she’s dead,
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Go to town and check for trophies, some you
need to get before freeing the king.
Check the wiki too, there may be some stuff you may want to do at this
point that you won’t be able to do afterwards
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Free the king – just click on the crystal
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You’re done, now you’re in Aftercore and
can adventure around at leisure, all HC and pathed restrictions dropped
EXCEPT BM requirements. If you want to
run a BM next you still cannot use clovers, sorry
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After you’re done in aftercore, just come
back to the tower and click in the rift to ascend
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