Crimbo Factory Strategy

From A KoL Wiki

This page is aimed at showing all the data concerning building and operating a Crimbot and how to do it well.

Crimbot Parts

Until more exact data can be provided, rare parts are currently defined by a mall price over 250,000 meat.

Parts become greyed-out as superior non-rare parts make them obsolete.
Parts which become bested by rare parts get an asterisk*.

Left Arm

Name Blam Pow Zap Light Pinch Decode Shields Rare
Bit Masher 1 1
Bug Zapper 1 1
Camera Claw 1 1
Data Analyzer 1
Maxi-Mag Lite 1 2
Mega Vise 2
Mobile Girder 3
Rivet Shocker* 1 1
Rodent Gun* 1
Swiss Arm 1 1 1
Tiny Fist 1

Right Arm

Name Blam Pow Zap Freeze Burn Lube Pinch Shields Rare
Ball-Bearing Dispenser 1
Candle Lighter* 1
Cold Shoulder 1 1
Grease Gun 1
Grease / Regular Gun 1 1
Lamp Filler 1 1
Power Arm 1
Power Stapler 1 1
Ribbon Manipulator 1
Snow Blower 1
Wrecking Ball 1 1

Torso

Name Blam Pow Zap Freeze Light Pinch Decode Shields Rare
Basic Head 3
Big Head 4
Crab Core 1 4
Cyclopean Torso* 1 4
Dynamo Head 1 4
Gun Face 1 3
Military Chassis 1 1 3
Nerding Module 1 5
Really Big Head 5
Refrigerator Chassis 1 1 5
Security Chassis 1 3

Propulsion

Name Blam Pow Burn Run Roll Hover Pinch Shields Rare
Big Wheel 2
Gun Legs 1 2
Heavy Treads 1 1 2
Heavy-Duty Legs 1 1
High-Speed Fan* 1 1
Hoverjack* 1 2
Regular Legs 1
Rocket Skirt 1 1 2
Rollerfeet 1 1
Sim-Simian Feet 1 1
Tripod Legs 2

Schematics Drop Locations

Crimbot schematics - edit
Part Elf Camp Adventures First Floor Second Floor Basement
Left Arm Data Analyzer Bug Zapper Rodent Gun | Rivet Shocker | Mega Vise Mobile Girder | Swiss Arm Bit Masher | Maxi-Mag Lite | Camera Claw
Right Arm Ribbon Manipulator Wrecking Ball Power Arm Power Stapler | Grease Gun | Grease / Regular Gun | Snow Blower Candle Lighter | Cold Shoulder | Lamp Filler
Torso Gun Face Big Head | Security Chassis | Military Chassis Crab Core | Dynamo Head | Cyclopean Torso Really Big Head | Nerding Module | Refrigerator Chassis
Propulsion Tripod Legs Heavy-Duty Legs | Rollerfeet Sim-Simian Feet | High-Speed Fan | Big Wheel | Hoverjack Gun Legs | Heavy Treads | Rocket Skirt

Inside the Crimbo Factory

The Lobby

Each Crimbot deployment starts in The Lobby. This room has three choices:

Room Choice Require Result
The Lobby door.open(floor_1) Free Go to Floor 1
mount / stairs PINCH Go to Floor 2
wait(elevator); DECODE Go to the Basement

Floor 1

The first floor has four types of rooms: Fight, Easy challenge, Reward, Hard challenge. You receive one room of each type, in this sequence, and then the pattern repeats.

Floor 1 Fights

Room Choice Require Result
Turretbot RUN BLAST.BAS BLAM 0 damage
sleep(1000) Free 1 damage
Doorbot set door_protocol _PUNCH POW 0 damage
set door_protocol _SHOCK ZAP 0 damage
set door_protocol _GO_AROUND Free 1 damage
Zippybot floor = monkey; monkey.shock(); ZAP 0 damage
wait(200); Free 1 damage
Mookbot gun.shoot() BLAM 0 damage
blam_pow_socko POW 0 damage
sleep() Free 1 damage
Security Drone shoot[0] BLAM 0 damage
SHORTCIRCUIT.BAT ZAP 0 damage
for x = 1 to 1000 : position = position + 1 : next x Free 1 damage
Bulkybot for ($i=1;$i<10;$i++) punch(); POW 0 damage
break; Free 1 damage

Floor 1 Easy Challenges

Room Choice Require Result
Some People Call It A Giant Slingblade pathfind(HIGH_EVASION) RUN RUN 0 damage
do while 1 walkforward() Free 1 damage
The Monster Masher! masher->hack() ZAP ZAP 0 damage
return null; Free 1 damage
Conveyor, Convey Thyself maze.solve(fast) BLAM BLAM 0 damage
maze.solve(slow) Free 1 damage
Tin Door. Rusted. while (1) shoot(); BLAM BLAM 0 damage
repeat (10) { grease.apply() } LUBE 2 Elf items
DEFAULT: Free 1 damage
Crate Expectations /bin/bash POW POW 0 damage
/dev/climb Free 2 damage
War of Gears break; break; break; POW POW 0 damage
ceil(float(self)) HOVER Schematic
while (0) nothing; Free 1 damage

Floor 1 Rewards

Room Choice Require Result
The Unhurt Locker /bin/raid/locker Free Elf item
Inadequate Copy Room Security perl eyes.pl Free Schematic
Office Space open /home/desktop Free Elf item
UNZIP FILING.CAB POW POW Schematic
The Dark Closet Returns GRAB.COM Free Elf item
ILLUMINATE.EXE LIGHT 2 Elf items
The Dilemma paper.shuffle() Free Schematic
break; // restroom Free Elf item
Paperchase sheet_get(random) Free Schematic

Floor 1 Hard Challenges

Room Choice Require Result
Closing Time set speed = mosey; Free 2 damage
set speed = gallop; RUN RUN 1 damage
Gone With The Wind gfortran forward.f Free 2 damage
fan.speed=0 POW POW 1 damage
Getting Your Bearings vlc comedyavi Free 2 damage
vlc drama.mp4 ROLL 1 damage
Down In Flames repeat 10 [ fd 50 ] Free 2 damage
gunup fd 500 gundown BLAM BLAM 1 damage

Floor 2

The second floor has 5 types of rooms: Fight, Direction Choice (Office -> Reward, Hard challenge) or (Factory Floor -> Hard Reward, Hard challenge). You receive one room of each type, in this sequence, and then the pattern repeats.

Floor 2 Fights

Room Choice Require Result
Bot Your Shield shoothole.sh BLAM BLAM 0 damage
elm Free 2 damage
Festively Armed RUN TRIPSLIP.BAS LUBE 0 damage
sleep 1000 Free 1 damage
Compugilist em.rock(); em.sock(); POW POW 0 damage
friendly_chat(); Free 2 damage
I See You with(light) blind LIGHT 0 damage
like(deuce) shake_up Free 1 damage
Whatcha Thinkin'? treat(ECT) ZAP ZAP 0 damage
./fairfight.pl Free 2 damage

Floor 2 Direction Choice

Room Choice Require Result
The Corporate Ladder doscript(bcc_automated_ascension) Free <to offices>
DESCENT.EXE Free <to factory floor>

Floor 2 Factory Hard Reward

Room Choice Require Result
Pants in High Places php ./pantsblast.php BLAM BLAM Schematic
exit Free 2-3 damage
Cage Match with(electricity) fight(electricity); ZAP ZAP Schematic
open_cage(manual) Free 2-3 damage
Birdbot is the Wordbot GOSUB 1000 : REM bird hunting BLAM BLAM Elf item
GOSUB 2000 : REM bird ignoring Free 2 damage
Humpster Dumpster xDumpster.lube() LUBE Elf item
!$lube Free 2-3 damage

Floor 2 Office Rewards

Room Choice Require Result
Still Life With Despair desk PINCH Elf item
computronz_zaphack++ ZAP ZAP Schematic
Hope You Have A Beretta schematic_grab(); PINCH Schematic
RUN SHOOT_BACKPACK.QB BLAM BLAM Elf item
This Gym Is Much Nicer search(priority_jock); PINCH Elf item
search(priority_nerd); PINCH Schematic

Floor 2 Hard Challenges

Room Choice Require Result
The Floor is Like Lava float HOVER 2 damage
int Free 2-4 damage
Off The Rails rails grind -h ROLL ROLL 2 damage
drop table self; Free 3-4 damage
A Pressing Concern run(fast*6) RUN RUN 2 damage
step(normal*6) Free 3-4 damage
A Vent Horizon update vent set frozen=1 FREEZE 2 damage
updat event set frozen=1 Free 3-4 damage

Basement

Like the second floor, the basement offers a choice.

The "easy" path is Lobby Fight -> Choice -> Easy Reward -> Challenge -> Lobby.

The "hard" path is Lobby Fight -> Choice -> Hard Fight -> Hard Reward -> Challenge -> Lobby.

Basement Lobby Fights

Room Choice Require Result
Unfinished Business protocol::flame->target(wires) BURN 0 damage
protocol::lubricate->target(pistons) LUBE 1-2 damage
procol::harum->target(70s_playlist.txt) Free 2-3 damage
Et Tu, Brutebot? punch_object(3) POW POW POW 0 damage
punch_object(2) POW POW 1-2 damage
lunch(1) Free 2-3 damage
Gunception blam.blam.blam('Take that!') BLAM BLAM BLAM 0 damage
blam.blam('Booyah!') BLAM BLAM 1-2 damage
output.exclaim('Ooh -- coffee!'); Free 2-3 damage
I See What You Saw ir_remote->see.overload() LIGHT LIGHT 0 damage
ir_remote->saw.overdrive() PINCH PINCH 2? damage
RUN HANDSHAKE.QB Free 2-3 damage
Dorkbot 4000 telljoke(paradox) DECODE DECODE 0 damage
playtrick(joybuzzer) ZAP ZAP 1-2 damage
showfriendship(hug) Free 2-3 damage

Basement Choice

Room Choice Require Result
Risk vs. Reward const char diff = 'hard'; Free Go to hard fight
const char diff = 'easy'; Free Go to easy reward

Basement Hard Fights

Room Choice Require Result
Flameybot exploit(rng_crypto_flaw); FREEZE FREEZE 2? damage
foreach($nozzle as $n) weld($n); ZAP ZAP 3-4 damage
setbehavior(rand()) Free ?5-6? damage
Ultrasecurity Megabot exploit(rng_crypto_flaw); DECODE DECODE 1-2 damage
perl bruteforce.pl POW POW POW 3-4? damage
action=submit Free ?5-6? damage
The Big Guns turnon light.* LIGHT LIGHT 1 damage
flip turret.switch PINCH PINCH 3 damage
10 PRINT "HELLO TURRET!" Free ?5-6? damage

Basement Hard Rewards

Room Choice Require Result
Phony phone.photograph() Free Schematic
phone.yoink() Free Elf item (always smartphone?)

Basement Easy Rewards

Room Choice Require Result
Messy, Messy schematic.grab() Free Schematic
schematic.burn() BURN Elf item
Too Few Cooks proc.initiate('hotpocket.script') Free Elf item
appliance.apply.app('freeze.dmg') FREEZE Schematic
Clear Cut Decision 534348454d4154494321 Free Schematic
4c4f53542f464f554e44 Free 2 Elf items

Note: 534348454d4154494321 is a hexadecimal representation of the ASCII characters "SCHEMATIC!". 4c4f53542f464f554e44 is hex of ASCII "LOST/FOUND".

Basement Challenges

Room Choice Require Result
Freeze! set velocity = MAXSPEED; ROLL ROLL 2-3 damage
set temperature = MAXTEMP; BURN BURN 3-4 damage
set favoritecharacter = MAXHEADROOM; Free 4-5 damage
Fire! Fire! Fire! pathfind->prioritize(!fire) RUN RUN 2-3 damage
internal_thermostat->crank(widdershins) FREEZE FREEZE 3-4 damage
engage(sauna_enjoyment_protocol) Free 4-5 damage
What a Grind apply_motion_deltaY(-10) HOVER 1-3 damage
spray_lubricant(rand()) LUBE 3-4 damage
panic(crazymode) Free 4-5 damage

Strategy

Getting Schematics: First Floor

The first floor contains no rare schematics, and all of the first floor schematics can be purchased at the mall for a miniscule amount of Meat.

Getting Schematics: Second Floor

Here, you want to go up the ladder for the guaranteed reward room. Maximizing your Shield lets you possibly do this multiple times per Crimbot. So, your priorities are:

  1. Assuring a schematic from each trip up the ladder.
  2. Maximizing the number of times you can go up the ladder.

The former requires only PINCH (which is mandatory to reach the second floor in the first place) and ZAP ZAP. The latter is mostly Shield, but anything that will reduce damage from the Fights or the Hard Challenges will also help.

If you are bootstrapping schematics without Mall access, then expect to change configurations repeatedly as you gain new schematics. Possible ZAP ZAP configurations include Rivet+Stapler, Stapler+Dynamo, and so on. (Stapler has the advantage of also giving PINCH, which frees up your leg choices.)

Note that a single POW or BLAM is not useful on this path. If your configuration only gives you a single POW or BLAM, consider swapping parts out for additional Shield.

Getting Schematics: Basement

Getting Crimbo Credits

Basement

Item drops from the easy rewards in the basement are at least 3 Crimbo Credit items. You'll want 4 specific parts for this:

This will give you 1 each of POW, DECODE, BURN, and HOVER. It will also give 11 Shields, giving you 2 chances at loot in all but the very worst scenarios (3 damage from 2 fights, 5 damage from the challenge, 1/8 chance). When choosing between rewards, take Easy Reward item choices (schematic.burn(), proc.initiate('hotpocket.script'), and 4c4f53542f464f554e44).

You can pick up at least 6 credits per rod on the low end. Since you can get multiple items from the 4c4f53542f464f554e44 choice (one item worth 3+ credit, one item worth 1 or 2 credits), as well as 4 and 5 credit items often enough, you'll average more than that. 70 rods yielded 616 total credits, giving 8.8 credits per rod.

The Wrecking Ball and Rocket Skirt are rather rare, so if you don't have them, it will be more difficult. However, the only purpose of the Wrecking ball is that extra point of shield. The Rocket Skirt gives you two shields and BURN as well, which is needed for one of the rewards. Lamp Fillers (rare) and Candle Lighters can provide the BURN you need. Hoverjacks (rare) and Heavy Treads can help keep your Shields up. However, that one point of missing shield will mean you'll get destroyed more often before getting your second reward (50% chance).

Note that the chances listed above do not factor in encountering Unfinished Business (BURN allows you to take no damage) or What a Grind (HOVER and LUBE reduce the damage). Encountering one of these guarantees a second reward (or, with 10 shields, increases the likeliness).

First Floor

Item drops from rewards on the first floor are only 1–2 credits. However, since you take much less damage compared to the basement, you can get more rewards. Your parts for this are:

This will give you 2 BLAM, 2 POW, ZAP, LIGHT, LUBE, ROLL, and FREEZE, as well as 7 shields. This guarantees you 2 reward rooms, minimum.

Because of your Swiss Arm, you will never take damage from any fights. When it comes to easy challenges, only 2 of them will cause damage. The other 4 will let you get away without harm. In addition, the challenge "Tin Door. Rusted." has a special reward when you choose the LUBE option, giving you 2 items. The choices for rewards should, of course, be items (open /home/desktop, ILLUMINATE.EXE, break; // restroom). However, there are two reward rooms that only give schematics.

While this strategy is calculated to have the second highest payoff, it also has a lot more randomness to it. Worst case scenario will still allow you to hit 2 reward rooms, but that worse case scenario would also have you collecting only schematics.

If you want to try this route, but do not have access to a Refrigerator Chassis, a Cyclopean Torso will provide the light you need at the cost of one shield.

Second Floor

Because of the requirement for PINCH, it is difficult to find an optimal build for the second floor. This is compounded by requiring 2 BLAM in order to access item rewards each time. While the rewards ranges from 2-4 credits, this is drawn from a pool of 5 items, meaning each reward you pick up will average less than 3 credits.

As far as facing challenges and fights, you have two choices: meet as many of 8 additional conditions (LUBE, 2 POW, LIGHT, 2 ZAP, HOVER, 2 ROLL, 2 RUN, and FREEZE) as you can to minimize damage or increase shields as much as possible. However, the high damage on failures is much more penalizing. You can forego the 2 BLAM to max out your shields at 10, but this will require sacrificing items 1/3 of the time.

Scripts