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
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:
- Assuring a schematic from each trip up the ladder.
- 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