User:Hyppy

From A KoL Wiki

This user page is dedicated as a list of helpful points for me to keep in mind about ascending Hardcore. I make this list for me. If you like it, that's cool too.


Misc. Things to Remember

Useful tea Party buffs

Hat Effect How to get When
snorkel Moxie +10 30mt - Armorer Day 1
pail Monster Level +20 Pretentious Artist Quest HCO
ravioli hat Myst +10 PM starter MP to cast Ode to Booze
astral chapeau Max MP +25 Pet Heaven in Valhalla MP again
bugbear beanie Max MP +25 70mt in Degrassi Moon sign MP again
balloon helmet Max MP +25 Multi-use Fun House drops MP (if Nemesising)
double-ice cap Max MP +25 Cold April Shower (1 to 2 days) Should I even bother?
maiden wig Weapon Damage +15 80mt in Degrassi Moon sign Sewer leveling, boss fights
basic meat helmet Spell Damage +15 200mt + Innabox-able smith Sewer leveling, boss fights, Sauceror synergy
turtle wax helmet Spell Damage +15 TT + 50 mt Sewer leveling, boss fights, Sauceror synergy (cheaper for a Turtle Tamer than basic meat helmet)
Baron von Ratsworth's tophat +3 Stat Gains from Fights Baron von Ratsworth w/ monster aggravation device at 9 Maybe worthwhile
filthy knitted dread sack +40% Meat from Monsters hippy or business hippy Every Run.
f3d0r4 Familiar Experience +3 Valley drop When nothing else is open
extra-large palm-frond toupee Muscle +20% Level 11 Extra HP for shadow if familiar weight not necessary
reinforced beaded headband +5 Familiar Weight Level 12 If you need weight for NS Tower-familiars.

Fax Targets

Yellow-Ray Targets

Semi-Rares

Quest Guide

While browsing through the different forums and wiki articles, I have noticed a lack of consolidated information about speeding up individual quests. Aside from turngen (for daycount), toys, and +ML, this is where most of the speed comes from.

I am definitely not a speed-ascender by any means, so I'm sure I'll miss quite a few points in here. Feel free to suggest additions or call me a moron.

Updated with help from kirkpatrick, caprosmaster, soirana, and Alexfrog!

Level 2 - Spooky Forest Quest

  • Run -Combat, and Hipster for the delay.
  • Just go for the mosquito, then come back later with runaways and -combat to finish off opening the temple.


Level 3 - Typical Tavern Quest

  • The faucet is always in one of the four squares on the bottom left. The Baron is always on the bottom row in one of the three right squares. The shiny ring is always on the left column, in one of the top three squares.
  • You can return later with elemental damage to skip many of the noncombats, at the cost of day 1 swills.


Level 4 - Boss Bat Quest

  • Run +item in guano junction and the beanbat chamber. Run +meat in the boss' lair.
  • Don't waste turns farming for air fresheners. Come back with a harem veil if you can't boost your resistance any other way. Parrots are popular for this.
  • A clover in the junction nets two sonars, cutting down this quest by a good number of turns
  • Going to the beanbat chamber to Yellow-Ray a beanbat after you parrot/clover your first two sonars knocks the pre-boss area down to a total of 2 turns.


Level 5 - The King of Cobb's Knob Quest

  • Fax or Semi-rare a Knob Goblin Elite Guard Captain. Make a knob cake from the kitchens.


Level 6 - Deep Fat Friars' Gate Quest

  • Run -Combat in the woods, and +items in the Neck and in Hey Deze.
  • Olfaction hellions for extra cubes for hell ramen
  • The organ of steel (Hey Deze) portion is optional for ascending. If you plan on spending more than 2 more days in your ascension, it's probably profitable turn-wise to go for it. For super-optimization, you should probably try and calculate whether or not it will save you a daycount or not, and plan accordingly.


Level 7 - Undefile the Cyrpt Quest

  • Run -Combat in all Cyrpt zones. Also, run +ML in the cranny, +initiative in the Alcove, Olfaction the dirty old lihc, and +items in the Nook.
  • Aside from the cranny (and possibly getting a boss-hurting item), skip the choice adventures.


Level 8 - Mt. McLargeHuge Quest

  • Yellow-ray candidates: dwarves in the mine
  • Run -Combat for the outfit if you don't YR a dwarf
  • Use the mine helper: http://ectabo.com/kol/mining/
  • Run +items and Brother Flying Burrito's buffs in the goatlet
  • Use an Exotic Parrot to boost resist for an easy completion after the goatlet


Level 9 - Strange Leaflet Quest

  • KoLMafia reduces this to approximately 1.4 seconds.


Level 9 - Orc Chasm Quest

  • Fax candidate - ASCII art (NO yellow ray - 100% drop)
  • Fax candidate - Adding Machine
  • Run your highest sustainable +items, since the pr0n has been known to RNGscrew people. Don't waste inhalers/pool and such on it, though. - If you can't run +items well, he may be a good faxless yellow-ray candidate


Level 10 - Giant Trash Quest

  • Run +ML, +items, and -combat in the airship
  • Run +items in the castle, and +combat after the wheel is in place for the map
  • If you get ML to 20+, you can guarantee a Mech during the noncombat choice in the airship.
  • Some people save the Hole in the Sky for arena flyering if they're not in beecore, but turns may be better used powerleveling to 11.


Level 11 - Quest for the Holy MacGuffin

  • Save all the bosses and the pyramid for the arena flyers if you're not in beecore
  • Run +items in the black woods
  • Purchase a second can of black paint if you anticipate trouble with Spookyraven
  • Run +items in the oasis for extra goodies.
  • The temple/ruins is pretty much all up to the RNG. Run +items to get tower items.
  • Run Brother Smothers' blessing and +items in the wine cellar. Make use of KOLMafia's ability to detect bottle likelihood.
  • Run -combat on the poopdeck, and +items belowdecks.
  • Run +items in the Palindome, and possibly yellow ray a Bob Racecar.
  • If you don't already have the ingredients, visit the Lab before heading to Whitey's to increase the component drop rates. Run +items, of course.
  • For the pyramid: If you have olfaction and at least 100% +items, boost your item drop and go for tomb rats for their ratchets in the upper chamber. Otherwise, boost -combat and do the wheel in the middle chamber.


Level 12 - Mysterious Island Quest

  • You'll most likely want to do this as a frat boy
  • Fax and Yellow-Ray candidate: Orcish Frat Boy Spy
  • Fax candidate: Lobsterfrogman
  • Fax candidate: Brigand (for the nuns trick).
  • Flyer for the arena in Hole in the Sky and the remaining MacGuffin quest spots. Run +ML if you can. Overflow can be done at the junkyard, orchard, lighthouse, and bandits.
  • You can switch out of your frat warrior fatigues once you start the junkyard; just put them back on to turn in the final tools
  • Run +combat for the Sonofabeach.
  • The nuns trick in a nutshell: do all but one adventure of the nuns (with +meat of course) in the War Hippy outfit, then fax in a brigand to finish the quest in the Frat outfit.
  • Run +items for the filthworms. If you have limited use +item effects, such as the Pool Table or IcyVapoHotness inhaler, save them for the feeding chamber or guards' quarters. As with the Lighthouse, you don't need to wear your uniform for the adventure portion.
  • If you get down to the last turn of the stench and are facing a restart of the filthworms, burn a yellow ray if you have one.
  • Don't bother with the Farm as a Frat.
  • If you're in beecore, then run as a Hippy without doing the Arena or Junkyard.


Level 13 - Naughty Sorceress Quest

  • Save a clover to burn in south of the border if you need some gum
  • Don't bother clovering the skeleton key encounter, since it doesn't take turns.
  • Run +items in the hedge maze.
  • Make use of the KoLMafia or Cisco's door code generators
  • Save a scented massage oil or some red pixel potions for the shadow. - Run as much +hp as you can.
  • Don't forget knob goblin and irradiated pet snacks for the tower familiar challenge.
  • Break the prism as soon as you kill the sorceress, even if you plan on doing aftercore. It really smarts to forget it for 50+ turns.