Sea Monkees Quest: Difference between revisions

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{{NeedsSpading|comment=How exactly is the location of the stashbox determined?}}
{{NeedsSpading|comment=How exactly is the location of the stashbox determined?}}
==Description==
==Description==
The Sea Monkees Quest is the main storyline of undersea adventuring. You must search the zones of [[The Sea Floor]] to reunite the Sea Monkee family. Once they are rescued, they reside in [[The Sea Monkees' Castle]].  
The Sea Monkees Quest is the main storyline of undersea adventuring. You must search the zones of [[The Sea Floor]] to reunite the Sea Monkee family. Once they are rescued, they reside in [[The Sea Monkees' Castle]].


The first two stages of this quest overlap with the quest [[An Old Guy and The Ocean]].
Only the original six classes can complete this quest (e. g. no [[Class#Challenge Run Classes|Avatars]]). The first two stages of the quest overlap with the quest [[An Old Guy and The Ocean]].
 
==Time-saving tips==
* You should always have [[Fishy]] active. Currently the best sources of this effect are the [[fishy pipe]] for 10 Adventures per day and the [[Lucky Adventures|Lucky Adventure]] in [[The Brinier Deepers]] ([[The Haggling]]) for 20 Adventures per activation.
* All [[underwater adventuring]] rules and tips apply. While many things don't work, some powerful things work only underwater. Some highlights:
** It's usually better to bring a [[Underwater adventuring#Familiars|water-breathing familiar]] such as a [[Grouper Groupie]] (a fairy), a [[Magic Dragonfish]] (boosts spell damage) or a [[Cuddlefish]] (a potato + a whelp) than bring some other familiar with a [[das boot]]. But most of the quests here don't benefit from a familiar that much (or at all).
** As you don't need to win most combats to progress the quests, using [[pulled indigo taffy]] to free run from the unwanted ones is a good strategy to spend fewer adventures overall, conserve turns of effects such as [[Fishy]] and spend less effort on the combat itself. Don't forget to use your [[sea lasso]] first.
** Check which [[Underwater adventuring#Yellow Ray|ways of forcing item drops]] work and which don't.
** If you struggle with underwater combat consider using some [[Summon Taffy|pulled taffy]], wearing a [[plush sea serpent]] (at least if you already have it or enough spare FunPoints to buy it) and using [[Mer-kin killscroll]]s on mer-kin enemies. But most of the things that help with land combats work underwater too, such as {{plural|New Age hurting crystal}} or [[HP Modifiers|HP gear]].
** Underwater-only effects and enchantments that decrease the [[Combat Frequency|combat frequency]], such as [[Colorfully Concealed]] (obtained from [[Mer-kin hidepaint]]), are not subject to the -25% soft cap.
* There are several things that you can progress in advance:
** Your [[sea lasso]] skill, by using a lasso in every underwater combat, preferably while wearing a [[sea cowboy hat]] and/or [[sea chaps]].
** Your [[#gladiator path|gladiator skills]] if you plan to use them.
** Words for the [[#scholar path|scholar path]] from a [[Mer-kin healscroll]] and a [[Mer-kin killscroll]] (but make sure you have trained your vocabulary skill and don't use the healscroll against mer-kin enemies). You can even do this in land combats.
* There are several things that persist between ascensions:
** You should get a [[fishy pipe]] early.
** You only need to get [[Mer-kin Gladiatorial Gear]] and [[Mer-kin Scholar's Vestments]] once, thus you can skip both the Gymnasium and the School on subsequent runs.
** [[Deep Dark Visions]] can be permed to simplify future scholar runs (and the skill itself is useful in other situations).
** While {{plural|Mer-kin knucklebone}} are not tradable, they are not quest items, so if you get spare ones you can use them in future runs.
* Some, but not all, quest-related NCs can be [[Combat Frequency#Forcing a Noncombat|forced]]. Notably, [[Into the Outpost]] can't be forced.
* Many things useful or even required for the quest are tradable and should be bought in the mall instead of farming them directly. This includes {{plural|sea lasso}}, {{plural|Mer-kin wordquiz}} and other items.


==Tasks==
==Tasks==
*If you have a [[sea lasso]], either from the mall or from a previous ascension you can speed up the seahorse step by using the lasso on every underwater monster you fight until you can "expertly" throw the lasso. You will need multiple lassos, since they can break. Equipping a [[sea cowboy hat]] and/or [[sea chaps]] increases the amount of skill you gain from lassoing monsters. Lassoing will only be effective once per combat.
===Rescuing Little Brother===
===Rescuing Little Brother===
*Adventure in [[An Octopus's Garden]] until you obtain a [[wriggling flytrap pellet]] from a [[Neptune flytrap]]. Using it will free [[Little Brother]], which unlocks the [[The Sea Monkees' Castle]].
*Adventure in [[An Octopus's Garden]] until you obtain a [[wriggling flytrap pellet]] from a [[Neptune flytrap]]. Using it will free [[Little Brother]], which unlocks the [[The Sea Monkees' Castle]].


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===Rescuing Grandpa===
===Rescuing Grandpa===
*After rescuing Big Brother, Little Brother will ask you to find [[Grandpa]]. He will unlock a zone based on your class, without buying the required map from Big Brother.  
*After rescuing Big Brother, Little Brother will ask you to find [[Grandpa]]. He will unlock a zone based on your class, so you won't need to buy the map from Big Brother. If you want to adventure in the two other zones (it's not necessary for progressing the quest), you'll need to buy the other two maps.
**''For Muscle Classes'' you must adventure in [[Anemone Mine]] until Grandpa teaches you a class-specific skill.
**As a [[Seal Clubber]] or [[Turtle Tamer]], you must adventure in [[Anemone Mine]] until Grandpa teaches you a class-specific skill.
**''For Mysticality Classes'' you must adventure in [[The Marinara Trench]] until Grandpa teaches you a class-specific skill.
**As a [[Pastamancer]] or [[Sauceror]], you must adventure in [[The Marinara Trench]] until Grandpa teaches you a class-specific skill.
**''For Moxie Classes'' you must adventure in [[The Dive Bar]] until Grandpa teaches you a class-specific skill.
**As a [[Disco Bandit]] or [[Accordion Thief]] you must adventure in [[The Dive Bar]] until Grandpa teaches you a class-specific skill.
*There are 3 quest-specific noncombat adventures in each zone, and Grandpa will teach you the skill upon reaching the third one.
*There are 3 class-specific noncombat adventures in each zone, and Grandpa will teach you the skill upon reaching the third one. These noncombat adventures cannot be [[Combat Frequency#Adventure Modifiers / Forcing a Noncombat (Sneaks)|forced]], but they should respond to [[Combat Frequency#Decreases Combat Rate (-combat)|Combat Frequency]] modifiers.
 
===The Mer-kin Outpost===
*Ask [[Grandpa]] about ''[[Grandma]]'' to unlock [[The Mer-Kin Outpost]].
*There are two things to do in this zone: search for [[Grandma]], and unlock the [[Intense Currents]]. Grandma is the only source of the three Mer-kin disguises, at least two of which are needed to progress with the quest. If you already have the Mer-kin disguise(s) built from (a) previous ascension(s), then rescuing Grandma is optional; the [[Mer-kin stashbox]], which is required to unlock the Intense Currents, is findable whether you rescued Grandma or not.


===Rescuing Grandma===
===Rescuing Grandma===
(Note: You don't actually have to rescue [[Grandma]] if you have the Mer-kin disguise(s) built already. The stashbox can be found whether or not you rescued Grandma.)
*Adventure in [[The Mer-kin Outpost]] until you find [[Grandma's Note]], [[Grandma's Fuchsia Yarn]], and [[Grandma's Chartreuse Yarn]].
*Asking Grandpa about "[[Grandma]]" will allow you to search for her in [[The Mer-Kin Outpost]].
*Return to [[The Sea Monkees' Castle]]. Ask [[Grandpa]] about ''Note'' to obtain [[Grandma's Map]].  
*After obtaining [[Grandma's Note]], [[Grandma's Fuchsia Yarn]] and [[Grandma's Chartreuse Yarn]], return to [[The Sea Monkees' Castle]]. Ask [[Grandpa]] about "Note" to obtain [[Grandma's Map]]. Then return to [[The Mer-Kin Outpost]] to find [[Grandma]].
*Return to [[The Mer-Kin Outpost]] to find [[Grandma]].


===Rescuing Mom (optional side quest)===
===Rescuing Mom (optional side quest)===
*Talk to Little Brother, then visit Big Brother's shop and "buy" the [[black glass]].  Equip the black glass and adventure in [[The Caliginous Abyss]] to rescue [[Mom]].
*After rescuing [[Grandma]], talk to [[Little Brother]], then visit [[Big Brother|Big Brother's]] shop and "buy" the [[black glass]].  Equip the black glass and adventure in [[The Caliginous Abyss]] to rescue [[Mom]].
**(Needs spading) Equipping a [[scale-mail underwear]], a [[shark jumper]], and/or having the effect [[Jelly Combed]] will decrease the number of adventures required to find Mom.
**(Needs spading) Equipping a [[scale-mail underwear]], a [[shark jumper]], and/or having the effect [[Jelly Combed]] will decrease the number of adventures required to find Mom. Note that skipped combats will not advance the counter.


===Traversing the Intense Currents===
===Unlocking the Intense Currents===
*Adventure in [[The Mer-Kin Outpost]] until a [[Mer-kin lockkey]] drops. Remember which Mer-kin dropped it.
*Adventure in [[The Mer-Kin Outpost]] until a [[Mer-kin lockkey]] drops. Remember which Mer-kin dropped it.
*Continue adventuring until you encounter [[Into the Outpost]]. You '''must''' use [[Combat Frequency]] modifiers (negative/noncombat) for this adventure to appear. Obtain the [[Mer-kin stashbox]] from the tent corresponding to the Mer-kin that dropped the lockkey. (Ex. If a [[Mer-kin raider]] dropped the lockkey, it will be in the skull-bedecked tent).
*Continue adventuring until you encounter [[Into the Outpost]]. You '''must''' use [[Combat Frequency]] modifiers (negative/noncombat) for this adventure to appear. Obtain the [[Mer-kin stashbox]] from the tent corresponding to the Mer-kin that dropped the lockkey. (Ex. If a [[Mer-kin raider]] dropped the lockkey, it will be in the skull-bedecked tent).
**If the lockkey dropped from the [[Mer-kin burglar]], the stashbox will be available from one of the choices from [[Sneaky Intent]].
**If the lockkey dropped from the [[Mer-kin burglar]], the stashbox will be available from one of the choices inside [[Sneaky Intent|the camouflaged tent]].
**If the lockkey dropped from the [[Mer-kin raider]], the stashbox will be available from one of the choices from [[Aggressive Intent]].
**If the lockkey dropped from the [[Mer-kin raider]], the stashbox will be available from one of the choices from [[Aggressive Intent|the skull-bedecked tent]].
**If the lockkey dropped from the [[Mer-kin healer]], the stashbox will be available from one of the choices from [[Mysterious Intent]].
**If the lockkey dropped from the [[Mer-kin healer]], the stashbox will be available from one of the choices from [[Mysterious Intent|the glyphed tent]].
*Open the stashbox and read the [[Mer-kin trailmap]] to unlock the [[Intense Currents]].  
*Open the stashbox and read the [[Mer-kin trailmap]] to unlock the [[Intense Currents]].  
*Ask [[Grandpa]] about "currents" to unlock [[The Coral Corral]].
 
**Obtain a [[sea lasso]] from the [[sea cowboy]] and train your sea lasso skills by using it on monsters (any undersea monster will do) until you can "expertly" throw the lasso. You will need multiple lassos since they can break. Equipping a [[sea cowboy hat]] and/or [[sea chaps]] increases the amount of skill you gain from lassoing monsters.
===Traversing the Intense Currents===
*Ask [[Grandpa]] about ''Currents'' to unlock [[The Coral Corral]].
**Obtain a [[sea lasso]] from the [[sea cowboy]] and train your sea lasso skills by using it on any undersea monster (aside from the wild seahorses found in the Corral) until you can "expertly" throw the lasso. You will need multiple lassos, since they can break. Equipping a [[sea cowboy hat]] and/or [[sea chaps]] increases the amount of skill you gain from lassoing monsters. Lassoing will only be effective once per combat.
***If you obtain lassos earlier, ex. via the Mall, you can train lassos on undersea monsters before you unlock The Coral Corral.
**Obtain 3 {{plural|sea cowbell}} from [[sea cow]]s.
**Obtain 3 {{plural|sea cowbell}} from [[sea cow]]s.
*Tame a [[wild seahorse]] by using the [[sea cowbell]] 3 times to subdue it, then using the [[sea lasso]] on it.
*Tame a [[wild seahorse]] by using the [[sea cowbell]] 3 times to subdue it, then using the [[sea lasso]] on it.
*Pass through the Intense Currents to access the [[The Mer-Kin Deepcity]].
*Pass through the Intense Currents to access [[The Mer-Kin Deepcity]].


===Mer-kin Deepcity===
===Mer-kin Deepcity===
*Craft a [[crappy Mer-kin mask]] and [[crappy Mer-kin tailpiece]] from Grandma.  
*Craft a [[crappy Mer-kin mask]] and [[crappy Mer-kin tailpiece]] from Grandma.  
**If you have the [[Mer-kin Gladiatorial Gear]] and [[Mer-kin Scholar's Vestments]] from previous ascensions, you do not need to craft the equipment again.
**If you have the [[Mer-kin Gladiatorial Gear]] and [[Mer-kin Scholar's Vestments]] from previous ascensions, you do not need to craft the equipment again.
*Wear a Mer-kin disguise to access the Deepcity zones. There are two paths to unlock the [[Mer-kin Temple]].
*Wear a Mer-kin disguise to access the Deepcity zones. There are two paths to unlock the [[Mer-kin Temple]].
*Note that once you finish one path and start combat with the penultimate boss, you will not be able to change your mind and do the other path instead.


====Gladiator path====
====Gladiator path====
''Gymnasium''
''Gymnasium''
*Visit the  [[Mer-kin Colosseum]] and be denied entrance.
*Boost +Combat% modifiers and adventure in the [[Mer-kin Gymnasium]] until you encounter [[Ators Gonna Ate]] and obtain all five pieces of equipment. If you already have the Gladiator disguise and the three weapons from a previous ascension, this zone can be skipped completely.  
*Boost +Combat% modifiers and adventure in the [[Mer-kin Gymnasium]] until you encounter [[Ators Gonna Ate]] and obtain all five pieces of equipment. If you already have the Gladiator disguise and the three weapons from a previous ascension, this zone can be skipped completely.  
*Train with the [[Mer-kin dodgeball]], [[Mer-kin dragnet]] and [[Mer-kin switchblade]] by landing [[critical hit|Critical Hits]] on monsters (Underwater only). Every 5 critical hits teaches a skill. Land 15 critical hits with each weapon to learn all 3 skills for each weapon. While not required, it will make the fights much easier.
**Note that this non-combat cannot be forced via Sneakisol, Clara's Bell, Stench Jelly, etc. These effects give you infinite -combat% and will make this non-combat impossible to occur. If you have one of these effects active you must spend it elsewhere outside of the sea to allow this non-combat to occur.
*Train with the [[Mer-kin dodgeball]], [[Mer-kin dragnet]] and [[Mer-kin switchblade]] by landing [[critical hit|Critical Hits]] on monsters (Underwater only). Every 5 critical hits teaches a skill. Land 15 critical hits with each weapon to learn all 3 skills for each weapon. While not required, this will make the fights much easier. With the ability to do enough damage to one-shot gladiators, this training can be skipped.


''Colosseum''
''Colosseum''
*Craft the [[Mer-kin gladiator mask]] and [[Mer-kin gladiator tailpiece]] from Grandma. Equip the disguise and adventure in the [[Mer-kin Colosseum]]. (Note: ''Do not'' build the disguise until you have the components for both parts.  You can't return to the Deepcity with half of a [[Crappy Mer-kin Disguise]] and half of a [[Mer-kin Gladiatorial Gear]].)
*Craft the [[Mer-kin gladiator mask]] and [[Mer-kin gladiator tailpiece]] from Grandma. Equip the disguise and adventure in the [[Mer-kin Colosseum]]. (Note: ''Do not'' build the disguise until you have the components for ''both'' parts.  You can't return to the Deepcity with half of a [[Crappy Mer-kin Disguise]] and half of a [[Mer-kin Gladiatorial Gear]]. If you get stuck, visit [[Grandma]] to either deconstruct your advanced mask into a crappy Mer-kin mask or make another crappy Mer-kin tailpiece.)
*In the Colosseum, you must win 15 rounds of increasingly tougher combat. Each monster can use special attacks that will make fighting them conventionally much harder if you can't counter them. These special attacks can be countered by equipping one of the Mer-kin weapons and use a special skill based on the bolded word before they execute their special attack:
*In the Colosseum, you must win 15 rounds of increasingly tougher combat. Each monster can use special attacks that will make fighting them conventionally much harder if you can't counter them. These special attacks can be countered by equipping the correct Mer-kin weapons and using the special skills that you learned, based on the bolded word before they execute their special attack:
**[[Mer-kin balldodger]]s and [[Georgepaul, the Balldodger]] (Round 13) are weak to the [[Mer-kin dragnet]]. Use [[Net Loss]], [[Net Gain]] or [[Net Neutrality]] to counter their special attack.
**[[Mer-kin balldodger]]s and [[Georgepaul, the Balldodger]] (Round 13) are weak to the [[Mer-kin dragnet]]. Use [[Net Loss]], [[Net Gain]] or [[Net Neutrality]] to counter their special attack.
**[[Mer-kin netdragger]]s and [[Johnringo, the Netdragger]] (Round 14) are weak to the [[Mer-kin switchblade]]. Use [[Blade Sling]], [[Blade Roller]] or [[Blade Runner]] to counter their special attack.
**[[Mer-kin netdragger]]s and [[Johnringo, the Netdragger]] (Round 14) are weak to the [[Mer-kin switchblade]]. Use [[Blade Sling]], [[Blade Roller]] or [[Blade Runner]] to counter their special attack.
**[[Mer-kin bladeswitcher]]s and [[Ringogeorge, the Bladeswitcher]] (Round 15) are weak to the [[Mer-kin dodgeball]]. Use [[Ball Bust]], [[Ball Sweat]] or [[Ball Sack]] to counter their special attack.
**[[Mer-kin bladeswitcher]]s and [[Ringogeorge, the Bladeswitcher]] (Round 15) are weak to the [[Mer-kin dodgeball]]. Use [[Ball Bust]], [[Ball Sweat]] or [[Ball Sack]] to counter their special attack.
**The order you fight the Mer-kins is always the same: balldodger, netdragger, bladeswitcher, and back again.
**The order you fight the Mer-kins is always the same: balldodger, netdragger, bladeswitcher, and back again.
*Note that with enough raw power you can ignore the intended mechanics and just fight them directly. Due to modern power creep in skills, buffs and combat items, it is now much easier to do so.
** Their special attacks only take effect on their turn on round 2. If you get the jump, you can kill them in two turns to avoid any specials.
** For the netdragger's '''sling''', you can either deal a lot more damage per hit than they heal, or wait out the buff and heal through their attacks with things like [[New Age healing crystal|New Age healing crystals,]] then strike before they re-use the move.
** For the bladeswitcher's damage-reflecting '''bust''', heal through their attacks and check if the ability has expired with low damage attacks like [[seal tooth]] and [[Sing]] or passive damage effects like [[Smokin']].
** You can buff your mysticality and then use strong uncapped spells like [[Shrap]], [[Grease Lightning]] and [[Volcanometeor Showeruption]].
** You can buff your moxie and use the [[mercenary pistol]].
** Seal clubbers with sufficiently buffed muscle and Weapon Damage can just use [[Lunging Thrust-Smack]].
** All classes can buff their mainstat and use [[party favors]], [[love songs]], and items like [[grody jug]] and [[shard of double-ice]]. [[Ambidextrous Funkslinging]] is very convenient here to kill within two turns.
*After 15 victories, you will gain access to the [[Mer-kin Temple]] to fight [[Shub-Jigguwatt, Elder God of Violence|Shub-Jigguwatt]].
*After 15 victories, you will gain access to the [[Mer-kin Temple]] to fight [[Shub-Jigguwatt, Elder God of Violence|Shub-Jigguwatt]].


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**[[A Mer-kin Graffiti]]: Threaten To Turn Them In. Unlocks [[Raising Cane]].
**[[A Mer-kin Graffiti]]: Threaten To Turn Them In. Unlocks [[Raising Cane]].
**Unlocking any one of these adventures also unlocks [[Halls Passing in the Night]] if you have a [[Mer-kin hallpass]] in your inventory.
**Unlocking any one of these adventures also unlocks [[Halls Passing in the Night]] if you have a [[Mer-kin hallpass]] in your inventory.
*Obtain up to 10 {{plural|Mer-kin wordquiz}} and an equal number of {{plural|Mer-kin cheatsheet}}. You can find wordquizzes in either [[Raising Cane]] or [[Halls Passing in the Night]] and choose the lounge option. Note that the lounge option is only available after unlocking [[Raising Cane]]. If you have a [[Mer-kin bunwig]] in inventory, you will obtain 3 wordquizzes. Otherwise, you will find only 1 wordquiz. This option also unlocks the pieces required to craft the [[Mer-kin scholar mask]] and the [[Mer-kin scholar tailpiece]]. (Note: ''Do not'' build either disguise piece without finding both components.)
*Obtain up to 10 {{plural|Mer-kin wordquiz}} and an equal number of {{plural|Mer-kin cheatsheet}}. You can find wordquizzes in either [[Raising Cane]] or [[Halls Passing in the Night]] by choose the lounge options. Note that the lounge option in Halls Passing is only available after unlocking [[Raising Cane]]. If you have a [[Mer-kin bunwig]] in inventory, you will obtain 3 wordquizzes. Otherwise, you will find only 1 wordquiz.  
*The lounge options also give the pieces required to craft the [[Mer-kin scholar mask]] and the [[Mer-kin scholar tailpiece]]. (Note: ''Do not'' build either disguise piece without finding both components.)
*Each time you use a [[Mer-kin wordquiz]] with a [[Mer-kin cheatsheet]] in your inventory, your Mer-kin vocabulary skills will increase by 10%. It is not necessary to max out your vocabulary to 100%; a high vocabulary skill will merely speed up your acquisition of phrases in the next stage of the quest.
*Each time you use a [[Mer-kin wordquiz]] with a [[Mer-kin cheatsheet]] in your inventory, your Mer-kin vocabulary skills will increase by 10%. It is not necessary to max out your vocabulary to 100%; a high vocabulary skill will merely speed up your acquisition of phrases in the next stage of the quest.


''Library''
''Library''
*Craft the [[Mer-kin scholar mask]] and [[Mer-kin scholar tailpiece]] from Grandma. Equip the disguise and adventure in the [[Mer-kin Library]]. (Note: ''Do not'' build the disguise until you have the components for both parts.  You can't return to the Deepcity with half of a [[Crappy Mer-kin Disguise]] and half of a [[Mer-kin Scholar's Vestments]].)
*Craft the [[Mer-kin scholar mask]] and [[Mer-kin scholar tailpiece]] from Grandma. Equip the disguise and adventure in the [[Mer-kin Library]]. (Note: ''Do not'' build the disguise until you have the components for both parts.  You can't return to the Deepcity with half of a [[Crappy Mer-kin Disguise]] and half of a [[Mer-kin Scholar's Vestments]]. If you get stuck, visit [[Grandma]] to either deconstruct your advanced mask into a crappy Mer-kin mask or make another crappy Mer-kin tailpiece.)
*At the Mer-kin Library, adventure until you find a [[Mer-kin dreadscroll]]. You will need to fill in 8 phrases to solve its puzzle.  You can obtain these phrases by doing the following:
*At the Mer-kin Library, adventure until you find a [[Mer-kin dreadscroll]]. You will need to fill in 8 phrases to solve its puzzle.  Each of the following actions reveals a specific phrase:
**Use a [[Mer-kin healscroll]] in combat to find a phrase.
**Use a [[Mer-kin healscroll]] in combat. Your Mer-kin vocabulary level affects the likelihood of a phrase being revealed on use.
**Use a [[Mer-kin killscroll]] in combat to find a phrase.
**Use a [[Mer-kin killscroll]] in combat. Your Mer-kin vocabulary level affects the likelihood of a phrase being revealed on use.
**Obtain a [[Mer-kin worktea]]. To find its clue, eat a [[sushi]], and the worktea will be consumed, revealing a clue.
**Obtain a [[Mer-kin worktea]] from a [[Mer-kin alphabetizer]]. Eat [[sushi]], and the worktea will be consumed, revealing a phrase.
**Obtain a [[Mer-kin knucklebone]] from a [[Mer-kin drifter]] and use it to reveal a phrase.
**Obtain a [[Mer-kin knucklebone]] from a [[Mer-kin drifter]] and use it to reveal a phrase.
**Use a [[Mer-kin darkbook]] to learn [[Deep Dark Visions]] (not necessary if the skill has been permed). You need at least 500 HP to cast it, and at least 9 Spooky resistance (8 for Mysticality classes) or [[Spookyform]] to survive the damage. If you do, one of the messages may contain a phrase.
**Use a [[Mer-kin darkbook]] to learn [[Deep Dark Visions]] (not necessary if the skill has been permed). You need at least 500 HP to cast it, and at least 9 Spooky resistance (8 for Mysticality classes) to survive the damage. If you do, one of the messages may contain a phrase.
**Adventure in the [[Mer-kin Library]] until you encounter the [[Playing the Catalog Card]] non-combat adventure. Three of the choices here contain a phrase. Every 10% of Mer-kin vocabulary skill removes one non-phrase choice. At 0% skill there are thirteen choices, and at 100% only the three correct choices remain.  
**Adventure in the [[Mer-kin Library]] until you encounter the [[Playing the Catalog Card]] non-combat adventure. Three of the choices here contain a phrase. Every 10% of Mer-kin vocabulary skill removes one non-phrase choice. At 0% skill there are thirteen choices, and at 100% only the three correct choices remain.  


*Fill in the correct clues for all 8 choices in the dreadscroll to unlock the [[Mer-kin Temple]] and fight [[Yog-Urt, Elder Goddess of Hatred|Yog-Urt]].  
*Fill in all 8 correct phrases in the dreadscroll to unlock the [[Mer-kin Temple]] and fight [[Yog-Urt, Elder Goddess of Hatred|Yog-Urt]].  
**You may also guess, if you have not obtained all 8 phrases. Each wrong guess costs you one turn and leaves you with '''3n - 1''' turns of [[Deep-Tainted Mind]] where '''n''' is the number of incorrect phrases. Deep-Tainted Mind is an unremoveable effect which gives -50% Mysticality and prevents you from using the dreadscroll again while it's active. Because there are only 4 choices for each phrase, guessing one or two phrases is relatively easy. The number of phrases you can guess is limited only by your willingness to burn off adventures between guesses.
**If you have not obtained all 8 phrases, you can attempt to guess them. Each wrong guess costs you one turn and leaves you with '''3n - 1''' turns of [[Deep-Tainted Mind]] where '''n''' is the number of incorrect phrases. Deep-Tainted Mind is an unremoveable effect which gives -50% Mysticality and prevents you from using the dreadscroll again while it's active. Because there are only 4 possibilities for each phrase, guessing one or two phrases is relatively easy. The number of phrases you can guess is limited only by your willingness to burn off adventures between guesses.


===Mer-kin Temple===
===Mer-kin Temple===
If you completed the gladiator path, you will face [[Shub-Jigguwatt, Elder God of Violence]].
====If you completed the gladiator path, you will face [[Shub-Jigguwatt, Elder God of Violence]].====
* Defeating Shub-Jigguwatt requires straight-up power. Before the fight, you will receive a debuff that dramatically increases MP costs for spells. In addition, he will remove all your MP and you will take damage based on 1/2 the MP lost. If you deal damage to him with anything other than a regular attack ('''including damage-dealing effects and familiar attacks''') he will use a counter attack that deals increasingly heavier damage every time it's used. He has 3000 HP and 4000 Attack/Defense, and is resistant to all elemental damage.
* Defeating Shub-Jigguwatt requires overpowering him with regular attacks. Before the fight, you will receive a debuff that dramatically increases MP costs for spells. In addition, he will remove all your MP and you will take damage based on 1/2 the MP lost. If you deal damage to him with anything other than a regular attack ('''including damage-dealing effects and familiar attacks''') he will use a counter attack that deals increasingly heavier damage every time it's used. He has 3000 HP and 4000 Attack/Defense, and is resistant to all elemental damage.
* [[Crayon shavings]] are '''extremely''' effective against Shub-Jugguwatt, as they severely lower his attack and defense, and because they don't deal damage, they do not trigger his counter attack. Two crayon shavings will lower his attack/defense to a much more managable 1960, and four of them reduce him to a measly 960.
* Luckily, overpowering him is now almost trivial, since he lacks any resistance to large percentage delevelers. Use [[jam band bootleg]], [[robin's egg]], [[crayon shavings]], [[electronics kit]], and/or [[rattler rattle]], possibly magnified by [[dark porquoise ring]]/[[Ruthless Efficiency]], and squish him once he's (relatively) tiny.
* [[Gremlin juice]] is also useful for when you can't quite match his level even with debuffs, but deal enough damage to at least defeat him within 30 turns.


If you completed the scholar path, you will face [[Yog-Urt, Elder Goddess of Hatred]].
====If you completed the scholar path, you will face [[Yog-Urt, Elder Goddess of Hatred]].====
* Before the fight, you will receive a debuff that limits your base stats to 30, and you will continuously take ~90% of your max HP in damage every turn. Attacking Yog-Urt ('''including damage-dealing effects and familiar attacks''') with this debuff active will trigger an insta-kill counter attack. The debuff wears off after 8 rounds, minus 1 round for each [[Mer-kin prayerbeads]] equipped. After that, Yog-Urt is a significantly easier fight, with only 400 Attack/Defense.
* Before the fight, you will receive a debuff that limits your base stats to 30, and you will continuously take ~90% of your max HP in damage every turn. Attacking Yog-Urt ('''including damage-dealing effects and familiar attacks''') while this debuff is active will trigger an insta-kill counter attack. The debuff wears off after 8 rounds, minus 1 round for each [[Mer-kin prayerbeads]] equipped. After that, Yog-Urt is a significantly easier fight, with only 400 Attack/Defense.
* To make surviving Yog-Urt easier, lower your max HP to the point where cheap healing items like [[red pixel potion]]s can restore you to full HP. However, you can only use a specific item in combat only once, as long as the debuff is active.
* To survive the debuff, you'll have to heal every round, but skills are disabled and you can use any combat item only once in this fight. As such, you'll need a variety of different healing items.
* With 3 prayerbeads equipped, you only have to survive for 5 rounds, which means you need at least 5 different healing items to survive Yog-Urt. You can funksling items to use two at once, but still cannot use any individual item more than once.
** Lower your max HP to the point where cheap healing items like [[red pixel potion]]s can restore over 90% of your HP. See [[Yog-Urt, Elder Goddess of Hatred|the Yog-Urt page]] for a list of healing items.
* Another strategy is to wear 2 prayerbeads and a [[Mer-kin gutgirdle]].  If you have a lot of passive max HP increasing skills (like [[Spirit of Ravioli]]), the gutgirdle can dramatically lower your max HP.  This means you need to go 6 rounds before the debuff is gone, but you may be able to get by with cheaper consumables.
** With 3 prayerbeads equipped, you only have to survive for 5 rounds, which means you need at least 5 different healing items to survive Yog-Urt.  
* See [[Yog-Urt, Elder Goddess of Hatred|the Yog-Urt page]] for a list of healing items.
** Another strategy is to wear 2 prayerbeads and a [[Mer-kin gutgirdle]].  If you have a lot of non-removable passive HP-increasing skills (like [[Spirit of Ravioli]]), the gutgirdle can dramatically lower your max HP.  This means you need to go 6 rounds before the debuff is gone, but you may be able to get by with cheaper consumables.
* Also make sure that you have enough stats to be able to defeat Yog-Urt ''without'' the debuff. Your buffs will be restored to full effectiveness once the debuff wears out.
* Make sure that you still have enough stats and combat ability to defeat Yog-Urt after the debuff ends. Your buffs will be restored to full effectiveness once the debuff wears off.


===The Real Final Boss===
===The Real Final Boss===
* Each [[Hateful Habiliment]] and [[Violent Vestments]] piece of the same slot can be meatsmithed together to create a [[Clothing of Loathing]] piece. You will need to clear both the gladiator and scholar path with all 6 classes (that's 12 ascensions worth of awesome).
* Each [[Hateful Habiliment]] and [[Violent Vestments]] piece of the same slot can be meatsmithed together to create a [[Clothing of Loathing]] piece. You will need to clear both the gladiator and scholar path with all 6 classes (that's 12 ascensions worth of awesome).
* Equip the 6 out of 7 Clothing of Loathing pieces and enter the [[Mer-kin Temple]]. This is a separate "third" path, and can be done without any other adventuring in the Deepcity. Notably, though, it cannot be done after you kill Shub-Jigguwatt or Yog-Urt, and you cannot kill either of those two bosses after killing the final boss.
* Equip the 6 Clothing of Loathing pieces you have and enter the [[Mer-kin Temple]]. This is a separate "third" path, and can be done without any other adventuring in the Deepcity. Notably, though, it cannot be done after you kill Shub-Jigguwatt or Yog-Urt, and you cannot kill either of those two bosses after killing the final boss.
* Once you enter the Temple, you will face the [[Dad Sea Monkee|real final boss]].
* Once you enter the Temple, you will face the [[Dad Sea Monkee|real final boss]].
** Before the fight, all your buffs will be removed and you will receive an [[A Hole in the World|effect]] that basically reduces the turn limit to 12. The boss is resistant to 5/6 damage types, and which type of damage the boss is not resistant to in a given turn is determined by clues given out in the intro text. How exactly it works is given [http://forums.kingdomofloathing.com/vb/showpost.php?p=4439411&postcount=369 here] and can be calculated on [https://docs.google.com/spreadsheet/ccc?key=0AkSIgM9B2IzDdERUMEJMZkxaU1VsS2hwNVN2bG5nMkE&usp=sharing google docs]. Once you figure out the boss's vulnerability, the 120 MP [[Hobopolis skills|Hobopolis elemental spells]] and possibly [[Toynado]] will be enough to defeat it within the 11-round limit.
** Before the fight, all your buffs will be removed and you will receive an [[A Hole in the World|effect]] that basically reduces the turn limit to 12. The boss is resistant to 5 of the 6 damage types on any given turn, and changes vulnerability each turn. The damage type that the boss is not resistant to in a given turn is determined by clues given out in the intro text. See the [[Dad Sea Monkee|boss's page]] for tools to determine the pattern of weakness. Once you figure out the boss's vulnerability, the 120 MP [[Hobopolis skills|Hobopolis elemental spells]], possibly with other powerful spells like [[Toynado]], [[Shrap]], and [[Volcanometeor Showeruption]], will be enough to defeat it within the 11-round limit.


==Rewards==
==Rewards==

Latest revision as of 22:22, 28 August 2025

There are some vague or non-exact figures and information on this page. Some spading is required.

How exactly is the location of the stashbox determined?

Description

The Sea Monkees Quest is the main storyline of undersea adventuring. You must search the zones of The Sea Floor to reunite the Sea Monkee family. Once they are rescued, they reside in The Sea Monkees' Castle.

Only the original six classes can complete this quest (e. g. no Avatars). The first two stages of the quest overlap with the quest An Old Guy and The Ocean.

Time-saving tips

Tasks

  • If you have a sea lasso, either from the mall or from a previous ascension you can speed up the seahorse step by using the lasso on every underwater monster you fight until you can "expertly" throw the lasso. You will need multiple lassos, since they can break. Equipping a sea cowboy hat and/or sea chaps increases the amount of skill you gain from lassoing monsters. Lassoing will only be effective once per combat.

Rescuing Little Brother

Rescuing Big Brother

Rescuing Grandpa

  • After rescuing Big Brother, Little Brother will ask you to find Grandpa. He will unlock a zone based on your class, so you won't need to buy the map from Big Brother. If you want to adventure in the two other zones (it's not necessary for progressing the quest), you'll need to buy the other two maps.
  • There are 3 class-specific noncombat adventures in each zone, and Grandpa will teach you the skill upon reaching the third one. These noncombat adventures cannot be forced, but they should respond to Combat Frequency modifiers.

The Mer-kin Outpost

  • Ask Grandpa about Grandma to unlock The Mer-Kin Outpost.
  • There are two things to do in this zone: search for Grandma, and unlock the Intense Currents. Grandma is the only source of the three Mer-kin disguises, at least two of which are needed to progress with the quest. If you already have the Mer-kin disguise(s) built from (a) previous ascension(s), then rescuing Grandma is optional; the Mer-kin stashbox, which is required to unlock the Intense Currents, is findable whether you rescued Grandma or not.

Rescuing Grandma

Rescuing Mom (optional side quest)

Unlocking the Intense Currents

Traversing the Intense Currents

  • Ask Grandpa about Currents to unlock The Coral Corral.
    • Obtain a sea lasso from the sea cowboy and train your sea lasso skills by using it on any undersea monster (aside from the wild seahorses found in the Corral) until you can "expertly" throw the lasso. You will need multiple lassos, since they can break. Equipping a sea cowboy hat and/or sea chaps increases the amount of skill you gain from lassoing monsters. Lassoing will only be effective once per combat.
      • If you obtain lassos earlier, ex. via the Mall, you can train lassos on undersea monsters before you unlock The Coral Corral.
    • Obtain 3 sea cowbells from sea cows.
  • Tame a wild seahorse by using the sea cowbell 3 times to subdue it, then using the sea lasso on it.
  • Pass through the Intense Currents to access The Mer-Kin Deepcity.

Mer-kin Deepcity

Gladiator path

Gymnasium

  • Visit the Mer-kin Colosseum and be denied entrance.
  • Boost +Combat% modifiers and adventure in the Mer-kin Gymnasium until you encounter Ators Gonna Ate and obtain all five pieces of equipment. If you already have the Gladiator disguise and the three weapons from a previous ascension, this zone can be skipped completely.
    • Note that this non-combat cannot be forced via Sneakisol, Clara's Bell, Stench Jelly, etc. These effects give you infinite -combat% and will make this non-combat impossible to occur. If you have one of these effects active you must spend it elsewhere outside of the sea to allow this non-combat to occur.
  • Train with the Mer-kin dodgeball, Mer-kin dragnet and Mer-kin switchblade by landing Critical Hits on monsters (Underwater only). Every 5 critical hits teaches a skill. Land 15 critical hits with each weapon to learn all 3 skills for each weapon. While not required, this will make the fights much easier. With the ability to do enough damage to one-shot gladiators, this training can be skipped.

Colosseum

Scholar path

School

Library

  • Craft the Mer-kin scholar mask and Mer-kin scholar tailpiece from Grandma. Equip the disguise and adventure in the Mer-kin Library. (Note: Do not build the disguise until you have the components for both parts. You can't return to the Deepcity with half of a Crappy Mer-kin Disguise and half of a Mer-kin Scholar's Vestments. If you get stuck, visit Grandma to either deconstruct your advanced mask into a crappy Mer-kin mask or make another crappy Mer-kin tailpiece.)
  • At the Mer-kin Library, adventure until you find a Mer-kin dreadscroll. You will need to fill in 8 phrases to solve its puzzle. Each of the following actions reveals a specific phrase:
    • Use a Mer-kin healscroll in combat. Your Mer-kin vocabulary level affects the likelihood of a phrase being revealed on use.
    • Use a Mer-kin killscroll in combat. Your Mer-kin vocabulary level affects the likelihood of a phrase being revealed on use.
    • Obtain a Mer-kin worktea from a Mer-kin alphabetizer. Eat sushi, and the worktea will be consumed, revealing a phrase.
    • Obtain a Mer-kin knucklebone from a Mer-kin drifter and use it to reveal a phrase.
    • Use a Mer-kin darkbook to learn Deep Dark Visions (not necessary if the skill has been permed). You need at least 500 HP to cast it, and at least 9 Spooky resistance (8 for Mysticality classes) to survive the damage. If you do, one of the messages may contain a phrase.
    • Adventure in the Mer-kin Library until you encounter the Playing the Catalog Card non-combat adventure. Three of the choices here contain a phrase. Every 10% of Mer-kin vocabulary skill removes one non-phrase choice. At 0% skill there are thirteen choices, and at 100% only the three correct choices remain.
  • Fill in all 8 correct phrases in the dreadscroll to unlock the Mer-kin Temple and fight Yog-Urt.
    • If you have not obtained all 8 phrases, you can attempt to guess them. Each wrong guess costs you one turn and leaves you with 3n - 1 turns of Deep-Tainted Mind where n is the number of incorrect phrases. Deep-Tainted Mind is an unremoveable effect which gives -50% Mysticality and prevents you from using the dreadscroll again while it's active. Because there are only 4 possibilities for each phrase, guessing one or two phrases is relatively easy. The number of phrases you can guess is limited only by your willingness to burn off adventures between guesses.

Mer-kin Temple

If you completed the gladiator path, you will face Shub-Jigguwatt, Elder God of Violence.

  • Defeating Shub-Jigguwatt requires overpowering him with regular attacks. Before the fight, you will receive a debuff that dramatically increases MP costs for spells. In addition, he will remove all your MP and you will take damage based on 1/2 the MP lost. If you deal damage to him with anything other than a regular attack (including damage-dealing effects and familiar attacks) he will use a counter attack that deals increasingly heavier damage every time it's used. He has 3000 HP and 4000 Attack/Defense, and is resistant to all elemental damage.
  • Luckily, overpowering him is now almost trivial, since he lacks any resistance to large percentage delevelers. Use jam band bootleg, robin's egg, crayon shavings, electronics kit, and/or rattler rattle, possibly magnified by dark porquoise ring/Ruthless Efficiency, and squish him once he's (relatively) tiny.

If you completed the scholar path, you will face Yog-Urt, Elder Goddess of Hatred.

  • Before the fight, you will receive a debuff that limits your base stats to 30, and you will continuously take ~90% of your max HP in damage every turn. Attacking Yog-Urt (including damage-dealing effects and familiar attacks) while this debuff is active will trigger an insta-kill counter attack. The debuff wears off after 8 rounds, minus 1 round for each Mer-kin prayerbeads equipped. After that, Yog-Urt is a significantly easier fight, with only 400 Attack/Defense.
  • To survive the debuff, you'll have to heal every round, but skills are disabled and you can use any combat item only once in this fight. As such, you'll need a variety of different healing items.
    • Lower your max HP to the point where cheap healing items like red pixel potions can restore over 90% of your HP. See the Yog-Urt page for a list of healing items.
    • With 3 prayerbeads equipped, you only have to survive for 5 rounds, which means you need at least 5 different healing items to survive Yog-Urt.
    • Another strategy is to wear 2 prayerbeads and a Mer-kin gutgirdle. If you have a lot of non-removable passive HP-increasing skills (like Spirit of Ravioli), the gutgirdle can dramatically lower your max HP. This means you need to go 6 rounds before the debuff is gone, but you may be able to get by with cheaper consumables.
  • Make sure that you still have enough stats and combat ability to defeat Yog-Urt after the debuff ends. Your buffs will be restored to full effectiveness once the debuff wears off.

The Real Final Boss

  • Each Hateful Habiliment and Violent Vestments piece of the same slot can be meatsmithed together to create a Clothing of Loathing piece. You will need to clear both the gladiator and scholar path with all 6 classes (that's 12 ascensions worth of awesome).
  • Equip the 6 Clothing of Loathing pieces you have and enter the Mer-kin Temple. This is a separate "third" path, and can be done without any other adventuring in the Deepcity. Notably, though, it cannot be done after you kill Shub-Jigguwatt or Yog-Urt, and you cannot kill either of those two bosses after killing the final boss.
  • Once you enter the Temple, you will face the real final boss.
    • Before the fight, all your buffs will be removed and you will receive an effect that basically reduces the turn limit to 12. The boss is resistant to 5 of the 6 damage types on any given turn, and changes vulnerability each turn. The damage type that the boss is not resistant to in a given turn is determined by clues given out in the intro text. See the boss's page for tools to determine the pattern of weakness. Once you figure out the boss's vulnerability, the 120 MP Hobopolis elemental spells, possibly with other powerful spells like Toynado, Shrap, and Volcanometeor Showeruption, will be enough to defeat it within the 11-round limit.

Rewards

Hat Weapon Off-hand Pants Accessory 1 Accessory 2 Accessory 3

Lens of Violence
(S)

Pigsticker of Violence
(DB)

Brand of Violence
(TT)

Jodhpurs of Violence
(AT)

Ass-Stompers of Violence
(SC)

Novelty Belt Buckle of Violence
(P)

Lens of Hatred
(AT)

Staff of Simmering Hatred
(P)

Cold Stone of Hatred
(SC)

Pantaloons of Hatred
(S)

Fuzzy Slippers of Hatred
(DB)

Girdle of Hatred
(TT)

Goggles of Loathing

Stick-Knife of Loathing

Scepter of Loathing

Jeans of Loathing

Treads of Loathing

Belt of Loathing

Pocket Square of Loathing