User:Erich/Manuel: Difference between revisions
imported>Erich Strategy guide. 22 ascensions minimum for Manuel, yipes. |
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* [[Victor the Insult Comic Hellhound]] | * [[Victor the Insult Comic Hellhound]] | ||
* [[Doctor Oh, the Junksprite Boss]] | * [[Doctor Oh, the Junksprite Boss]] | ||
* Copperhead snakes (note: you fight only 3 per ascension out of 6, | * Copperhead snakes (note: you fight only 3 per ascension out of 6, spading on what conditions they show up is ongoing) | ||
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** [[Frozen Solid Snake]] | ** [[Frozen Solid Snake]] | ||
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** [[The Snake With Like Ten Heads]] | ** [[The Snake With Like Ten Heads]] | ||
** [[Snakeleton]] | ** [[Snakeleton]] | ||
** [[ | ** [[Frattlesnake]] | ||
==== Path ==== | ==== Path ==== |
Revision as of 00:12, 17 March 2014
Page Title: How to Manuel
Hi! So you just kicked your habit of drinking paint thinner, and you want to Manuel with the best of them. This is a guide to show what you're going to need to go through to get that elusive score of nhgfngfn (or whatever the fuck the top score is).
Note: This guide assumes you have all the appropriate IotM, including the VIP key with faxcess, a NanoRhino, a hipster, and a goth kid. While you can get the goth kid / hipster / rhino combats without the familiars, that's silly and you're silly for trying, you silly paint thinner drinker, you. Copiers (arrow, putty, box, 4-d) help but are not needed. It also assumes that meat is no object.
Note: I use Turing's wonderful Manuel Script for Mafia.
Note: If there's anything I missed, or anything that needs correcting, please feel free to post so I can edit this.
Important Note: If you don't have Manuel just yet, and want to get cracking on it, DON'T FINISH JICK'S PSYCHO JAR. Otherwise you'll be locked out of the procedurally generated skeleton, and you'll fall into a paint thinner drinking relapse.
Respect goes out to Geistbear for starting up this list in the original Manuel thread.
Ok, So This guide will be split up into multiple parts.
General Ascension
After doing a full statistical analysis, I was able to pull from my ass that about 90% of Manuel can be filled in two ascensions. This requires pretty much adventuring everywhere, opening everything up, and doing what you would normally do in an ascension, only doing it with the purpose of factoid hunting. So, go out into the world and do that. I'll wait. Ok, now is a good time to mention some general ascension things that you'll need to do in those two ascensions.
Alternating Monsters
- Drunken / Hung-over half-orc hobo (note: Drunken hobo can be fought in the non-combat in the pantry)
- Overdone / flame-broiled meat blob
- Buzzy Beetle /Goomba
- All Hole in the Sky monsters
- Clingy pirate (note: alternates with gender, not ascension)
Signs
- Little Canadia
- Thugnderdome
- Zapruder Quest
- Degrassi Knoll (note: this is available in any non-degrassi sign, so you can do it when you're in Canadia or the Camp)
Path
- Wandering Bugbears
- Wandering Bees
- Mountain man (note: can be faxed)
- KoLHS students, faculty, and inanimate objects
Class
Once Per Ascension
Like the name suggests, these enemies can only be fought once per ascension. With the exception of the major quest bosses, all of these can be overlooked, so keep them in mind before you jump the gash.
General
- All Quest Bosses (except Ed, who auto-populates and is fought multiple times)
- Tower Monsters (except the Giant Bee, which auto-populates and is the only tower monster in a Bees run) (note: In the first 5 floors, you fight 5 per ascension out of 21, randomized. In the top floor, you fight 1 per ascension out of 3, randomized)
- Baron von Ratsworth
- War Heroes
- Queen filthworm
- Your Nemesis
- 4th Tier Nemesis Assassin (note: tier 3 auto-populates, but because it's stat based, you can stasis it before fighting the 4th tier assassin)
- Guy Made Of Bees (note: this is the same monster at the end of a Bees run, so you don't need to do multiple Bee runs)
- Skelter Butleton
- Beelzebozo
- Carbuncle Top
- Larry of the Field of Signs
- Victor the Insult Comic Hellhound
- Doctor Oh, the Junksprite Boss
- Copperhead snakes (note: you fight only 3 per ascension out of 6, spading on what conditions they show up is ongoing)
Path
- Wu Tang the Betrayer
- The Luter
- The Avatar of Sneaky Pete
- Bugbear Captain
- Bugbear robo-surgeon
- Zombie Hunters (except the Zombie-huntin' feller, who appears multiple times)
- Corman
- Clancy
- The Avatar of Boris
- Principal Mooney
- The Avatar of Jarlsberg
Sign
Antique Maps
Content
- The Thing with No Name
- yakuza courier
- The Sierpinski brothers
- Chief Electronic Overseer
- The Server
- White Bone Demon
- giant bird-creature
- giant octopus
- giant spider
- giant jungle python
- high priest of Ki'rhuss
Sea
- Trophyfish
- Georgepaul, the Balldodger
- Johnringo, the Netdragger
- Ringogeorge, the Bladeswitcher
- Shub-Jigguwatt, Elder God of Violence
- Yog-Urt, Elder Goddess of Hatred
- Dad Sea Monkee (special note: this motherfucker takes 15 ascensions to get all the factoids. see misc. section)
Conditional Monsters and Hidden Stuff You Might Miss
This section covers stuff that is very easy to miss in run or in aftercore due to the zone or monsters only appearing when a condition is met. It'll also cover some monsters that you might not consider, and thus miss out on.
Zones
- Cola Wars: This zone is only accessible to those with Fernswarthy's key that are either level 4 or 5. Probably the easiest zone to forget about.
- The Misspelled Cemetary (Pre-Cyrpt): As the name implies, it's only accessible before finishing the Cyrpt.
- The Road to the White Citadel: Only available after getting the White Citadel quest, and closes when you find it.
- Nemesis: The volcano lair clears out when you beat your nemesis, and is only open for a limited number of turns before the nemesis shows up. Also, the zone outside the volcano clears out for all classes except Seal Clubbers and Turtle Tamers.
- Island: The Frat and Hippy camp change at level 9, so combat frequency decreases. It changes to it's verge of war status when you start the war quest but before you start the war. Post-war, you're going to be locked out of one, or both, of these sides; the Bombed out camps only show up when you defeat that side, locking you out of the pre-war zone.
- War: The war only lasts up to 1000 combats, and certain enemies only show up at certain intervals.
- Jick's Obsessions: After clearing out 373 skeletons, you're permanently locked out. Sorry buddy.
Sneaky Monsters
- Tumbleweeds are a pain. Go to the Oil Peak and banish the first thing you see.
- Translated El Vibrato monsters are different monsters.
- All the different sizes of the Whelp Swarm in The Defiled Cranny have a small window to appear. They can be copied, though.
- There are 3 different types of mimics in the The Barrel full of Barrels.
- The non-combat drawers are different from the combat ones in the Haunted Bedroom.
- A Gang of hobo muggers can easily be overlooked at the Hobo Marketplace.
- mine crabs and unholy divers only appear for 19 turns after you release them in the Wreck non-combat.
- These monsters need to be unlocked in the non-combats in the Old Man's psycho jar: The Cray-Kin, Bristled Man-O-War, Deadly Hydra.
- The jungle scabie and smooth jazz scabie only appear in the Small-O-Fier non-combats, and each one has a condition based on whether you have Smooth Legs active or not.
- Ancient temple guardians appear in the Ancient Temple if you didn't complete the Primordial Fear quest.
- group of cultists appear in the Ancient Temple if you completed the Primordial Fear quest, but aren't wearing the memory of a cultist's robe.
- cyborg policemen appear after buying the Multi-pass in the future, but disappear after you complete the quest
- Multi-use 100 skeletons to get a shaking skull which hatches into a skulldozer.
- Don't forget about the family of kobolds and the upper tier Bricko monsters!
- The War:
- On the Verge of War, Orcish Frat Boy Spy and War Hippy Spy appear in your base camp when you're in uniform.
- War Frat Mobile Grill Unit appears only if you beat the Junkyard as a Hippy, but are battling as a Frat. The opposite holds true for the Bailey's Beetle.
- Tool carrying monsters no longer appear in the Junkyard post war.
- This may be a bug, but the drunk duck doesn't appear at the farm post war.
- The Sea:
- Moister oyster is an uncopiable semi-rare, and it doesn't auto-populate
- Peanut occurs every 42 combats in The Caliginous Abyss, is uncopiable, and doesn't auto-populate
- Mer-kin specter is hidden in a non-combat, but can be copied
- Dad Sea Monkee is a motherfucker. You need to finish the sea quest twice per class, doing the gladiator path 6 times and the scholar path 6 times (once per class), and then smith those outfits together, and then you unlock dad. Have some paint thinner.
Special thanks to JLE for adding to this section, I'll just link to it instead of copy/paste.
Fax Only Monsters
Check out this nifty list for stuff you can only get by faxing:
Holidays and Misc.
Feast of Boris and El Dia come around every few months, and getting a full set of factoids for them is a pain due to their wandering intervals. Your best bet is to be in aftercore with as many adventures as possible during the holiday, and ascend if you don't get all of them. The good news is that they auto-populate.
Talk Like a Pirate Day only happens once a year, and only one of the monsters is in the Fax Network. A prominent player that can help is currently on holiday and cannot accommodate at the moment, so please do not contact her until the holiday is lifted, but she might be able to help when she's free. Real life stuffs. I'll edit this accordingly. Alternatively, feel free to ask Cannonfire40 (#1955580) for a whitelist to clans that hold the respective monsters. Shoot him a kmail if he's offline when you want access to them, and he'll whitelist you as soon as possible.
The Spectral Pickle Factory: It usually appears on April 1st, but there's no guarantee. Sit back, wait and worry. Try not to start drinking paint thinner.
FAQ
- Q. My friend drinks a lot of paint thinner. How can I help him?
- A. Call poison control.
Strategy Guide
This is a strategy guide aimed to help get you going on your factoid hunting. This is NOT intended to be optimal ascension strategy; this is only here to consolidate your runs to get a high score in as few runs as possible. This guide reflects my play style, so feel free to tweak any combinations to suite your preferences. I'm going to assume you're just about to jump the gash and you just got a Manuel.
Ascension 1: SC, BHY, Gnome sign.
- This will be the most painful run. Get as much of the normal stuff out of the way as possible, including the Cola Wars. Do a big island war on both sides to knock out as much of that as possible, but finish it as a hippy. Then spend your time in aftercore getting fax only monsters, doing fernswarthy's basement, hidden stuffs as per the above list, your nemesis, content unlockers, your clan basement dungeons, and your first of 15 sea runs. Pick whatever side of that you want. Make sure you get a sex change for the clingy pirate. Hipster, Goth Kid, and NanoRhino should be taken care of too.
Ascension 2-4: DB, WotSF, Knoll sign.
- Ascension 2 should take care of all the alternating monsters. By Ascension 3, most 1/ascension mobs should be down, including content unlockers. 2 & 3 should finish the war as a Hippy, and aside from future war hero hunting, all subsequent runs finish as a Frat. Do nemesis 3 times, do the sea twice (once per side). Take care of Knoll quest.
Ascension 5-7: ZS, Canadia sign, drop to S.
- Main objective is to get rid of ZS and Canadia mobs. Aftercore, drop to S, do nemesis 3 times and sea twice.
Ascension 8-10: AoB, drop to PM
- The next few are easy. Do nemesis 3 times and sea twice.
Ascension 11-13: AoJ, drop to AT
- Do nemesis 3 times and sea twice.
Ascension 14-15: AoSP, drop to SC
- Do nemesis twice, and sea once (as the other side)
Ascension 16: AoSP, drop to TT
- Nemesis and sea
Ascension 17-18: BBI, TT
- Do nemesis twice, and sea once (as the other side)
Ascension 19: BBI, any class
- Dad Seamonkey #1
Ascension 20-22: KOLHS, any class
- 20 & 21 should take care of Dad, and 22 should take care of all the challenge path specific mobs.
Cleanup:
- So, if you're really lucky, Manuel takes 22 ascensions minimum to fill. But you still might have to jump the gash a few more times to take care of Tower Monsters, War Heroes, and if you're really unlucky, the Copperhead Snakes. If karma / ascension history is no object, I would recommend going casual, as that would prove the faster route.