User:Erich/Manuel: Difference between revisions

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** [[The Snake With Like Ten Heads]]
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** [[Snakeleton]]
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** [[Frattlesnake]]
** [[The Frattlesnake]]


==== Path ====
==== Path ====

Revision as of 14:28, 25 May 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

Signs

Path

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

Path

Sign

Antique Maps

Content

Sea

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

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.

See Also