User:Erich/Manuel: Difference between revisions

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Fully updated after a year and a half. Heavily cleaned up, and added as much missing stuff as I could. If anyone finds an error or anything missing, feel free to add or edit. Butts butts butts butts butts.
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Page Title: '''How to Manuel'''
{{MonsterManuelEntryNav}}


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 [[Manuel_score#Manuel_Score|nhgfngfn]] (or whatever the fuck the top score is).
'''How to Manuel'''


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.  
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 [[Manuel_score#Manuel_Score|nhgfngfn]] (or whatever the top score is). This guide assumes meat is no object, so please take that into consideration. It also assumes you're sober. Don't drink and Guide.


Note: I use Turing's wonderful [http://kolmafia.us/showthread.php?11428-missingManuel-ash-Yet-Another-Manuel-Script! Manuel Script] for Mafia.
== Getting Started ==


Note: If there's anything I missed, or anything that needs correcting, please feel free to post so I can edit this.
While some items are optional, others are necessary. Here's a list of some things you'll need and some that will be a huge help along the way. '''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.  


'''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.
==== Necessary ====


Respect goes out to Geistbear for starting up this list in the original Manuel thread.
* [[Monster Manuel|Manuel]]: Duh. If you don't have one, you should pick one up. I'll wait.
* [[Clan VIP Lounge key|VIP Key]]: Needed for Fax access, which is required for older monsters and [[Somebody else's butt|butts]]. That's a sentence that exists. The list of Fax monsters is below.
* [[shrine to the Barrel god|Barrel Shrine]]: Needed for [[The Barrelmech of Diogenes|The Barrelmech]]
* [[Nanorhino]]: Technically not necessary, but to get the Goo combats without one is very [[ittah bittah hookah|wasteful]] and silly and you're silly and don't do that.
* [[Deck of Every Card]]: Technically not necessary, but the randomosity of trying to get the deck only combats through [[gift card|gift cards]] makes it difficult, and you'll end up giving up and working the night shift at Denny's while drinking paint thinner.


Ok, So This guide will be split up into multiple parts.
==== Huge Help ====


* [[Artistic Goth Kid]] / [[Mini-Hipster]]: The monsters can be copied / faxed, but it always helps to have a separate source.
* [[Spooky Putty sheet]] / [[Rain-Doh black box]]: The best reusable copiers in the game, with an added +1 copy if you have both. Not having at least one of these means you'll be relying on non-IotM copiers, causing you to take until the heat death of the universe to finish your Manuel.
* [[Obtuse Angel]] / [[Reanimated Reanimator]]: Some extra arrow / wink copies can help you along.
* [[Chateau Mantegna room key|Chateau]]: An extra static copy that persists across ascensions is nice, especially since it doesn't take up a daily fax.
* [[Comma Chameleon]]: Can take the place of any of the abouve familiars, and any future familiars that may be needed.


== General Ascension ==
==== Optional ====


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.
* Turing's wonderful [http://kolmafia.us/showthread.php?11428-missingManuel-ash-Yet-Another-Manuel-Script! Manuel Script] for Mafia.
 
== The Monsters ==
 
After doing a full statistical analysis, the voices in my head (all named Carol) tell me that the majority of Manuel can be taken care of in your first two ascensions. I trust them. You should trust them. This means adventuring everywhere, opening everything up, and doing what you would normally do in an ascension, only doing it with the purpose of factoid hunting. I'll wait. Are you through with the general areas yet? Good. Here's a breakdown of all in-between stuff that needs to be done after the general areas are cleared out.  
 
=== General ===


==== Alternating Monsters ====
==== Alternating Monsters ====


* [[Drunken half-orc hobo|Drunken]] / [[Hung-over half-orc hobo]] (note: Drunken hobo can be fought in the non-combat in the pantry)
These monsters, save for one, alternate based whether your ascension is odd or even:
 
* [[Drunken half-orc hobo|Drunken]] / [[Hung-over half-orc hobo]]
** Drunken hobo can be fought in the [[Oh No, Hobo|non-combat]] in the pantry
* [[overdone flame-broiled meat blob|Overdone]] / [[flame-broiled meat blob]]
* [[overdone flame-broiled meat blob|Overdone]] / [[flame-broiled meat blob]]
* [[Buzzy Beetle]] /[[Goomba]]
* [[Buzzy Beetle]] / [[Goomba]]
* All [[The Hole in the Sky|Hole in the Sky]] monsters
* All [[The Hole in the Sky|Hole in the Sky]] monsters
* [[Clingy pirate]] (note: alternates with gender, not ascension)
* [[Clingy pirate]]
** Alternates with gender, not ascension. Made easy if you get a [[Under the Knife|sex change]].


==== Signs ====
==== Signs ====
These monsters are only available if you ascend to a particular sign.


* [[Little Canadia]]
* [[Little Canadia]]
* [[Thugnderdome]]
* [[Thugnderdome]]
* [[Mayor Zapruder|Zapruder Quest]]
* [[Mayor Zapruder|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)
* [[Degrassi Knoll]]
** This is available in any non-degrassi sign, so you can do it when you're in Canadia or the Camp


==== Path ====
==== Path ====
These monsters are only available if you ascend to a particular challenge path.


* [[Bugbear Invasion#Zones with bugbears|Wandering Bugbears]]
* [[Bugbear Invasion#Zones with bugbears|Wandering Bugbears]]
* [[Bees Hate You|Wandering Bees]]
* [[Bees Hate You|Wandering Bees]]
* [[Mountain man]] (note: can be faxed)
* [[Mountain man]]
** Can be faxed outside of the path
* [[KoL High School|KoLHS students, faculty, and inanimate objects]]
* [[KoL High School|KoLHS students, faculty, and inanimate objects]]
* [[Heavy_Rains|Wandering aquatic monsters]]
* [[The Secret Council Warehouse]]


==== Class ====
==== Class ====
These monsters require you to be a certain class.


* [[Infernal Seals]]
* [[Infernal Seals]]
* [[The Fungal Nethers]] monsters
** While no longer available, the class-specific monsters for the old [[A Large Chamber|Nemesis Cave]] can still be accessed through direct url manipulation.


=== Once Per Ascension ===


== Once Per Ascension ==
One per ascension monsters can only be fought once per ascension. And in other news this evening, water is wet.
 
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 ====
==== General ====


* All [[:Category:Bosses|Quest Bosses]] (except Ed, who auto-populates and is fought multiple times)
* All [[:Category:Bosses|Quest Bosses]]
** [[The Sorceress' Tower|Tower Monsters]] (except the Giant Bee, which auto-populates and is the only tower monster in a [[Bees Hate You|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)
** Ed auto-populates and is fought multiple times in one ascension.
** You can either fight The Big Wisniewski or The Man per ascension.
** Tower Adventurer bosses, except World's Fastest, are randomized each ascension.
** You can either fight the Tower Topiary Gopher & Duck or Chihuahua & Kiwi each ascension.
* [[Baron von Ratsworth]]
* [[Baron von Ratsworth]]
* [[:Category:War_Heroes|War Heroes]]
* [[:Category:War_Heroes|War Heroes]]
* [[Queen filthworm]]
* [[Queen filthworm]]
* Your [[Nemesis]]
* [[Guy Made Of Bees]]
** 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)
** This is the same monster at the end of a Bees run, so you don't need to do multiple Bee runs
* [[Guy Made Of Bees (Bees Hate You)|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, the Butler Skeleton|Skelter Butleton]]
* [[Skelter Butleton, the Butler Skeleton|Skelter Butleton]]
* [[Beelzebozo]]
* [[Beelzebozo]]
* [[Carbuncle Top]]
* Pandamonium:
* [[Larry of the Field of Signs]]
** [[Carbuncle Top]]
* [[Victor the Insult Comic Hellhound]]
** [[Larry of the Field of Signs]]
** [[Victor the Insult Comic Hellhound]]
* [[booty crab]]
* [[Doctor Oh, the Junksprite Boss]]
* [[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)
* White Citadel Quest:
** You can either fight the Spider-legged witch's hut and the Extremely annoyed witch, or the Surprised and annoyed witch per ascension.
** [[biclops]]
** [[Spider-legged witch's hut]]
** [[Extremely annoyed witch]]
** [[Surprised and annoyed witch]]
* [[Lot's Wife]]
* [[the former owner of the Skeleton Store]]
* [[Cake Lord]]
* Copperhead snakes:
** You fight only 3 snakes per ascension. Spading on what conditions which snake is chosen is ongoing.
** [[Batsnake]]
** [[Batsnake]]
** [[Frozen Solid Snake]]
** [[Frozen Solid Snake]]
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** [[The Snake With Like Ten Heads]]
** [[The Snake With Like Ten Heads]]
** [[Snakeleton]]
** [[Snakeleton]]
** [[The Frattlesnake]]
 
==== Antique Maps ====
 
* [[unearthed monstrosity]]
* [[The Landscaper]]
* [[Professor Jacking]]
* [[Fearsome Wacken]]
* [[Vanya's Creature]]
 
==== Content ====
 
* [[The Thing with No Name]]
* Suspicious-Looking Guy Quest:
** [[yakuza courier]]
** [[The Sierpinski brothers]]
** [[Chief Electronic Overseer]]
** [[The Server]]
** [[White Bone Demon]]
* Hyboria Quest:
** [[giant bird-creature]]
** [[giant octopus]]
** [[giant spider]]
** [[giant jungle python]]
** [[high priest of Ki'rhuss]]
* [[Wart Dinsey]]
 
==== Sign ====
 
* [[Felonia]]
* Marty's Quest:
** [[the ghost of Phil Bunion]]
** [[conservationist hippy]]
** [[swamp skunk]]


==== Path ====
==== Path ====
* [[Wu Tang the Betrayer]]
* [[Wu Tang the Betrayer]]
* [[The Luter]]
* [[The Luter]]
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* [[Bugbear Captain]]
* [[Bugbear Captain]]
* [[Bugbear robo-surgeon]]
* [[Bugbear robo-surgeon]]
* [[Zombie Slayer#Divergences|Zombie Hunters]] (except the [[Zombie-huntin' feller]], who appears multiple times)
* [[Zombie Slayer#Divergences|Zombie Hunters]]
** The [[Zombie-huntin' feller]] appears multiple times per ascension
* [[Rene C. Corman (Zombie Slayer)|Corman]]
* [[Rene C. Corman (Zombie Slayer)|Corman]]
* [[Clancy (monster)|Clancy]]
* [[The Avatar of Boris]]
* [[The Avatar of Boris]]
* [[Principal Mooney]]
* [[Principal Mooney]]
* [[The Avatar of Jarlsberg]]
* [[The Avatar of Jarlsberg]]
* Heavy Rains:
** You can either fight Big Wisnaqua or The Aquaman per ascension.
** [[Aquabat]]
** [[Aquagoblin]]
** [[Auqadargon]]
** [[Gurgle]]
** [[Lord Soggyraven]]
** [[Protector Spurt]]
** [[Dr. Aquard]]
** [[The Aquaman]]
** [[Big Wisnaqua]]
** [[The Rain King]]
* Actually Ed The Undying:
** [[Boss Bat?]]
** [[New Knob Goblin King]]
** [[Donerbagon]]
** [[winged yeti]]
** [[hulking bridge troll]]
** [[%playername the Adventurer]]


==== Sign ====
==== Class ====
 
* [[Felonia]]
* [[the ghost of Phil Bunion]]
* [[conservationist hippy]]
* [[swamp skunk]]
 
==== Antique Maps ====
 
* [[unearthed monstrosity]]
* [[The Landscaper]]
* [[Professor Jacking]]
* [[Fearsome Wacken]]
* [[Vanya's Creature]]


==== Content ====
* All 4 forms of Your [[Nemesis]]
* 4th Tier Nemesis Assassin
* 3rd Tier Nemesis Assassin
** Auto-populates, but because it's stat based, you can stasis it before fighting the 4th tier assassin
* [[Tomb of the Unknown Your Class Here|The Unknown Your Class Here]]


* [[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 ====
==== Sea ====


* [[Trophyfish]]
* [[Trophyfish]]
* [[Georgepaul, the Balldodger]]
* Sea Monkee Quest:
* [[Johnringo, the Netdragger]]
** You can either fight the Gladiators and Shub, or Yog-Urt per ascension.
* [[Ringogeorge, the Bladeswitcher]]
** [[Georgepaul, the Balldodger]]
* [[Shub-Jigguwatt, Elder God of Violence]]
** [[Johnringo, the Netdragger]]
* [[Yog-Urt, Elder Goddess of Hatred]]
** [[Ringogeorge, the Bladeswitcher]]
* [[Dad Sea Monkee]] (special note: this motherfucker takes 15 ascensions to get all the factoids. see misc. section)
** [[Shub-Jigguwatt, Elder God of Violence]]
** [[Yog-Urt, Elder Goddess of Hatred]]
** [[Dad Sea Monkee]]
*** It'll take 12 ascensions before you can even fight this mofo. See sneaky monsters.  


== Conditional Monsters and Hidden Stuff You Might Miss ==
=== 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.  
This section covers stuff that's easy to miss if your ex calls you and DAMMIT JULIA YOU DIDN'T HAVE TO TAKE THE CAT WITH YOU! ...sorry. Here are the things you should look out for.


==== Zones ====
==== Zones ====


* [[A Battlefield|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.
* [[A Battlefield|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.
* [[The Road to the White Citadel]]: Only available after getting the White Citadel quest, and closes when you find it.  
* [[The Enormous Greater-Than Sign]] becomes replaced by [[The Dungeons of Doom]]
* 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.  
* [[Secret Tropical Island Volcano Lair|The Volcano Lair]]: The inside 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.
* [[The Mysterious Island of Mystery|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.
* [[The Mysterious Island of Mystery (Wartime)|War]]: The war only lasts up to 1000 combats, and certain enemies only show up at certain intervals.  
* [[The Mysterious Island of Mystery (Wartime)|War]]: Lasts at most 1000 combats (per side), decreased by the amount of side quests beaten, and certain enemies only show up at certain intervals.
* [[Jick's Obsessions]]: After clearing out 373 skeletons, you're permanently locked out. Sorry buddy.
* [[Jick's Obsessions]]: After clearing out 373 skeletons, you're permanently locked out. Sorry, buddy. Put the paint thinner down.  


==== Sneaky Monsters ====
==== Sneaky Monsters ====


* [[Tumbleweed|Tumbleweeds]] are a pain. Go to the Oil Peak and banish the first thing you see.
* [[Tumbleweed|Tumbleweeds]] are a pain. Go to the Oil Peak and banish the first thing you see.
* A [[bunch of drunken rats]] and [[drunken rat king|drunken rat kings]] appear in the [[Tavern Cellar]] with higher ML, but only if you haven't cleared all the spaces.
* Translated [[El Vibrato]] monsters are different monsters.
* Translated [[El Vibrato]] monsters are different monsters.
* All the different sizes of the [[Death Rattlin'|Whelp Swarm]] in The Defiled Cranny have a small window to appear. They can be copied, though.
* All the different sizes of the [[Death Rattlin'|Whelp Swarm]] in The Defiled Cranny have a small window to appear. They can be copied, though.
* There are 3 different types of [[Mimic|mimics]] in the [[The Barrel full of Barrels]].
* There are 3 different types of [[Mimic|mimics]] in the [[The Barrel full of Barrels]].
* The non-combat drawers are different from the combat ones in the [[Haunted Bedroom]].
* [[sleepy mariachi|Sleepy]], [[surprised mariachi|Surprised]], and [[alert mariachi|Alert]] Mariachis are all different
* [[guard turtle (french)|French guard turtles]] disappear from the volcano after Stella is defeated.
* A [[Gang of hobo muggers]] can easily be overlooked at the [[Hobo Marketplace]].
* A [[Gang of hobo muggers]] can easily be overlooked at the [[Hobo Marketplace]].
* [[Mine crab|mine crabs]] and [[Unholy diver|unholy divers]] only appear for 19 turns after you release them in the Wreck non-combat.
* [[Mine crab|Mine crabs]] and [[Unholy diver|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]].
* 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.
* 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.
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* [[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]].
* [[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 policeman|cyborg policemen]] appear after buying the [[Multi-pass]] in the [[Seaside Megalopolis|future]], but disappear after you complete the quest
* [[cyborg policeman|cyborg policemen]] appear after buying the [[Multi-pass]] in the [[Seaside Megalopolis|future]], but disappear after you complete the quest
* Multi-use 100 [[skeleton|skeletons]] to get a [[shaking skull]] which hatches into a [[skulldozer]].
* [[nasty bear|Nasty bears]] only show up at [[Uncle Gator's Country Fun-Time Liquid Waste Sluice|Uncle Gator's]] if you're on the Bear Removal quest
* Don't forget about the [[family of kobolds]] and the upper tier [[BRICKO brick|Bricko monsters]]!
* Some enemies can only be fought by using items:
** Multi-use 100 [[skeleton|skeletons]] to get a [[shaking skull]] which hatches into a [[skulldozer]].
** Multi-use 100 [[d4|d4s]] to fight a [[family of kobolds]]
** All [[BRICKO brick|Bricko monsters]]
** Use a [[lynyrd snare]] to fight a [[lynyrd]]
** Use a [[white page]] to fight a [[white elephant]]
** Use a [[dolphin whistle]] to fight a [[rotten dolphin thief]]
** Use a [[wand of pigification]] on an enemy to fight a [[pig]]
** Use a [[tangle of rat tails]] on a [[tomb rat]] to fight a [[tomb rat king]]
* [[CLEESH|CLEESHed]] monsters can easily be forgotten
* Some [[Semi-Rare Adventures|semi-rare]] monsters can't be copied and don't autopopulate:
** [[moister oyster]]
** [[full-length mirror]]
* Normally, you can't brute force kill [[Cyrus the Virus]], but you can as [[Actually Ed the Undying|Ed]].
* The War:
* 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.
** On the Verge of War, [[Orcish Frat Boy Spy]] and [[War Hippy Spy]] appear in your base camp when you're in uniform.
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** Tool carrying monsters no longer appear in the [[Junkyard]] post war.
** 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.
** This may be a bug, but the [[drunk duck]] doesn't appear at the farm post war.
* [[They]] can be seen with the right [[Xiblaxian xeno-detection goggles|equipment]]
* The 3 variants of Gray Goo monsters ([[little blob of gray goo|1]], [[largish blob of gray goo|2]], [[enormous blob of gray goo|3]]) are fought by casting [[Unleash Nanites#Nanobrainy_major_effect|Unleash Nanites]] with 40+ turns of the [[Nanobrainy]] effect active
* That 70s Volcano bosses can only be fought once a day, and you can only choose between 1 of the 4 SMOOCH members per day:
** [[Geve Smimmons]]
** [[Raul Stamley]]
** [[Pener Crisp]]
** [[Deuce Freshly]]
** [[Lavalos]]
** [[Mr. Cheeng]]
** [[Mr. Choch]]
** [[Travoltron]]
** Enemies of the opposite sex in the [[LavaCo™ Lamp Factory]] and [[The Velvet / Gold Mine]] can be added once a day in their respective non-combats, but that comes at the expense of not fighting Cheeng and Choch that day.
* [[The Barrelmech of Diogenes|The Barrelmech]] can only be fought after praying to the Barrel God for 7 days, and can only be fought once a day even if you lose.
* The Sea:
* 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 autopopulate
** [[Peanut]] occurs every 42 combats in [[The Caliginous Abyss]], is uncopiable, and doesn't auto-populate
** [[Mer-kin specter]] is hidden in a [[Halls Passing in the Night|non-combat]], but can be copied  
** [[Mer-kin specter]] is hidden in a [[Halls Passing in the Night|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.
** [[Dad Sea Monkee]] is a maternal copulater, if I do say so myself. Which I did. Just now. 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.
 
==== Holidays & Misc ====
 
* [[Feast of Boris]]: Uncopiable and random, but they autopopulate
* [[El Dia de Los Muertos Borrachos|El Dia]]: Same as abouve
* [[Talk Like a Pirate Day]]: Can be faxed
* [[The Time-Twitching Tower]]: Yeah, who knows. Most of the enemies are faxable, but I'm unsure of the [[outlaw leader]], which is not in the FaxNet.
* [[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.
 
==== The Fax Machine ====
 
There are many monsters that are now only available through the Fax Network (or a very lucky Deck of Card draw). Take [[mutant circuit-soldering elf|this thing]], for example. That is a monster. It wants to be your friend. It wants to be inside Manuel. Don't you want that too? It's available through the Fax Network. Here's a recent list of other such monsters. Make sure to read the instructions:
 
[http://faust.kolbots.com/ Faustbot]
 
=== Unavailable Monsters ===
 
Ok, stop crying. I said stop crying. Put down the paint thinner. One day at a time, buddy. These monsters used to be around, and have factoids that were obtainable, but are now unavailable through any means. For now, just be patient, and they might come back at a later time.
 
* [[The Frattlesnake]]
* [[Ancient protector spirit]] (obsidian dagger)
* The original 24 NS [[The Sorceress' Tower/Old|Tower Monsters]]
* [[Topiary golem]]
* [[Clancy (monster)|Clancy]]
 
== Strategy / Road Map ==
 
This section is a road map to help streamline your collecting. There are a few things to note:
 
* This is by no means a guide to ascending "well", and assumes you're only ascending for factoids.
* There's an important synergy with Manuel and [[Rain Man]], so if you don't get all the factoids from a Fax only monster in one day, move on. It'll be collected in your Rain Man skill for later during cleanup.
* The orders of the paths, and which classes you use for them, are up to you, so feel free to mix and match to your liking. I do heavily suggest, however, keeping Heavy Rains last.
* This guide assumes you just bought Manuel and are about to ascend immediately.
 
==== Ascension 1 ====
 
* Path: BHY
* Class: Seal Clubber
* Sign: Gnomish Gnomads
* Tower: Gopher & Duck
* War: Hippy
* Citadel: Witch's Hut & Extremely Annoyed Witch
* Nemesis: #1
* Sea: Hatred
 
Do all of the general stuff, the first alternating stuff, and the first of 3 general 1/ascension monsters. Since this will be the longest run, time sensitive monsters (Barrelmech, SMOOCH members, Daily Dungeon, clan dungeon bosses, etc.) can either be done now, or during the last cleanup run.
 
==== Ascension 2-3 ====
 
* Path: WotSF
* Class: Disco Bandit
* Sign: Canadia
* Tower: Gopher & Duck
* War: Hippy
* Citadel: Witch's Hut & Extremely Annoyed Witch
* Nemesis: #1-2
* Sea: Hatred & Violence
 
This should finish up all the alternating stuff and the general 1/ascension monsters. From this point until Heavy Rains, finish the War as a Frat.
 
==== Ascension 4 ====
 
* Path: WotSF
* Class: Disco Bandit
* Sign: Canadia
* Tower: Chihuahua & Kiwi
* Citadel: Surprised and annoyed witch
* Nemesis: #3
 
This will finish your Disco Bandit and Canadia runs. From this point, ascend in a Knoll sign.
 
==== Ascension 5-6 ====
 
* Path: Zombie
* Tower: Chihuahua & Kiwi
* Aftercore Class: Sauceror
* Citadel: Surprised and annoyed witch
* Nemesis: #1-2
* Sea: Hatred & Violence
 
This will finish up the alternating Topiaries and Citadel Witches.
 
==== Ascension 7 ====
 
* Path: Zombie
* Aftercore Class: Sauceror
* Nemesis: #3
 
This finishes up Zombie and Sauceror. From this point, it's fairly easy.
 
==== Ascension 8-10 ====


Special thanks to JLE for adding to this section, I'll just [http://forums.kingdomofloathing.com/vb/showthread.php?p=4421475#post4421475 link to it] instead of copy/paste.
* Path: Boris
* Aftercore Class: Turtle Tamer
* Nemesis: #1-3
* Sea: Hatred & Violence


== Fax Only Monsters ==
==== Ascension 11-13 ====  


Check out this nifty list for stuff you can only get by faxing:
* Path: Jarlsberg
* http://kolspading.com/forums/viewtopic.php?f=13&t=169
* Aftercore Class: Pastamancer
* Nemesis: #1-3
* Sea: Hatred & Violence


==== Ascension 14-16 ====


== Holidays and Misc. ==
* Path: Sneaky Pete
* Aftercore Class: Accordion Thief
* Nemesis: #1-3
* Sea: Hatred & Violence


[[Feast of Boris]] and [[El Dia de Los Muertos Borrachos|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.
==== Ascension 17-18 ====


[[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.
* Path: Ed
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.
* Aftercore Class: Seal Clubber
* Nemesis: #2-3
* Sea: Violence


[[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.
Remember to do Cyrus as Ed. This should finish your base classes, so from this point, use any class you want.  


==== Ascension 19 ====


FAQ
* Path: Ed
:Q. My friend drinks a lot of paint thinner. How can I help him?
* Sea: Dad #1
:A. Call poison control.


==Strategy Guide==
==== Ascension 20-23 ====  


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.
* Path: Bugbears
* Sea: Dad #2-3


Ascension 1: [[Seal Clubber|SC]], [[Bees Hate You|BHY]], [[The Gnomish Gnomad Camp|Gnome]] sign.
And that's it for Dad!
* 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: [[Disco Bandit|DB]], [[Way of the Surprising Fist|WotSF]], [[Degrassi Knoll|Knoll]] sign.
==== Ascension 24-26 ====
* 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: [[Zombie Slayer|ZS]], [[Little Canadia|Canadia]] sign, drop to [[Sauceror|S]].
* Path: KOLHS
* 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: [[Avatar of Boris|AoB]], drop to [[Pastamancer|PM]]
==== Ascension 27-29 ====
* The next few are easy. Do nemesis 3 times and sea twice.


Ascension 11-13: [[Avatar of Jarlsberg|AoJ]], drop to [[Accordion Thief|AT]]
* Path: Heavy Rains
* Do nemesis 3 times and sea twice.
* War: Hippy


Ascension 14-15: [[Avatar of Sneaky Pete|AoSP]], drop to SC
==== Ascension 30-32 ====
* Do nemesis twice, and sea once (as the other side)


Ascension 16: AoSP, drop to [[Turtle Tamer|TT]]
* Path: Heavy Rains
* Nemesis and sea
* War: Frat


Ascension 17-18: [[Bugbear Invasion|BBI]], TT
==== Cleanup ====
* Do nemesis twice, and sea once (as the other side)


Ascension 19: BBI, any class
Now that you're done, you should still be in Heavy Rains. The reason for doing this path last is to make use of Rain Man. All the monsters you faxed in that weren't finished should be available to use with that skill, so there's no need to waste a daily fax to get a new copy of them. If new future paths add to the Road Map, unless they offer a similar mechanic, I still recommend your cleanup run as Heavy Rains. Also, if you didn't do the time sensitive stuff after ascension 1, cleanup is the time to do it. As for anything else, like I said earlier, Turing's Manuel Script for Mafia is a great way to double check what you may need.
* Dad Seamonkey #1


Ascension 20-22: [[KOLHS]], any class
So... yeah. You're done. [[Somebody else's butt|High fives]] all around, I guess.  
* 20 & 21 should take care of Dad, and 22 should take care of all the challenge path specific mobs.  


Cleanup:
== FAQ ==
* 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==
* Q. There's an error / something missing. How can I correct / add to this guide?
* [http://forums.kingdomofloathing.com/vb/showthread.php?t=200067 So You Want To Manuel: A Manuel guide to Manueling with the other Manuelers]
** A. IT'S A WIKI, JULIA! You didn't have any problem editing my ownership of the cat!
* Q. My friend drinks a lot of paint thinner. How can I help him?  
** A. Call poison control.

Revision as of 19:03, 14 December 2015

Monster Manuel Entries
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Other

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 top score is). This guide assumes meat is no object, so please take that into consideration. It also assumes you're sober. Don't drink and Guide.

Getting Started

While some items are optional, others are necessary. Here's a list of some things you'll need and some that will be a huge help along the way. 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.

Necessary

  • Manuel: Duh. If you don't have one, you should pick one up. I'll wait.
  • VIP Key: Needed for Fax access, which is required for older monsters and butts. That's a sentence that exists. The list of Fax monsters is below.
  • Barrel Shrine: Needed for The Barrelmech
  • Nanorhino: Technically not necessary, but to get the Goo combats without one is very wasteful and silly and you're silly and don't do that.
  • Deck of Every Card: Technically not necessary, but the randomosity of trying to get the deck only combats through gift cards makes it difficult, and you'll end up giving up and working the night shift at Denny's while drinking paint thinner.

Huge Help

  • Artistic Goth Kid / Mini-Hipster: The monsters can be copied / faxed, but it always helps to have a separate source.
  • Spooky Putty sheet / Rain-Doh black box: The best reusable copiers in the game, with an added +1 copy if you have both. Not having at least one of these means you'll be relying on non-IotM copiers, causing you to take until the heat death of the universe to finish your Manuel.
  • Obtuse Angel / Reanimated Reanimator: Some extra arrow / wink copies can help you along.
  • Chateau: An extra static copy that persists across ascensions is nice, especially since it doesn't take up a daily fax.
  • Comma Chameleon: Can take the place of any of the abouve familiars, and any future familiars that may be needed.

Optional

The Monsters

After doing a full statistical analysis, the voices in my head (all named Carol) tell me that the majority of Manuel can be taken care of in your first two ascensions. I trust them. You should trust them. This means adventuring everywhere, opening everything up, and doing what you would normally do in an ascension, only doing it with the purpose of factoid hunting. I'll wait. Are you through with the general areas yet? Good. Here's a breakdown of all in-between stuff that needs to be done after the general areas are cleared out.

General

Alternating Monsters

These monsters, save for one, alternate based whether your ascension is odd or even:

Signs

These monsters are only available if you ascend to a particular sign.

Path

These monsters are only available if you ascend to a particular challenge path.

Class

These monsters require you to be a certain class.

Once Per Ascension

One per ascension monsters can only be fought once per ascension. And in other news this evening, water is wet.

General

Antique Maps

Content

Sign

Path

Class

  • All 4 forms of Your Nemesis
  • 4th Tier Nemesis Assassin
  • 3rd Tier Nemesis Assassin
    • Auto-populates, but because it's stat based, you can stasis it before fighting the 4th tier assassin
  • The Unknown Your Class Here


Sea

Conditional Monsters and Hidden Stuff You Might Miss

This section covers stuff that's easy to miss if your ex calls you and DAMMIT JULIA YOU DIDN'T HAVE TO TAKE THE CAT WITH YOU! ...sorry. Here are the things you should look out for.

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 Road to the White Citadel: Only available after getting the White Citadel quest, and closes when you find it.
  • The Enormous Greater-Than Sign becomes replaced by The Dungeons of Doom
  • The Volcano Lair: The inside 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: Lasts at most 1000 combats (per side), decreased by the amount of side quests beaten, and certain enemies only show up at certain intervals.
  • Jick's Obsessions: After clearing out 373 skeletons, you're permanently locked out. Sorry, buddy. Put the paint thinner down.

Sneaky Monsters

Holidays & Misc

The Fax Machine

There are many monsters that are now only available through the Fax Network (or a very lucky Deck of Card draw). Take this thing, for example. That is a monster. It wants to be your friend. It wants to be inside Manuel. Don't you want that too? It's available through the Fax Network. Here's a recent list of other such monsters. Make sure to read the instructions:

Faustbot

Unavailable Monsters

Ok, stop crying. I said stop crying. Put down the paint thinner. One day at a time, buddy. These monsters used to be around, and have factoids that were obtainable, but are now unavailable through any means. For now, just be patient, and they might come back at a later time.

Strategy / Road Map

This section is a road map to help streamline your collecting. There are a few things to note:

  • This is by no means a guide to ascending "well", and assumes you're only ascending for factoids.
  • There's an important synergy with Manuel and Rain Man, so if you don't get all the factoids from a Fax only monster in one day, move on. It'll be collected in your Rain Man skill for later during cleanup.
  • The orders of the paths, and which classes you use for them, are up to you, so feel free to mix and match to your liking. I do heavily suggest, however, keeping Heavy Rains last.
  • This guide assumes you just bought Manuel and are about to ascend immediately.

Ascension 1

  • Path: BHY
  • Class: Seal Clubber
  • Sign: Gnomish Gnomads
  • Tower: Gopher & Duck
  • War: Hippy
  • Citadel: Witch's Hut & Extremely Annoyed Witch
  • Nemesis: #1
  • Sea: Hatred

Do all of the general stuff, the first alternating stuff, and the first of 3 general 1/ascension monsters. Since this will be the longest run, time sensitive monsters (Barrelmech, SMOOCH members, Daily Dungeon, clan dungeon bosses, etc.) can either be done now, or during the last cleanup run.

Ascension 2-3

  • Path: WotSF
  • Class: Disco Bandit
  • Sign: Canadia
  • Tower: Gopher & Duck
  • War: Hippy
  • Citadel: Witch's Hut & Extremely Annoyed Witch
  • Nemesis: #1-2
  • Sea: Hatred & Violence

This should finish up all the alternating stuff and the general 1/ascension monsters. From this point until Heavy Rains, finish the War as a Frat.

Ascension 4

  • Path: WotSF
  • Class: Disco Bandit
  • Sign: Canadia
  • Tower: Chihuahua & Kiwi
  • Citadel: Surprised and annoyed witch
  • Nemesis: #3

This will finish your Disco Bandit and Canadia runs. From this point, ascend in a Knoll sign.

Ascension 5-6

  • Path: Zombie
  • Tower: Chihuahua & Kiwi
  • Aftercore Class: Sauceror
  • Citadel: Surprised and annoyed witch
  • Nemesis: #1-2
  • Sea: Hatred & Violence

This will finish up the alternating Topiaries and Citadel Witches.

Ascension 7

  • Path: Zombie
  • Aftercore Class: Sauceror
  • Nemesis: #3

This finishes up Zombie and Sauceror. From this point, it's fairly easy.

Ascension 8-10

  • Path: Boris
  • Aftercore Class: Turtle Tamer
  • Nemesis: #1-3
  • Sea: Hatred & Violence

Ascension 11-13

  • Path: Jarlsberg
  • Aftercore Class: Pastamancer
  • Nemesis: #1-3
  • Sea: Hatred & Violence

Ascension 14-16

  • Path: Sneaky Pete
  • Aftercore Class: Accordion Thief
  • Nemesis: #1-3
  • Sea: Hatred & Violence

Ascension 17-18

  • Path: Ed
  • Aftercore Class: Seal Clubber
  • Nemesis: #2-3
  • Sea: Violence

Remember to do Cyrus as Ed. This should finish your base classes, so from this point, use any class you want.

Ascension 19

  • Path: Ed
  • Sea: Dad #1

Ascension 20-23

  • Path: Bugbears
  • Sea: Dad #2-3

And that's it for Dad!

Ascension 24-26

  • Path: KOLHS

Ascension 27-29

  • Path: Heavy Rains
  • War: Hippy

Ascension 30-32

  • Path: Heavy Rains
  • War: Frat

Cleanup

Now that you're done, you should still be in Heavy Rains. The reason for doing this path last is to make use of Rain Man. All the monsters you faxed in that weren't finished should be available to use with that skill, so there's no need to waste a daily fax to get a new copy of them. If new future paths add to the Road Map, unless they offer a similar mechanic, I still recommend your cleanup run as Heavy Rains. Also, if you didn't do the time sensitive stuff after ascension 1, cleanup is the time to do it. As for anything else, like I said earlier, Turing's Manuel Script for Mafia is a great way to double check what you may need.

So... yeah. You're done. High fives all around, I guess.

FAQ

  • Q. There's an error / something missing. How can I correct / add to this guide?
    • A. IT'S A WIKI, JULIA! You didn't have any problem editing my ownership of the cat!
  • Q. My friend drinks a lot of paint thinner. How can I help him?
    • A. Call poison control.