User:Hellion: Difference between revisions
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**#Access to the [[MCD|Super-Secret Canadian Mind-Control Device]] ("the MCD"), for extra stats from all monsters (and bonus drops from the bosses) | **#Access to the [[MCD|Super-Secret Canadian Mind-Control Device]] ("the MCD"), for extra stats from all monsters (and bonus drops from the bosses) | ||
**#Extra adventures from food | **#Extra adventures from food | ||
**There are now enough other monster-level boosting mechanisms that a Muscle sign may be a preferred option, for its | **There are now enough other monster-level boosting mechanisms that a Muscle sign may be a preferred option, for its dead simple completion of the Degrassi Knoll quest and the Untinker. | ||
**If you're ascending into a Muscle class, the [[Mongoose]] sign may be desired, for its bonus muscle stat points. | **If you're ascending into a Muscle class, the [[Mongoose]] sign may be desired, for its bonus muscle stat points. | ||
**Similarly, the bonus stats from [[Platypus]] or [[Wombat]] signs would be good for Mysticality or Moxie classes. | **Similarly, the bonus stats from [[Platypus]] or [[Wombat]] signs would be good for Mysticality or Moxie classes. |
Revision as of 06:21, 17 January 2007
Hellion started playing KoL on October 8, 2004.
Hellion was the leader of the clan "I Have A Life Outside of KoL", or IHALOOKOL, as it is (very infrequently) called, from December 2004 until September 2006. He joined Noblesse Oblige on September 7, 2006.
He is also a regular in /valhalla, and is a fairly well-known speed ascender, having notched up over 150 ascensions to date.
Hellion is the fourth person ever to complete an ascension in one day, having accomplished this feat on 28 May 2006 as a Sauceror on Mysticality day. (He was able to accomplish this feat largely due to the generosity of little lisa, who loaned him 2 hockey sticks of furious angry rage.) He took 334 turns over the course of 5 real-time hours. He did another one on 15 July 2006, taking 331 turns and about 5 hours again to ascend as a Pastamancer. (He then tried to ascend yet again on July 15, but fell short, with only 3 turns left after passing the Stone Mariachis.) He completed a third one-day ascension, on September 9, 2006, this time without the use of hockey sticks.
Hellion also became the first (and so far, only) person ever to complete a one-day pathed ascension on 4 November 2006, when he managed to ascend as a Teetotaller Pastamancer in 299 turns.
He's also working on the following guide; feel free to post commentary on the Discussion page.
Beginner's guide to speed ascending
Before anything else, a quick note: I will frequently refer to Mr. Store items that are no longer available throughout this entire document. Please be aware that NONE of these items are necessary to successfully speed ascend; they simply make it either less drudgy or a little bit faster. Also, if you haven't ascended a few times already, you WILL have to lay out a fair chunk of meat in order to ascend speedily; a single days' worth of high-quality food and beverage for a speed run may cost you as much as 80,000 meat at the mall (for 4 hi meins and 4 superhuman cocktails). But there are other, cheaper food and drinks that are nearly as good, and much less expensive; so if your budget is limited and you can't make high-quality food and drinks yourself already, poke around some and figure out some alternatives.
So you want to ascend faster? Well, whether you've just ascended for the first time, or have done thirty 8- to 10-day ascensions, this guide should be able to help you out.
First, you need to figure out what the most effective way for you to kill monsters is. A key element in going fast is to avoid getting beat up, because losing the fight wastes a turn (and whatever HP/MP were spent during that turn). The ideal speed ascension will have every single turn producing something of value (a drop, stats, or a required encounter) to move you closer to the Astral Gash again.
Strategy
There are four main approaches to beating up on your opponents:
- Out-Stat them: This is the simplest strategy, and the easiest to implement for ascenders with relatively few saved skills. Equipment pulls focus on items that will increase your stats as much as possible. Your goal during this stage of gameplay is to acquire the right set of skills in a reasonably efficient manner so that you can move on to another strategy.
- LTSynergy: This takes a fair number of saved skills to execute well. (See link for details.) You may be able to do this with a couple of skills missing, but you need at least two skills from each category. The goal with LTSynergy is to crank Monster Level up to the point where you are just on the edge of not being able to reliably one-hit-kill the monsters, thus getting maximal stat gains from each monster without a significant risk of losing. Once you acquire enough Damage Absorption skills, you may be able to crank the monster level even higher, so that you can survive a two-hit kill.
- Stasis: Preferred by many speed-hardcore ascenders, this also takes quite a few saved skills to work well. The basic goal of the strategy is to make each combat a net gain in HP/MP, milking it for as close to 30 rounds as possible to come out ahead as far as possible. In this way, the hardcore player can avoid ever having to spend meat for healing or MP-restorers. This strategy is not generally recommended for regular speed ascensions, as it can take a prohibitively long time to play all one's adventures out to 30 combat rounds apiece. However, it can be very effective for those on a tight budget.
- Skills needed:
- helpful skills:
- Entangling Noodles
- one or more of the Disco Attacks (Disco Face Stab, Disco Eye-Poke, Disco Dance of Doom, or Disco Dance II: Electric Boogaloo)
- Elemental Saucesphere
- Hide of the Otter
- Hide of the Walrus
- Skin of the Leatherback
- Ghostly Shell
- Astral Shell
- Northern Exposure
- Tolerance of the Kitchen
- Cold-Blooded Fearlessness
- Diminished Gag Reflex
- Heart of Polyester
- Tao of the Terrapin
- Armorcraftiness
- Spellification: With recent tweaks and new items, simply blasting away with Sauceror attack spells has become a viable technique even for speed ascensions. This will still take a number of skills and items, such as:
- Stream of Sauce
- Saucestorm
- Saucegeyser
- Intrinsic Spiciness
- Immaculate Seasoning
- Jackasses' Symphony of Destruction
- a kickback cookbook, or a Codex of Capsaicin Conjuration or Gazpacho's Glacial Grimoire if you don't have Immaculate Seasoning yet
- a Rib of the Bonerdagon, an oversized pizza cutter, or some chopsticks (a star spatula is also nice, but has too high of a requirement to equip)
- an enchanted toothpick
- two baconstone pendants
- a plexiglass pinky ring (optional, but very nice if you've got it)
When you're fully outfitted (cookbook + pizza cutter + toothpick + 2 pendants), you've got +65 damage. Add in the bonuses for Jackasses', Intrinsic Spiciness, and Immaculate seasoning and you've got +97 damage. That should be enough, along with the base damage of the spell, to one-hit kill everything up to the yetis with just a single Stream of Sauce. For higher-level monsters, a Saucestorm or Saucegeyser may be called for, or you may have to take a two-hit kill.
Before you Jump through the Gash
First, pick the strategy that works for you. If you've only got one or two ascensions under your belt, the Out-Stat strategy is probably the way to go. The absolute simplest thing to do is to acquire 3 Mr. Accessories for a quick +45 to all stats. It's amazing how much that will help out in the early part of the game. If you can't get Mr. Accessories, find some things that will boost your stats (items like Sneaky Pete's breath spray, Boris's ring, a Knob Goblin visor, or (if you've ascended a few times already) 3 badass belts; there are tons of options).
Second, plan your meals. Generally speaking, you will want to eat whatever chow mein or hi mein is appropriate to your class; Knob sausage chow mein or hot hi mein for Muscle, bat wing chow mein or spooky hi mein for Mysticality, and rat appendix chow mein or sleazy hi mein for Moxie. Similarly, you should drink appropriate drinks. To absolutely maximize your adventures, you should drink Superhuman Cocktailcrafting drinks; to get good adventures at a much more reasonable price, Advanced Cocktailcrafting drinks will do. If you are fortunate enough to have a tiny plastic sword, plan to be making grogtinis or bodyslams for Muscle, cherry bombs or sangria del diablos for Mysticality, and vespers or dirty martinis for Moxie. You should buy (or cook) at least enough food and drink to get you through the ronin period.
Third, stock up on other important ascension items. See the checklist under Ascension Aids or the Progressive Item List for a complete list of things you may need to complete the Lair of the Naughty Sorceress. The twelve possible tower items, for example, are things that tend to drop in low-level areas that you may not spend a lot of time in on a given run; building up a stash to pull from now could save you a lot of time later on.
Besides the tower checklist, however, there are several other items that may come in very handy:
- asbestos ore, chrome ore, and linoleum ore for the L33t Tr4pz0r. You will definitely use up at least 3 ores every ascension, so you'll probably want to buy a fair number of these.
- a set of dope wheels and a meat engine for the Bitchin' Meatcar Quest. You only need 1 of each, if you can remember to untinker your meatcar at the end of each ascension run.
- a Rock and Roll Legend, if you have any Accordion Thief skills saved (or are ascending into the Accordion Thief class). Again, you only need one of these.
- dingy planks may also be helpful to have on-hand.
- some Knob Goblin perfume, a Knob Goblin harem veil, and a pair of Knob Goblin harem pants.
- a stuffed shoulder parrot, an eyepatch, and a pair of swashbuckling pants.
- a set of dungeoneer's dungarees, a ring of cold resistance, or some other (preferably single-pull) way to get cold resistance if you don't have Elemental Saucesphere or Astral Shell.
- if you want to maximize your turns, you might want to stock up on some Meat maids or Clockwork Maids. After a few runs, though, you should find that they are no longer necessary.
- some Bartender-in-the-boxes and Chef-in-the-boxes.
- some items with a high auto-sell value. A black lotus is generally considered to be the best choice, as it sells for 50,000 meat (and gives you 3 MP for free!). A facsimile dictionary is also a very popular item, especially amongst those who don't wish to take an immediate 50,000-meat loss on an item.
Fourth, make sure you have all the Familiars you need. Don't be caught at the Sorceress' Chamber with no Levitating Potato in your terrarium. This is particularly true of hardcore, but it's a good thing to remember regardless.
Finally, you need a plan of attack. Have at least a rough idea of what you hope to accomplish for the day, and a list of what items you expect to pull from Hagnk's. Of course, the RNG may deal you a major setback, or it may whisk you well past your target, but you've got to know where you're going in order to get there.
Jumping through the gash
There are a few things you need to figure out as you head through the Astral gash:
- What familiar do I take?
For a beginning ascender, a volleyball-class familiar is the best choice. Ideally, instead of just a blood-faced volleyball, you would be able to take a Cheshire Bat, a Cymbal-Playing Monkey, or a Nervous Tick. A pygmy bugbear shaman is also nice, but requires a lot more effort to keep him stocked with MP. An Ancient Yuletide Troll is also very helpful, with its drops of carols and its HP and MP restoration.
For a seasoned ascender looking to speed up, the hovering sombrero is generally the better choice. If you are able to use the LTSynergy strategy, and can boost monster level consistently, the sombrero will work out to give better returns over the course of the run. - What class should I become?
To go fastest, the best thing to do is to choose a class that corresponds to the upcoming stat day. For example, if today or tomorrow is a Myst day, choose pastamancer or Sauceror. Be sure that you know what skill you intend to keep from the run; aim for skills that will support your chosen strategy. - What Zodiac sign should I choose?
- The Opossum sign has generally been the sign of choice for speedier ascensions. The benefits of Opossum are two-fold:
- Access to the Super-Secret Canadian Mind-Control Device ("the MCD"), for extra stats from all monsters (and bonus drops from the bosses)
- Extra adventures from food
- There are now enough other monster-level boosting mechanisms that a Muscle sign may be a preferred option, for its dead simple completion of the Degrassi Knoll quest and the Untinker.
- If you're ascending into a Muscle class, the Mongoose sign may be desired, for its bonus muscle stat points.
- Similarly, the bonus stats from Platypus or Wombat signs would be good for Mysticality or Moxie classes.
- Also, going Packrat or Wombat on a day when the Micromicrobrewery is known to be stocking Especially salty dogs can be a good way to get your run off to a faster start.
- The Opossum sign has generally been the sign of choice for speedier ascensions. The benefits of Opossum are two-fold:
- Should I take a path?
Choosing Teetotaller for your path is widely accepted to be a good trick. Once you get Stomach of Steel so you can eat that fourth chow mein or hi mein, you then drop the path and start drinking your booze. Since meins are better than even TPS-based drinks on both turns/fullness and stats/fullness, you come out better all around.
Starting your new life right
Okay, you're now a level-1 character again. What should happen now?
First of all, you might as well get that visit to the Toot Oriole out of the way; it takes 0 turns.
Open the envelope, too. There, that's better.
Great! Now let's really get going. First up: Let's pull a few things from storage. Regardless of what strategy you're planning to use, pulling 3 chow meins or hi meins right off the bat is the best way to start out. Eat them up and you should immediately be level 4. Second, pull your familiar's equipment; a palm-frond toupee, a funky brass fez, a smile-sharpening stone, some tiny maracas, or (if you're rich and/or lucky) some wax lips or a plastic pumpkin bucket. Third, pull whatever else you KNOW you're going to need. The Rock and Roll Legend and the black lotus or facsimile dictionary are both good initial pulls. An ice sickle or three Mr. Accessories might also be useful. Depending on your strategy, you may wish to pull some other good weapon, or a good hat and pants--the jewel-eyed wizard hat and the Travoltan trousers are certainly nice options. But don't pull something that you're likely to get as a drop, and don't bother to pull something before you can wear it. (For example, pulling penguin shorts right off the bat is not recommended, as you probably won't have 45 base Moxie for quite a while.) Don't pull anything now that you MAY need later (for example, Knob Goblin perfume)--you might get that as a dropped item, so don't waste a valuable pull slot on it. Wait until it's clear that you'd rather pull it than spend more adventures looking for it.
If you chose a Mysticality sign, you should also go and set the MCD.
You should now do whatever things you can do that you don't need buffs for; there's no point wasting MP on buffs if you're going to be spending turns in places where those buffs don't matter. So, you should:
- open up your guild (at least to the Degrassi Knoll quest) and visit the Untinker
- open up your guild store, if you're a Mysticality sign
- spend a few turns getting trinkets from the sewer, if you don't intend to pull dope wheels or dingy planks
- visit the Council of Loathing.
Finally, with all that out of the way, you should autosell your big meat item, buy a bunch of Magical mystery juices or soda waters, buff up, and start working on a few quests.
Skills, Buffs and You
There are a few skills that you'll want to keep early on, regardless of your strategy, in order to improve your turn counts. Foremost among them is Amphibian Sympathy; a permanent +5 pounds to your familiar is a free 1.25 stats every fight from your volleyball-type familiar. Along those lines, Leash of Linguini and Empathy of the Newt are a close second and third. Finally, Aloysius' Antiphon of Aptitude, while expensive, is 3 extra stat points per fight.
With just those four skills, you should get almost 7 extra stats per fight. The only time you don't need these buffs going is when you are doing something that you know will be largely or solely non-combat, for example when you open your Guild, dip into the Sewer, or visit the Shore.
There are many other buffs you may want to put on, but those will depend on what skills you've saved and what strategy you're using; see the LTSynergy page and the Stasis page for more details about those.
Intelligent Adventuring
Now your goal is to complete all the quests as quickly as possible, while gaining as many stats as possible. One thing to remember is, you MUST open your guild to get the bitchin' meatcar Quest. Don't be one of those people saying "I'm level 9, why is the Untinker telling me to come back later when he's less busy?" or wondering why you can't adventure in Degrassi Knoll. And don't be one of those people going to the Untinker with the abridged dictionary, only to discover that you now have to spend more turns finding the screwdriver for him.
That said, there are two major considerations that drive your first day of adventuring: Can you get Stomach of Steel?, and when's the next stat day?
Unless you are an extremely accomplished speed ascender (in which case, why are you reading this?), you need to get your Stomach of Steel on the first day, and then drop the path. That is your primary goal. So, you need to get the mosquito larva, then complete the Typical Tavern, and then make it to level 6, as quickly as possible. Since you're already level 4 just from eating, this shouldn't take you too long. Depending on how long the mosquito larva takes and where the rat faucet is, you may still be level 4 when these quests are done, or you may already be level 6. If you're not level 6 yet, choose whether you want to level up at the Bat Hole, in Cobb's Knob, or at Degrassi Knoll. (For the best speed, doing the Bat Hole first is probably the optimal choice; it has all combat adventures, so you don't risk wasting turns getting lousy stats.)
(Just for reference, if you are an accomplished speed ascender, the ultimate goal is to be able to reliably get the abridged dictionary before you have to drop path, so that you run no risk of receiving the drunkenness adventure while in disguise.)
Once you've got your Stomach of Steel, the next consideration is, when is the next stat day? There are only 4 choices for this: today, tomorrow, the day after tomorrow, or in 3 days.
- Stat day Today (day 1 of your run): your goal is to make the absolute maximum use of the stat day. Don't worry about the other quests, focus on getting the best possible stat gains. After you've got Stomach of Steel, you should eat your fourth food item, drop Teetotaller, drink your booze, and then work to get to Mt. McLargeHuge and the Icy Peak. Clearing The Cyrpt is actually a good way to spend much of level 7, and adventuring at the Cobb's Knob Harem, while somewhat sub-optimal in the immediate term, is both necessary for a quest and likely to open up the Cobb's Knob Laboratory Menageries, which are a much better place to adventure between levels 5 and 8. So you might start at the Spooky Forest, then the Tavern, then the bathole, then the Friars' Gate; then, with Stomach safely in hand (so to speak), move to the Harem, the Menagerie, the Cyrpt, and finally on to the Tr4pz0r. Pull the required ores, clear the goatlet, and then spend the rest of the day on the Icy Peak. (You may, however, wish to smack down the bonerdagon, in order to open his chest on your stat day.) Tomorrow you'll go back and finish off the Goblin King, the Boss Bat, the meat car, Baron Rof'lm'fao, and as much else as you can.
- Stat day tomorrow (day 2 of your run): your goal is still to make the absolute maximum use of the stat day, but that's not today. So your goal for today is to get as much drudge-work done as possible, while banking the maximum number of turns to spend tomorrow. So, once you've got your Stomach of Steel, take stock of how many turns you have left, and how many turns you expect to get from rollover. If you have turns to spare today, try to do as many necessary things that do not give good stat gains as possible, so that you don't waste stat-day turns on them. For example, build the meatcar and get your 5 shore trips done, defeat The Knob Goblin King, and acquire the Swashbuckling Getup. If you expect to get only the base 40 adventures from rollover, end your day with as close to (but not more than) 160 turns as possible. Then, hopefully, you will spend day 2 at the Cyrpt, Mt. McLargeHuge, the Valley, and the Airship, and the Castle.
- Stat day the day after tomorrow (day 3 of your run): not surprisingly, your goal is STILL to make the most of your stat day, but you've got plenty of time before it comes up. You don't even need to be thinking about banking turns today; you can do that tomorrow. Today you should focus on getting as many quests done as possible. Tomorrow you will continue to complete quests, and roll over the maximum number of turns into your stat day; then, hopefully, you will spend day 3 entirely at the Icy Peak, the Airship, the Castle, and the Tower.
- If you ascend on the day after Moxie Day or the day after the Mysticality day that's after a Muscle day, the next stat day is in 3 days. If that's the case, then either you want to crank through a 3-day ascension with no stat days, or you want to take 4 days to ascend. In either case, the plan is basically the same: do everything in approximately the order presented. There's no need to rearrange anything, since there's no stat day to drive your behavior. If you take 4 days, the fourth day should be spent entirely in the Castle and the tower, and then you can farm for meat or items with the rest of your turns before you ascend again.
Pull Management
It is important to consider carefully what you will pull from Hagnk's on a given day. With only 20 items per day, wasting a pull or two may end up preventing you from reaching an important milestone when you can't get another item you need. On the other hand, there are some things that you should plan to always pull, every run, because trying to get them to drop either too turn-consuming (e.g. the Star items), or too low-return (e.g. spending 10 turns and getting no stats for a 50% chance at 1 key).
Of course, if you're expecting your run to take 3 or 4 days, pull management is not so bad; in a 4-day run, you get 80 pulls, and in either a 3- or a 4-day run, you should be out of ronin and get all your stuff before you're done with the run. For a 2-day run, though, pull management is absolutely vital.
What you should always pull from Hagnk's:
- 3 or 4 chow meins or hi meins (if you're not Boozetafarian or Oxygenarian)
- 3 ores for the tr4pz0r
- 3 legend keys (Boris's key, Jarlsberg's key, Sneaky Pete's key)
- a digital key
- Richard's star key
- a star hat
- a star crossbow
- wax lips, a plastic pumpkin bucket, or other familiar equipment
- a black lotus or a facsimile dictionary to sell for meat
- at least 1 drink (if you're not Teetotaler or Oxygenarian)
- a red pixel potion to beat the Shadow with, if you need it
- a Rock and Roll Legend, if you are able to cast Accordion Thief buffs
Things to pull for the Out-Stat strategy:
Things to pull for LTSynergy:
- 1 or 2 ice sickles, and possibly a pilgrim shield
- up to 3 monster-level boosting accessories:
Things that may be worth pulling, if they don't drop for you (or you can't make them):
- an acoustic guitarrr
- a pair of furry pants
- a wolf mask
- a meat engine or dope wheels (generally I try to get one item's worth of stuff to drop, and pull the other; pulling both is not out of the question, though.)
- a Knob Goblin perfume
- a green snowcone or a can of Knob Goblin pet-buffing spray, for use against the Naughty Sorceress' Familiars
Finally, some things you should NOT pull:
- 3 sonar-in-a-biscuits for the bat hole. (You may have to pull one for the Tower, though.)
- 6 goat cheeses. The stats at the goatlet are decent enough that you should be fine farming these.
- more than one piece of any outfit. You should only need 2 outfits anyway (the Knob Goblin Harem Girl outfit and the Swashbuckling getup).
- any sort of rollover gear, if you're going for a 2-day run.
A Compendium of small tips
(needs work) Each of these ideas, when considered individually, is a pretty small thing. Taken altogether, hopefully they will contribute significantly to your overall speed.
- Early on in your ascending career, your pulls may include a variety of items to increase the number of turns you get per day, like a meat maid/Clockwork maid or the Time Trappings outfit. For 3-day runs or longer, this will maximize the odds of you completing a run in a given number of days. As you improve, your focus should shift to things that will help you complete the run in fewer turns.
- Only your Moxie needs to be at 67 to get into the Sorceress' Lair. You can pull a star hat and a star crossbow (both of which require moxie to equip) to pass the Richard's star key door.
- Your off-stats do not need to be 70 until you reach the top of the tower.
- Switch to a hovering sombrero for your trip up the Sorceress' Tower. A 1-pound Sombrero will give you as many stats as a 40-pound volleyball. A 21-pound sombrero should give you nearly 200 stat points per monster. If your off-stats are low, this is THE place to build them up.
- Every +5 pounds of sombrero gives about +44 substats (per monster) in the tower. If your off-stats are too low, it may be worth an extra pull at the base of the tower to bulk up your sombrero as much as possible.
- If you can get the jump on the shadow, and can get your HP high enough, you only need one red pixel potion to beat it. See Shadow Class for details.
- If you are taking damage because you can't one-hit kill the enemies in an area, there are a couple of places where a specific order is preferred: namely, the Friars' Gate and the Cyrpt. For the gate, you should start in the lower left (The Dark Heart of the Woods), hoping you get infernal insoles to gain hot resistance and combat initiative (and also because the Fallen Archfiend is the weakest of the three "tough" monsters in the areas). For the Cyrpt, you should start in the top right (The Defiled Niche), hoping you get a lihc face for spooky resistance. Make sure you note what you'll have to unequip in order to use these items before aiming for them, as you may end up less powerful after the exchange. And don't forget that skills like Elemental Saucesphere reduce the damage in each of these areas as well.
- If you have a single TPS and need to conserve pulls, note that for 14 drunkenness, 1 TPS drink plus 2 of the DB drinks that you got for completing the Tavern Quest yields almost the same adventures as 2 TPS drinks and 2 ice-cold beers. This should save you 2 pulls (TPS-base drink and fruit) and 2 turns mixing.
- If you need 2 points of drunkenness to fill up, you should drink some of the Ice-cold Sir Schlitz, ice-cold Willers, or Imp Ales that you find rather than pulling any other 1-drunkenness drinks such as a shot of grapefruit schnapps.
- If you have the Summon Snowcone skill, you should generally use a blue snowcone at either The Valley Beyond the Orc Chasm or at the Goatlet. A red snowcone is useful in ronin to build up your meat supply at the Icy Peak or the Haunted Gallery, especially if you are stuck using soda waters to power your buffs. A purple snowcone, an orange snowcone, or a black snowcone would best be used anywhere that gives 100% combat adventures, such as the Cobb's Knob Menagerie levels, the Goatlet, the Peak, or the Valley.
- Save one green snowcone, if you get it, for the Sorceress' Tower. Remember, you want to get maximum use out of it, i.e. both as +5 pounds for your sombrero on the way up, and as +5 pounds for your familiars vs. the Sorceress' familiars. Make sure that you have the means to get your off-stats up to 70 without running out of Green Tongue, and remember to count the extra turn to fight your Shadow (the familiar battles don't take turns).
- A Mr. Accessory Jr. or a Jekyllin hide belt may save you several pulls by getting more things to drop.
- Don't forget to change your outfit back to your normal fighting gear after you defeat the Goblin King and acquire the abridged dictionary.
- Don't heal more than necessary. If you're getting tagged by the Yetis for just more than half your HP, find a way to reduce their damage that little extra bit. A can of hair spray may be all you need to bring their damage down to just less than half your HP, meaning that you can cast Cannelloni Cocoon every 2 turns instead of every turn.
- If you expect your run to take 3 days, it may be worthwhile to pull an item or two to complete the Knob Goblin Elite Guard Uniform. The combination of Knob Goblin pet-buffing spray and Knob Goblin learning pills will add another 3.25 stat points per adventure. (If you're going for a 2-day run, you probably won't have the pulls to spare for this.)
- If the l33t tr4pz0r asks for chrome ore, instead of pulling 3 chrome ores, pull 2 ores and a heavy metal thunderrr guitarrr. Untinker the guitarrr into a chrome ore and an acoustic guitarrr, thus saving yourself a pull.
- If you have a tiny plastic sword and need to mix drinks, stocking up on fruit baskets can also save you a pull or two; each basket will contain 2-3 TPS fruits. Pull a single basket, and then pull the appropriate base drinks for the fruit the basket gives you.