A superlikely is a type of encounter most well known for being difficult to understand. The important part of a superlikely is that they have conditions on them (such as turns spent in a zone, having an effect active, being in BM, etc.) and the conditions for every superlikely in the zone are checked when you adventure there, before normal combats/noncombats are considered. If you meet all of the conditions for a superlikely adventure (and didn't get another encounter with higher precedence, only combats, noncombats, and hipster monsters are lower), you will get that adventure. If you meet all of the conditions for multiple superlikelies, the one you get is chosen randomly (1DN, where N=number of eligible superliklies: These include BM adventures).
An important point to consider is that not all encounters with conditions are superlikelies. Regular noncombat or combats can have conditions too. What distinguishes a superlikely is when the game checks to see if you'll get one.
For more on how superlikelies relate to other types of encounters, see Encounter.
Superlikely Adventures
Superlikely adventures are any adventure with conditions on it whose conditions are checked every time you adventure. Many of these adventures are unaffected by combat modifiers, but not all are. (See Jick's post in the notes for this definition.)
- All Bad Moon-specific adventures are superlikelies, with unknown conditions.
- The following list is not all-inclusive. It only contains the superlikelies of most interest to an ascender. For a complete list, see here.
Location
|
Adventure Name
|
Description
|
Known Conditions
|
The Haunted Ballroom
|
We'll All Be Flat
|
Part of the Quest for the Holy MacGuffin
|
25% roll. This adventure is also affected by delay()
|
The Haunted Billiards Room
|
That's your cue
|
Receive pool cue
|
25% roll. Must not have a pool cue in inventory.
|
The Enormous Greater-Than Sign
|
The Oracle Will See You Now
|
Grants access to The Dungeons of Doom
|
25% roll. Only superlikely with Plus sign and Teleportitis.
|
The Hidden Temple
|
Fitting In
|
Allows access to the temple's noncombats at will.
|
100% roll. Only triggers when adventuring in the Temple with Stone-Faced.
|
The Palindome
|
Rod Nevada, Vendor
|
Part of the Quest for the Holy MacGuffin
|
25% roll. Must have read Your father's MacGuffin diary.
|
The Palindome
|
Last Egg Gets Al
|
Part of the Quest for the Holy MacGuffin
|
25% roll. Must have read Your father's MacGuffin diary.
|
The Palindome
|
Do Geese See God?
|
Part of the Quest for the Holy MacGuffin
|
25% roll. Must have read Your father's MacGuffin diary.
|
The Palindome
|
Drawn Onward
|
Part of the Quest for the Holy MacGuffin
|
Unspaded rate. Must have read Your father's MacGuffin diary.
|
Laboratory
|
Mr. Alarm
|
Part of the Quest for the Holy MacGuffin
|
25%? roll, affected by combat modifiers. Must have completed Drawn Onward.
|
The Arid, Extra-Dry Desert
|
Let's Make a Deal!
|
Part of the Quest for the Holy MacGuffin
|
33% roll.
|
The Arid, Extra-Dry Desert
|
A Sietch in Time
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
An Oasis
|
All Across the Sands
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
The Arid, Extra-Dry Desert
|
No Colors Anymore
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
The Arid, Extra-Dry Desert
|
Still No Colors Anymore
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
The Arid, Extra-Dry Desert
|
Walk Without Rhythm
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
The Arid, Extra-Dry Desert
|
Walk Without Rhythm 2
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
An Oasis
|
Blowin' in the Wind (page 1)
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
An Oasis
|
Blowin' in the Wind (page 2)
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
An Oasis
|
Blowin' in the Wind (pages 3-15)
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
The Arid, Extra-Dry Desert
|
The Sleeper Has Awakened
|
Part of the Quest for the Holy MacGuffin
|
?% roll.
|
The Black Forest
|
A Man in Black
|
Part of the Quest for the Holy MacGuffin
|
25% roll. Will always occur within 12 adventures and is affected by combat encounter modifiers.
|
The Worm Wood
|
All non-combats
|
|
Always occurs with 7-9 adventures of Absinthe-Minded, 4-5 adventures of Absinthe-Minded, or 1 adventure of Absinthe-Minded; see the Worm Wood Done Quickly
|
Outskirts of Cobb's Knob
|
Code Red
|
Receive Knob Goblin encryption key
|
Always occurs after 10 adventures.
|
Laboratory
|
Mega Gem
|
Get the Mega Gem
|
Always occurs first adventure after Mr. Alarm with wet stunt nut stew in inventory
|
The Haunted Conservatory
|
Polo Tombstone
|
Receive Spookyraven gallery key
|
Delay(). Always occurs within roughly 7-9 adventures (including delay()), but only if you've read Chapter 2 of The Fall of the House of Spookyraven in The Haunted Library already
|
The Haunted Pantry
|
The Manor in Which You're Accustomed
|
Unlocks Spookyraven Manor
|
Delay(). Always occurs within 8-10 adventures, including delay().
|
Degrassi Knoll
|
Screwdriver, wider than a mile.
|
Receive rusty screwdriver
|
25% roll
|
The Sleazy Back Alley
|
They Tried and Pailed
|
Receive pail of pretentious paint
|
25% roll
|
Outskirts of Cobb's Knob
|
Brushed off...
|
Receive pretentious paintbrush
|
25% roll
|
The Haunted Pantry
|
Shoe of Many Colors
|
Receive pretentious palette
|
25% roll
|
Pandamonium Slums
|
Highway to Hey Deze
|
Receive Hey Deze map
|
25% roll
|
Notes
- The most up-to-date data on superlikelies/non-combats and delays can be found on this post on the AllianceFromHell forums.
- Jick confirmed the existence of superlikelies in this post.