Bad Moon Guide 2.0

Public gameplay guides and discussions

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 5:45 pm

Special BM Adventures
In some zones, you can get a special non-combat adventure that gives you 1 good thing and 1 bad thing. The bad effects are usually non-significant or easily dealt with. Some of the good effects are very good and should be used wisely. This is a short (but incomplete) list of useful effects, where to get them, and where best to use them.

Extra Meat
The Spooky Forest – 1000 meat
Degrassi Knoll – 2000 meat
The Bat Hole Entrance – 3000 meat
South of The Border – 4000 meat

The Misspelled Cemetary (Pre-Cyrpt) - + 50% meat
The Misspelled Cemetary (Post-Cyrpt) - + 200% meat (note: -50% items)

Extra Item Drops
Cobb's Knob Laboratory - +50%
The Haunted Bathroom - +100% (note: -5 Stats per fight)

Higher Stats
The Sleazy Back Alley + 20 Moxie
Outskirts of Cobb's Knob + 20 Muscle
Cobb's Knob Treasury + 40 Muscle
Cobb's Knob Harem + 40 Moxie
The Obligatory Pirate's Cove + 50% Moxie

Extra Damage
The Haunted Kitchen + 10 hot
An Oasis + 20 hot
The Goatlet + 10 cold
The Icy Peak + 20 cold
The Haunted Ballroom + 20 spooky
The Haunted Library + 10 spooky
Guano Junction + 10 stench
The Black Forest + 20 stench
The Deep Fat Friars' Gate + 10 sleaze
The Hole in the Sky + 20 sleaze
The Castle in the Clouds in the Sky + 20 melee

Other
The Haunted Conservatory – potato sprout
The Spooky Forest – Torso Awareness skill
The Typical Tavern – leprechaun
The Arid, Extra-Dry Desert – anticheese

How many turns does it take to get these effects?
BM adventures are superlikely, which means that there is a flat % chance that the adventure will occur each turn once the proper trigger has been set. For example, the effect “minioned” requires that you have the Knob Goblin encryption key as a trigger. If you search for this adventure before the trigger has been set, there is 0% chance of getting the adventure. Not all special BM adventures have triggers. The % chance of each special BM adventure occurring is unknown, but they seem to occur in under 5 turns in most cases.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 5:46 pm

Heartbreaker's Hotel
Setting the music is a bad idea most of the time. You might want to change it for two reasons: more ML = more stats and better boss drops. In Bad Moon, more ML is mostly just going to lead to getting beaten up more often and that means you lose as many stats as you gain. If you do not care about turncount, some of the boss rewards can make playing quite a bit easier, but remember that it will cost you 2-3 turns to set the level properly and another turn to turn it off. Pastamancers are a bit different because they really need the Staff of the Soupbone or similar staff in order to survive. Since the Staff of the Soupbone is pretty easy to get, it is a good option for them.

If you do not care too much about speed, here are some recommendations. The Boss Bat britches, Cape of the Goblin King, and vertebra of the Bonerdagon are good drops for moxie classes. The Boss Bat bling and vertebra of the Bonerdagon are good drops for muscle classes. The Boss Bat bling is a good drop for mysticality classes.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 5:47 pm

Semi-rares
When you start your ascension, eat 1 fortune cookie as soon as you have the meat. Figure out when your semi-rare adventure will occur (you can usually narrow it down pretty easily) and get either tasty tarts or a knob lunchbox. Remember that the special bad moon adventures can steal your semi-rare, so keep track of which areas you have seen the bad moon adventure and which ones you have not. You may want to adventure in the area in advance to trigger the BM adventure just so it does not steal your semi-rare. Also, remember that you cannot get the same semi-rare twice in a row. You only need to eat 1 fortune cookie to guess when the adventure will occur. You can also predict that after 160-200 turns, the next one will occur, so you might not need a fortune cookie at all if you know you will adventure for awhile in that area. The Orc-Chasm & Castle are good examples. You don't need a cookie - just adventure in these places during adventures 160-200 after your last semi-rare and you will stumble across the semi-rare you want. This will give you some extra turns since you can eat better food than a fortune cookie. Also consider that you will most likely only get about 8 semi-rares during your whole run.

Here is a list of semi-rares worth considering in BM:
knob lunchbox - get this as often as you can
tasty tarts - some of the best food you can find
cyclops eyedrops - might be worth considering for the filthworms or other farming as needed
bad ASCII art - definitely worth it
inhaler - pick up 2 to use on nuns
pet snacks - this will save you plenty of turns at the arena when you hit the tower
massage oil - great against the N.S.
shrinking powder - this item is very useful for defeating the lvl 12 boss, but does work on the nemesis boss. It is not needed for most speed runs.

In a perfect run with 8 semi-rares, I would go for 3 knob lunchboxen, bad ASCII art, 2 inhalers, pet snacks, and massage oil (3). If I have the opportunity for more, I would consider cyclops eyedrops, another massage oil set, and another lunchbox.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 5:47 pm

Filthy Lucre
Plan to get a few lucre during your run by choosing bounties in areas that you need to go anyway. Do not go out of your way for them, except to have an odor extractor in Menagerie 1 to get limes and cherries on day 4 and again later in your run. Check each day and if there is a choice that you might get on the next day, pick it in advance. Expect to get a lucre every 3-4 days. An odor extractor is nice (but not essential) for the kitchens, meat maid, bugbear outfit, and ballroom, but otherwise, I think bowls of Bounty-O's are usually the best use of lucres. Food is generally harder to come by than drinks (unless you are a Pastamancer). Using an extractor on a blooper to get white pixels is another good idea. Using one at the goatlet is a bad idea because you need sabre teeth and whiskey and it is not a bad area to get meat and stats.

One bone of contention that players may have is that I do not suggest normally going for around the worlds. My rational is as follows:
The Whitey's grove / citadel route potentially gains you 2/2 hippy outfit parts, 2/3 orcish fratboy parts, 1/3 cold weather gear parts, a rabbit's foot, a white collar, some drinks, meat (remember the 5000 meat BM adventure), and cheaper MP restorers. It is also easy to fight there early.
The orcish frat house / pirate's cove / hippy camp route potentially gains you 2/2 hippy outfit parts and some drinks, including around-the-worlds. The problems include no meat gain in the hippy camp, having to survive a few turns in the cove, and low drop rates for the hippy outfit.
What I suggest is that you go for the around the worlds only if the BHH wants greasy dreadlocks. After 40 turns, you should get about 3 around the worlds. Unless you are a DB, you should wait and only use these as nightcaps because there are no other 4 drunkenness drinks available to you. The 3 around-the-worlds will translate into 18 extra turns and the bowl of Bounty-O's, another 4. With some luck, you should get the hippy outfit in the process. Also, don't forget that this is a good place to use learning pills and perhaps pet-buffing spray.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 5:50 pm

Lime Farming
Key Lime Pies are one of the best foods you can get in Bad Moon. I think it is necessary to show some numbers on why this strategy is optimal. How many limes should you expect to get? You will encounter 31 fruit golems in 42 turns. Cherries and limes have 16% drop rate. With a 10 lb fairy (with Heavy Petting), 20 turns of Broken Fast, 20 turns of your Pixie buff, Peeled Eyeballs, Burrito Blessing, envy, observational glasses, lucky rabbit's foot, and Baron von Ratsworth's monocle, muscle and mysticality classes will expect to average 12 limes and 12 cherries in 42 turns. Disco Bandits will get 13 of each because they can pickpocket and Accordion Thieves will get 14 of each because that have pickpocket and phat loot. If you lack an odor extractor, the number of limes you get drops to only 5-6.

What makes all these turns spent farming worthwhile? Let's say your diet with limes and cherries is 3 lime pies and 3 old-fashioneds each day. That yields 70.5 turns compared for non-moxie classes to 42 turns gained by most classes eating fruit pies and drinking beer. Unfortunately, you also use an odor extractor which could have been used for Bounty-O's or Brandy. This means that each time you farm fruit golems, you spend 42 turns and gain an extra 100.5 turns! This does not even take into account the stats gained by farming the zone, eating pies aligned to your class, or moxie classes getting more fruit.

Pastamancers fair much better by eating lo meins, occasional pies, and drinking beer and can gain 61.5 turns without farming limes. This means they gain only 22.5 turns. A more optimal diet for Pastamancers might using the limes to make grog, but that will not help the total number of turns gained. In other words, farming limes as a Pastamancer is only worthwhile to fill in the gaps of your diet. You should only farm them once because you already have access to good foods.

How many times should you farm limes? If you follow the guide exactly, you will not farm limes until day 4, you will get gluttony on day 6, and you will not have access to orchard pies until day 11. This means you could eat a maximum of 26 lime pies, although you will also want to eat fortune cookies and a grue egg omelette, so 22 limes for food plus another for a sabre-toothed lime are what you should aim for. This means farming limes twice for all classes other than Pastamancers. Stop farming if you think you already have enough limes.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 5:59 pm

Powerleveling
Powerleveling means going to a zone with the main purpose of gaining levels quickly. Eventually, you will either run out of quests to do or have too much trouble fighting monsters at your current level and need to level up. How you do so depends on your class, your level, and your strategy. This section covers the best places to powerlevel based on these considerations.

Before level 8
You have plenty of important tasks to complete and normal adventuring should allow you to progress at a good pace. But if for some reason you really need to move up a level, there are a few mediocre options. Once you have opened it, the Hidden Temple gives decent stats. You get an average of 6.4 mainstat from this zone. Before level 4, nothing better is available. Once you are level 4 and have received the adventure that grants access to the Ruins of Fernswarthy's Tower, you can get better stats in the Cola Wars Battlefield. You average 7-11 mainstat here. Note that the zone closes once you reach level 6. From level 6 to 8, the Haunted Library is probably one of the best zones for stats that you can handle. You can average of 11.5 maintstats. The nice thing about using the library to level is that you will gain useful items that save turns later, but avoid powerleveling anywhere before level 8 if possible.

After level 8 - Muscle Classes
Muscle classes have a difficult situation. Here is a list of places they could go, ranked by mainstats gained with an unbuffed muscle of 60 (level 8), a 20 lb volleyball, envy, gluttony, and the ballroom song turned to noncombats:
45 - Haunted Gallery - requires extra turns in the Haunted Library & Haunted Conservatory, nice weapon drops, chance to get a potato, survival difficult.
30 - Haunted Bathroom - easy access, towel and one tower item drops, can set up the Guy Made Of Bees, survival not too hard.
26 - Barrrney’s Barrr - easy access, no good drops, survival easy.
22 - Icy Peak - requires a ring of cold resistance to be done effectively, insanely spicy burritos and Cheat-Os drop, survival may be difficult.
Let's think ahead. You need to somehow get 20 lb familiars at the tower if you do not do the arena sidequest. Turtle Tamers should buy Amphibian Sympathy, but Seal Clubbers must do the arena sidequest or else likely spend ~10 turns in The Cake-Shaped Arena. Furthermore, doing the sidequest saves 5 turns in the battlefield. Setting up the Guy Made Of Bees takes an average of 24 turns. If those turns were spent in the Gallery, you would save 8 turns. Thus it is clearly optimal to set up the Guy Made Of Bees as a Seal Clubber, but unnecessary as a Turtle Tamer.

After level 8 - Moxie Classes
Moxie classes will always want to level up in the Haunted Ballroom with a high-weight fairy. To enter the ballroom, you must first survive the Haunted Bedroom. You will also want an odor extractor to use on the zombie waltzers because it will vastly improve your leveling - so much so that going out of your way to get a lucre is worth it. The Haunted Bathroom provides fewer stats, but it is worth going here early to set up the Guy Made Of Bees, which will save you many turns later on. Do so early because the stats gained are similar at lower levels to the ballroom. In summary, when you need to powerlevel, open the Ballroom, turn on the ballroom song, choose the Say "Guy made of bees" option four times in the Bathroom, get an odor extractor and olfact zombie waltzers in the Bedroom, and then use dance cards while adventuring elsewhere. Try to use all your dance cards on a stat day. If you need more stats, you can go back to the Ballroom, but you probably do not need enough stats to justify getting a second odor extractor.

After level 8 - Mysticality Classes
Here is a list of places they could go, ranked by mainstats gained with an unbuffed mysticality of 60 (level 8), a 20 lb volleyball, envy, gluttony, and the ballroom song turned to noncombats:
44 - Haunted Bathroom (mirror)
42 - Haunted Bathroom (no mirror)
37 - Haunted Gallery
32 - Haunted Bathroom (setting up bee guy)
29 - Haunted Bedroom (with fairy)
Same list with an unbuffed mysticality of 100 (level 10)
67 - Haunted Bathroom (mirror)
63 - Haunted Bathroom (no mirror)
47 - Haunted Bathroom (setting up bee guy)
40 - Haunted Gallery
38 - Haunted Bedroom (with fairy)
There are a couple of things that can be learned from this data. It is better to set up the Guy Made Of Bees early and doing it saves more turns than it loses. The Gallery is not worth opening, even though it is not a bad spot to powerlevel. The Bathroom is the best place to powerlevel. If you spend 37 turns powerleveling in the Bathroom, farming a mirror in the Bedroom is worthwhile. You will easily need to spend that many turns in the Bathroom. You also want the mirror for the Guy Made of Bees, at least certainly as a Pastamancer. In summary, when you need to powerlevel, open the Ballroom, turn on the ballroom song, use a fairy and high item drops to farm a mirror in the Bedroom, choose the Say "Guy made of bees" option four times in the Bathroom, then continue leveling in the Bathroom choosing the "Gaze deeply into the mirror" option.

Estimating how many turns it will take to level up
If you have mafia, you can hover over the progress bar and see how many substats you need to gain a level. You can also calculate this by hand using this formula. Knowing how many turns it will take to reach the next level can often be used to plan out your data and weigh your options.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 6:02 pm

What Skills to Get - listed in order of importance with cost noted and special BM skills included separately for each class.
Seal Clubber
Pride (400) - Get ASAP. More stats for fewer turns.
Envy (800) - Item drops are worth far more than meat drops throughout the run.
Sloth (1600) - Damage Reduction really helps against tougher monsters early in your run.
Thrust-Smack (1500) - Best combat skill for class.
Gluttony (1600) - Use before eating. A few more turns from food, much less stats. Only really becomes worthwhile once you start powerleveling.
Super-advanced Meatsmithing (2500) - has a few good uses: sword behind inappropriate prepositions (+5 turns per day, but cannot autosell dictionary), meatspout staff (+3 turns per day & +meat for nuns), and optional frigid-ass club (+damage & +ML).
Hide of the Otter (250) - worth it for the price
Eye of Stoat (3500) - may not be worth it, but if you have meat to spare?
Double-fisted Skull Smashing (15000) - may be needed to kill NS easily
Lunging Thrust-Smack (10,000) - recommended if you go for a frigid-ass club, otherwise Thrust-Smack is better.
Tongue of the Otter (1000) - medicinal herbs are an better source of healing

Turtle Tamer
Pride (400) - Get ASAP. More stats for fewer turns.
Envy (800) - Item drops are worth far more than meat drops throughout the run.
Sloth (1600) - Damage Reduction really helps against tougher monsters early in your run.
Amphibian Sympathy (1000) - Get ASAP.
Kneebutt (5000) - Advanced combat skill with ability to stun. Get this or Shieldbutt.
Shieldbutt (10000) - Advanced combat skill that hits 100% of the time. Get this or Kneebutt.
Gluttony (3200) - Use before eating. A few more turns from food, much less stats. Only really becomes worthwhile once you start powerleveling.
Empathy of the Newt (6500) - May consider for tower, although not really needed.
Armorcraftiness (2500) - Not really worth getting, but here are a few things worth smithing if you do get it: catskin buckler (good for NS fight), ratskin belt (+meat for nuns), furry green earmuffs (finish trapz0r quest early).

Pastamancer
Pride (400) - Get ASAP. More stats for fewer turns.
Envy (800) - Item drops are worth far more than meat drops throughout the run.
Ravioli Shurikens (250) - Cheap spell for Friar's. You can use it your whole run doing 60 damage per hit when you have the staff and a spell book.
Entangling Noodles (500) - Very useful, especially for Baron and Guy-made-of-bees.
Sloth (1600) - Damage Reduction really helps against tougher monsters early in your run.
Pastamastery (2500) - Good foods like lo miens become available. Especially useful when you have a spice ghost.
Lasagna Bandages (1000) - For cheaper healing.
Spirit of Rigatoni (5000) - Needed for Staff of the Soupbone or Staff of the Teapot Tempest and Black Kettle.
Fearful Fettucini (free) - For high lvl combat & NS.
Gluttony (3200) - Use before eating. A few more turns from food, much less stats. Only really becomes worthwhile once you start powerleveling.
Leash of Linguini (12500) - May consider for tower but really not needed.

Sauceror
Pride (400) - Get ASAP. More stats for fewer turns.
Envy (800) - Item drops are worth far more than meat drops throughout the run.
Saucy Salve (500) - For cheaper healing.
Sloth (1600) - Damage Reduction really helps against tougher monsters early in your run.
Advanced Saucecrafting (2500) - for making hell broth, serum of sarcasm, and tomato juice of power.
Expert Panhandling (1000) - It will pay for itself.
Wave of Sauce (6500) - For high lvl combat.
Gluttony (3200) - Use before eating. A few more turns from food, much less stats. Only really becomes worthwhile once you start powerleveling.
Elemental Saucesphere (1500) - Not really needed, but would be useful for level 8 quest and daily dungeons.
Saucegeyser (12500) - Unfortunately needed for NS.
Intrinsic Spiceness (8000) - May be needed for NS.

Disco Bandit
Pride (400) - Get ASAP. More stats for fewer turns.
Envy (800) - Item drops are worth far more than meat drops throughout the run.
Advanced Cocktailcrafting (2500) - Good drinks. Make sure you can get this as soon as you hit level 5.
Disco Nap (1000) - Cheaper healing.
Overdeveloped Sense of Self Preservation (800) - Helps with pickpocketing.
Lust (1600) - Helps with pickpocketing.
Mad Looting (6500) - More items is always good.
Nimble Fingers (3500) - It will pay off in the long run.
Gluttony (3200) - Use before eating. A few more turns from food, much less stats. Only really becomes worthwhile once you start powerleveling.
Ambidextrous Funkslinging (15,000) - really expensive, but consider getting it late in the game to kill the Guy Made of Bees, Shadow, and N.S. easily.

Accordion Thief
Pride (400) - Get ASAP. More stats for fewer turns.
Moxious Madrigal (250) - Great skill for a low price.
Envy (800) - Item drops are worth far more than meat drops throughout the run.
Lust (1600) - Helps with pickpocketing.
Polka of Plenty (2500) - It will pay off, start using after Whitey's Grove
Fat Leon's Phat Loot Lyric (5000) - Very useful.
Gluttony (3200) - Use before eating. A few more turns from food, much less stats. Only really becomes worthwhile once you start powerleveling.

Skills not worth getting ever
Wrath - You may think it sounds pretty useful for mysticality classes, but because other skills are more worthwhile, you cannot afford it until late in the game where that plus damage is not that helpful.
Greed - Item drops are always going to be more helpful than meat drops. Even for the nun quest, it only saves a few turns to have this skill.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 6:02 pm

Class Specific Survival
The main class difference in a bad moon run is how you kill things. Here is how it works:

Seal Clubber - Start off using Clobber. Focus on increasing HP, damage reduction, and melee damage. Increasing initiative is also good, but you see less of a difference than you might expect. Thrust-Smack and heal with medicinal herbs. Even though no longer hits 100% of the time it should still get you through the game. Don't forget to use Blood of the Wereseal for tough opponents.

Seal Clubbers get to summon 5 infernal seals each day. In Bad Moon, killing seals is often more trouble than they are worth because they can be expensive and hard to beat, but if you want to try killing a few, here are some things to consider. You will need to buff up using effects like your pixie buff if you want to win a fight against a seal. Also not that you cannot win if you do not have a club equipped. Once you get your buffed muscle up to 20, you should summon a few Spawn of Wally. Bjorn's Hammer will work fine for Spawn of Wally. Fighting this seal costs 250 meat, gives poor stats, but may drop a potion that can be used against bosses and in tougher zones. You need meat, so do not try to fight 5 of these seals each day. Once you can get your buffed muscle above 130, you can summon tougher seals. You should summon a broodling seal for the better stats and weapon, but it will cost 750 meat. Of the other seals, the navy seal drops the most useful item. Navy seals are summoned from a figurine that drops in the goatlet (and is therefore easy to get - you will get several during your run for free). The frigid-ass club you can make does cold damage, which is great against hippies in the battlefield and against monsters in the Hole in the Sky. The frozen seal spine may also drop rarely and it is a great weapon to have because it restores HP & MP. To get everything to fight a navy seal will cost 1800 meat + 2500 meat for Super-Advanced Meatsmithing and 1 turn to craft the club. Once you have the club, it will actually make fighting monsters harder because it increases monster level and damages you by 10 HP for each fight! You really need the Lunging Thrust-Smack skill to make this weapon effective and it costs 10,000 meat! In other words, this route comes with some serious drawbacks. Feel free to try getting the club, but you may find that it is more trouble than it is worth.

Turtle Tamer - Toss is a great combat skill. It should make early levels pretty easy. Focus on increasing HP, damage reduction, and melee damage. Increasing initiative is also good, but you see less of a difference than you might expect. The first available skills are pretty worthless because of the lack of good gear, despite having so much extra MP. I suggest just being careful and waiting until Shieldbutt becomes available. Shieldbutt totally rocks and will last you the whole game. No need for combos most of the time. Heal with medicinal herbs. Alternatively, you might choose to buy Kneebutt, which is cheaper, is available sooner, and stuns your opponent. The disadvantage with Kneebutt is that you need to have a high enough muscle to hit, whereas Shieldbutt hits 100% of the time no matter what and also delevels. For really tough opponents, you can always try Blood of the Wereseal.

Turtle Tamers also have the ability to tame turtles. It is definitely worth it. Each time you do the 8-bit realm, you can get a blue shell, which makes white-pixel farming go faster. Pick up some furry earmuffs in Degrassi Knoll to get cold resistance at the end of the level 8 quest. Pick up 2-3 pieces of turtle wax so that you have a shield and some heat resistance while doing the Friars quest. All of these items can be obtained quickly by just adventuring in the right location with the Eau de Tortue effect. The next items require that you have a turtling rod equipped as well, which costs 500 meat. As soon as you hit the Friars, you should start collecting Turtlemail bits. The Turtlemail Hauberk saves you from needing to heal and will help you immensely. The coif and breeches are not bad, but you will probably find better replacements for them in a day or two. Finally, do not forget to grab a padded tortoise in Barrrney's Barrr - this shield will last you at least until level 11.

The 2 turtle familiars which can replace the volleyball and the fairy are sadly obtainable too late in the game to be worth getting in a BM run.

Accordion Thief - Use madrigal 100% of your run, get a ranged weapon and plink. Focus on equipment that increases moxie. Stay at or close to your safe moxie at all times. You will not get hit and you should be able to win every fight with ease. Use Madrigal and hair spray to help keep your moxie high, but do not waste too much meat on hair spray. This is the easiest class to play because of this. Also, do not forget you have access to MMJ's and medicinal herbs at level 9. Until then, HP restoration may be difficult, so make sure to finish Doc's quest since it does not take many extra turns.

Disco Bandit - Similar to AT, but you do not get madrigal or access to guild stores. The combat skills are a waste of meat. Moxious Maneuvers can be used if you need a big hit. Stay at or close to your safe moxie at all times.

Sauceror - Start off using salsaball to plink. Eventually you should get a shiny butcherknife from the haunted kitchen. Now salsaball actually does some damage. This will last until you need to do the friar's quest. You will need a spell book and the kickback cookbook is your best option although it costs 4000 meat. You may try going to the library to get a free book, but that adventure is rare for non-Pastamancers, it does not provide as much spell damage as the kickback cookbook, spells are not elementally aligned, and you probably want the book earlier than the library is manageable. With the cookbook and a few tomato juices of power, you should be able to get through the Friars. Salsaball will max out with the cookbook, so you can use your legendary weapon from now on because the butcherknife is no longer useful. Try to use reagents potions sparingly until level 10. You can use wave of sauce once you get it, but only use it when necessary. Once you hit level 10, you have 3 options. You can up your HP and spell damage, use ointment of the occult, and use wave of sauce or your weapon, which I personally think is not the best option because it is expensive in healing and does not always work. Your 2nd option is to max your moxie with serums of sarcasm and use a ranged weapon to plink. I think this is the best option although you may not have a very good ranged weapon. Lastly, you could go in the middle and use tomato potions. If you can get enough moxie that the monster will not hit you and enough muscle that you can hit the monster with your weapon, this is a great option. As you increase your level, you will want to switch between these option to optimize the amount of extra MP you have with the cost of each option. You should have enough reagents to get through level 12 using serums 100% of the time. You can get a star crossbow and eventually a good ranged weapon from the battlefield. Out-moxie-ing your enemies at high levels is your best option.

In terms of Scrumptious Reagents potion management, consider the following. If you manage to get Saucecrafting on day 2 and the run takes 12 days, you get 90 scrumptious reagent potions to use! You will want 3 tomatoes to make 9 potions which will be used at the Friars, Menagerie 1, and possibly the alcove if you need a dead guy's watch. You will want to use 2 goat's milks to make 6 milk of magnesiums. All of the rest can be spent on serums of sarcasm or other potions to kill tough monsters. These are used at the Pirate's Cove, to kill the Bonerdagon, and then pretty much non-stop once you reach the point of power-leveling at level 9. You should have barely enough to do this, but manage potions wisely.

Do not get a sauce glove as a Sauceror. You can survive without a staff, the only one you can make is the Staff of the Teapot Tempest, it costs a lot of meat, and you lose one accessory slot.

Pastamancer - One of the harder classes to play. Start off using spaghetti spear to plink. Eventually you can get a butcher's knife from the haunted kitchen. Now spaghetti spear actually does some damage. This will last until you need to do the friar's quest. You will need a spell book soon. Try for one of the free books in the library (get the Cookbook of the Damned) before buying the kickback cookbook for 4000 meat. Entangling noodles plus Ravioli Shurikens will get you through the friar's and up to level 10. Focus on increasing mysticality, spell damage, and damage reduction. The epic weapon is useful, but what you really want is a Staff of the Soupbone. It will cost you about 10 turns to get, but without it, you are going to really struggle past level 8 in combat. The Staff of the Black Kettle is the best alternative, but it costs more turn and meat to get. Once you find a lump of diamond at level 8, you should be able to make the Staff of the Soupbone (remember that you need the Spirit of Rigatoni spell before you can make any staves). The ingredients will require you to get 1 extra spooky mushroom, 1 extra cherry, a lump of diamond, and mess with the hellevator in order to get a rib of the Bonerdagon and Glass Balls of the Goblin King. Around level 10, you should be able to do the mansion quest and get Fearful Fettucini, which is like Weapon of the Pastalord except it's free. This will get you through the rest of the game, doing 200 damage per hit when used with the staff and the spellbook.

Pastamancers also get to have a ghost fight with them. In a BM run, the most useful is the spice ghost. If you get a scintillating powder, use it and do not switch ghosts. You can sell extra scintillating powders or other ghost summoning items for a good deal of meat. The spice ghost is useful because spices can always be used for extra turns from lo meins, spicy bloody-marys, and eggnogs. Most of the other ghosts are useful early on, but lose their utility in the middle of your run. If you do not get a scintillating powder, but do get another ghost, you should certainly use it, but the spice ghost is by far the most useful throughout your run. If you get a paranormal ricotta, it may be worth switching to Lasagmbie once you have enough spices towards the very end of your run so it can be used against the nuns.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 6:04 pm

Should I do the Nemesis Quest?
Some people like doing the nemesis quest during a BM run. If you care about speed, this is not a good idea. Let me show you some numbers for the best case scenario of a Pastamancer BM run, where the nemesis rewards are very good. Let's assume you already got your LEW. The Dark and Dank and Sinister Quest will take at least 15 turns to complete. Opening up the volcano at best is another 5 turns. Finishing the quest might take as few as 20 more turns. So the total cost would be 40 turns. You may also find it really difficult to kill some of the monsters during the nemesis quest, but let's assume you can manage it without spending extra turns. What do you gain? 20000 meat, which is pretty nice. You can buy leash and perhaps save some turns by having a higher drop rate and more stat gains, but you gain it so late that it won't save too many turns. The Macaroni Duck is pretty useless. The extra ghost summons are nice, but nothing too special. All the equipment will make combat really easy and you will have plenty of MP. You will get some good stats that should save some turns powerleveling, but remember that you also chose to skip the stats from the poop deck. Overall, the nemesis quest rewards might save you as many as 10 turns. But do you gain enough turns to still make it worthwhile? You might get 5 evil noodles, which yield 3 turns more each than pies. Karma is another 23 turns and carboloading might provide another 9 free turns. So that totals 47 turns gained. In other words, under the best case scenario, you are inflating your turncount by 30 turns, but gaining as many as 7 extra turns that could allow you to hit a lower daycount. Not the best exchange. The numbers for other classes are worse than for PM and some of them will find completing the quest in BM nearly impossible. If you want to do a fast BM run, I do not advise ever doing the nemesis quest.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 6:05 pm

Should I make a Chef / Bartender?
Farming all the parts for a chef will take 20-35 turns. If you are a muscle class and you farm limes twice and make a grue egg omelet, you spend 24 turns cooking. Considering the stats, equipment, and booze you gain when farming all the parts for a chef, it looks like it is pretty good deal. Mysticality classes have even more to gain because they have either dry noodles and spices or scrumptious reagents to cook things besides lime pies that cost turns.

Making a chef becomes a little less appealing as an Accordion Thieves. They should average 18 limes in one farming attempt and since runs using this class are generally shorter, it is not really worth farming more limes. If you are done with the knoll and the knob and don't have a chef's hat or a spring, it is probably not worth making a chef as an Accordion Thief.

The situation gets more complicated for Disco Bandits. They should average 14 limes in one farming attempt. Farming again would be a waste if you actually got this many limes on your first try. Because you farm limes across 2 days, it is not optimal to decide whether you want a chef after you have farmed limes. Disco Bandits are the only class that will spend turns crafting booze and farming a chef will help with farming a bartender since it takes turns to open the Tower Ruins, but it still takes a huge number of turns (about 45) to farm all the parts for a bartender. Therefore, there is little incentive for Disco Bandits to farm a bartender even if they have a chef. Getting a chef is not clearly optimal under the best circumstances, but I suggest using the same rule of thumb as for Accordion Thieves - if you are done with the knoll and the knob and don't have a chef's hat or a spring, forget it.

Classes other than Disco Bandits do not need to craft any booze, so getting a bartender is always unnecessary.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Fri Jan 21, 2011 6:06 pm

Should I get a Leprechaun?
The probability of encountering the superlikley in A Barroom Brawl is unknown, so let's work backwards. The nuns would take 24 turns as an Accordion Thief with Polka of Plenty and 30 turns as all other classes with 2 inhalers, Preternatural Greed, nasal spray, and envy. Having a leprechaun would save 4-6 turns, depending on your class. Since the adventure gives 1 drunkeness, you automatically lose ~2 turns, so you would need to find the superlikley in 2-4 turns in order to break even. It is not clear how likely this is. If you decide to get the leprechaun, you should get it before fighting beefy bats on day 3 so that you can add a few pounds to the familiar and gain a little extra meat. If you lack an inhaler or the right items for Preternatural Greed, the numbers jump up in favor of having a leprechaun, but you will not farm these items until much later in the game and so you have to guess early or wait to get the leprechaun until much later. Some other useful places to use the leprechaun for meat include the booty crab and filthworm queen. Note: If you are doing a 100% black cat run, you will definitely not want a leprechaun.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Sat Jan 22, 2011 1:58 pm

Special Considerations for a 100% Black Cat Run
You can use this guide to play kittycore, but realize that some things will be very different. For example, you do not need to farm familiars, but you may need to farm some extra items to make boss fights easier. I have added warnings and notes of where you might want to veer off course of the BM guide advice. These special kittycore notes are purple in the guide. Here are a few more things to thing about:

What the Black Cat Does
*Note that weight is meaningless for the Black Cat.

50% Chance of preventing combat item use
This can pretty annoying for boss fights, trying to make scrolls from the adding machine, getting pirate insults, fighting the shadow, and getting through the tower. It also makes using flyers and fighting the Guy made of bees not worth it. You do not lose the item you try to use though, you just do nothing that round.

50% Chance of 50% Reduced stat gains
This is surprisingly not as big a deal as it sounds. Quests take longer because of the cat, so leveling seems like less of a problem. Get pride early and gluttony late. Eat Brimstone foods for early levels. You will find that you actually need to do less leveling in kittycore.

Sometimes forces you to attack with your weapon instead of using skills
This is not a big problem if you are a moxie class. Muscle classes will find it annoying for killing high level monsters and the N.S.

Takes away MP if you have more than 10 MP
The classes that need the least MP are Disco Bandit and Seal Clubber. Be one of these two classes and this is not a concern.

Removes buffs
Again, this is not a problem for Disco Bandits and Seal Clubbers. Also note that effects from items like hairspray do not count as buffs nor do level 1 skills. So use these as much as you need without worry.

Randomly destroys dropped items
This is a big problem. Much of the game involves farming items. Items like boss drops, Feast of Boris monster foods, and quest items cannot be swiped, but everything else can be. Getting +item drop like the Baron’s monocle and rabbit’s foot become that much more important. Getting Cyclops Eyedrops as a semi-rare is very helpful. Pickpocket is not effected by the cat’s stealing ability making it that much better to be a moxie class.

Class Choice
Disco Bandits are by far the easiest class to play with a Black Cat. If you want to do a fast cat run with the least problems, I strongly suggest you go with this class. They need no buffs, use no combat skills, can pickpocket, and have access to better drinks. Getting disco fever can help negate the effects of getting lust, but can only be had late in the game. Three OK second choices are Accordion Thief, Seal Clubber, and Turtle Tamers. Accordion Thieves are generally easy to play and can pickpocket. Their buffs will be problematic though. Seal Clubbers do not use buffs, but Thrust-Smack is unreliable and is therefore not worth getting. Lunging Smack Thrust, Eye of Stoat, and all the passives are worth getting to kill the N.S. Turtle Tamers have a big advantage in having amphibian sympathy, which will help at the tower. There is no need to get this skill until late in the game. Shieldbutt should be worth it for the N.S., but otherwise combat skills are not that useful. Do not try this as a mysticality class unless you are really sadistic. So basically in order of ease of play for kittycore: DB>>AT or TT > SC >> P or S.

Semi-Rare Choice
knob lunchbox - get this as often as you can
guard uniform - the uniform is necessary and very useful at several times, but the Black Cat can swipe away all uniform parts, making it less worthwhile to waste a semi-rare on. I suggest trying to find the semi-rare without a fortune (estimate it) or attempting to farm 3 parts normally from the harem and treasury. You can zap a third part with the wand later if you get any three pieces.
tasty tarts - some of the best food you can find
cyclops eyedrops - many good places to use this in a Black Cat Run. Try having two locations in need of farming available at the same time so you do not waste the buff. Places that are tough to farm include: the funhouse (boxes, bugbear outfit), knob kitchens (knob mushroom, spices, food), Fernswarthy's Tower (brains), Road to the White Citadel (hippy outfit), The F'c'le (quest items), Haunted Ballroom (dance cards), and The Orchard (glands). I list these places because drop rates are pretty low to begin with and therefore the cat will hurt you more here compared to say the 8-bit Realm or the Goatlet where drop rates are pretty high.
bad ASCII art - less worth it when you have a Black Cat. If you try to estimate when this adventure will occur, it is still worth it, but definitely do not waste a fortune cookie here. Remember the cat can swipe items during combats, so you may end up with nothing from this semi-rare.
inhaler - pick up 2 to use on nuns
pet snacks - required
massage oil - worth getting for shadow

Areas where the Black Cat can be a real pain
- remember to re-equip your black cat after using the blackbird, star starfish, and 2 tower familiars to combat the giant familiars.
- Farming the Menagerie 1 for limes and cherries is still worth it if you can manage to get 4 or more limes from farming (which should be easy). The adventure yield from lime pies is twice that from regular pies, the stats are better, and it requires less cooking (which might blow a chef). The wand should be used to zap all cherries into more limes or jumbo olive for drinks.
- Fighting the Baron. All techniques mentioned in the regular guide still work with a cat, except using combat skills like smack thrust and shieldbutt as a muscle class since these are not worth buying during a cat run. Moxious maneuver works fine for moxie classes.
- The Orc-Chasm has two annoyances. First, you cannot fight using the dictionary because of the cat, which means it is not as easy as usual to win fights here. Second, making scrolls via the Adding Machine can be difficult. Avoid the possibility of using a scroll and then losing the fight or hitting the 30 turn combat limit because you will lose that scroll.
- Insulting pirates can be a pain again because the cat can prevent using the book.
- Fighting the Guy made of bees is not worth it at all. Takes too much time to set up and may lead to a total loss.
- Using flyers can be tough with a black cat. It will take a few rounds for the flyers to land and as a muscle class, you may be getting hit a lot to land each flyer. If you are a moxie class and have saved pixels, the hole-the-sky, and Ed, it is manageable.
If you do not do this sidequest, you will be 5 lbs short when you get to the giant familiars. So first off, it is much more important in the cat run to have all the familiars you might need here because farming for them could be very costly. Second, you will need to use the cake-shaped arena for about 10-13 turns. The way to use it and not be wasteful is find out what familiar you need first, allow it to gain 2 lbs in the arena, then switch to another familiar and level is 2 lbs, and use one last one before arena turn 10. For number 10, use the cat to force a lead necklace. Now use pet buffing spray and pet snacks. With the lead necklace, you have a good chance of passing both familiars. If you leveled up the wrong one, go back to the arena - it should only take a few turns and you did not waste your pet snacks. For information on how to use the cake-shaped arena, try here.
- The Gremlin Sidequest is difficult with a cat because it blocks the use of your magnet. It is still worthwhile to do, but you need lots of HP to survive.
- Fighting The Man can also be done using some of the strategies mentioned in the regular BM guide. Increasing moxie or using the drowsy sword are two good options. If you are really worried about the fight, try using shrinking powder or pirate juice to make the fight much easier, but it is certainly possible to kill him without these.
- Getting through the tower is likely to lead to being beaten up over and over again. Not much you can do, but just keep trying to get a combat item through. Just go to Doc and heal 1 HP since you are likely to just lose over and over again.
- Fighting your Shadow. Getting your HP up as high as possible and the trying use 1 massage oil seems to best route. An alternative for Disco Bandits is funkslinging. A good guide (not written by me) can be found here.
- Fighting the N.S. can be really rough as a muscle class. Your best bet is either farming best + moxie gear and leveling moxie a bit or using your combat skills with a drowsy sword. Ant picks/hoes are really useful here too. Moxie classes will have a much easier time and can just focus on having a high moxie.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Sun Jan 23, 2011 6:23 pm

How to use this like a Hardcore Guide
You can follow this Bad Moon guide if you have very few skills as a hardcore guide, but there are a couple things to keep in mind. First, you will not have special BM adventure to help you out. Most critical, this means 15,000 less meat. You also do not have access to Hell's Kitchen foods, Meansucker's skills, or the Styx Pixie buffs. However, there are also many positives. You have access to daily clovers. Use these for powerleveling, a quick source of 2 sonars, a brain without needing to go to the cemetary or tower, chewing gum for the tower, ultrahydrated, and a variety of other niche situations. Once you have some According Thief skills, you will also want to make the Rock and Roll Legend using a clover. Outside of Bad Moon, you get to take rewards with you into a new ascension - so you get one piece of equipment, 2500 meat from autoselling gems, and karma. You get to choose a zodiac sign - wallaby, mongoose, and blender are the most popular. These zodiac signs give you a much easier way to get different boss rewards and thus you will always want to adjust the ML to get the best rewards for your class. Advanced players set the ML level to 10 for all combats other than these bosses. Finally, you do not need to farm any familiars during your run because you keep the ones you already have.

As you gain skills and familiars, your overall gameplay style will start to change in several ways. First, lime farming will become a waste of turns once you perm Pastamastery. Eat boring spaghetti, painful penne pasta, and hell ramen instead. Second, your days will begin to revolve around MP management. You need MP to kill tough monsters and run buffs, both of which make your runs go faster. You can gain MP from a great variety of sources and meat also equates to more MP, but the more skills you have, the harder it gets to use them all. Third, you will find your quests are completed really quickly and you have little to do other than powerlevel. For example, the level 8 quest can be completed in less than 10 turns if you have a He-boulder, +combat skills, Unaccompanied Miner, Olfaction, +item skills, and a source of cold resistance. Finally, you will eventually gain IotM familiars that you must juggle.

A few strategies that work in a Bad Moon run are not optimal for someone with a handful of permed skills. Killing the Baron for the monocle quickly becomes a waste of turns when you have some alternative ways to increase your item drops (such a through skills, tomes/librams, and better familiars). Lime farming eventually becomes a waste of turns, as does farming the Haunted Kitchen. The level 12 quest should eventually be done as a Frat Boy, and all the sidequests other than ducks be completed. As soon as you have the +combat skills, you can do Sonofa Beach. You will also want to skip setting up the Guy Made of Bees and use flyers on monsters instead. Once you become an advanced player, you may want to do the tavern quest late so that they can run enough prismatic damage to skip noncombats and enough +ML to kill a few drunken rat kings. You will definitely use +items to farm tomb ratchets in the Upper Chamber instead of running +noncombats in Middle Chamber once you have olfaction and enough +ML. Some players like to farm ratchets at the same time as they farm filthworm glands so they can use their best +item buffs in both areas. Most planning for advanced players will involve timing olfaction, semi-rares, the fax machine, and yellow ray/pumpkin bombs. Eventually, the whole Bad Moon guide will not be much help as a hardcore guide, but it is a good place to start for someone with few skills or someone new to the game.
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby salticid » Sun Jan 23, 2011 6:24 pm

Updates
January 31, 2011
- added notes on smiling rat familiar
- added Harold's bell use (cant think of another good spot besides AMC gremlins...)
- added a few other suggested notes (thanks Tobias)
- added more details about hardcore strategy

March 24, 2011
- added Cobb's Knob revamp
- removed KGE semi-rare (because Knob changes make it less optimal)
- fixed guild test error (thanks justinaRMS)
- removed suggestion to get Cookbook of the Damned from Sauceror tips (thanks Raijinili)
Image
User avatar
salticid
Site Admin
Site Admin
 
Posts: 1698
Images: 82
Joined: Mon Feb 04, 2008 5:00 pm

Re: Bad Moon Guide 2.0

Postby BoffoBoy » Fri Feb 04, 2011 2:34 pm

Hate to pollute this fine thread, but on my 16 day Disco Bandit Lucrecore kitty funfest, I got tower familiars to 20 pounds relatively painlessly and without resorting to the Hippy War Arena Side quest buff. Maybe helpful to others.

Keep in mind KoL's newest update just yesterday changed Cake Like Arena mechanics, so I'll revise it to fit current circumstances.

Gather the tower familiars as soon as you can and hit the Cake like Arena looking for a match line up that's favorable for each of them, and can spare the meat/adv. When you get a good line up you are happy with, fight and win once with each (up to 4) tower familiar in order to get them each to 2 pounds. Helps to do this semi early as some days the arena opponents all have same weakness.

Pause before the 5th fight. Do not win 5th fight with a tower familiar.

For the 5th win, you now get the reward, so remove the tower Familiars and place up that cute little kitty you've been dragging around. Try and win vs any opponent's weakness (60% chance to win, should get in in 5 or less tries =/) with your Black Cat. Since she doesn't have Familiar Equipment, she will 100% get the +3 wt lead necklace. You can then win more more fight for last Tower familiar whenever convenient so that all 5 of them are 2 wt.

2 base weight
3 Lead weight
5 Pet buffing spray
10 irradiated pet snacks
total
20 total weight in 6+RNGhate Adv.

Fantastic Guide Btw (I was using version 1 for kitty when it suddenly got deleted hehe). My only other suggestion is that on day two at least, mention in the main walk through that Sauceror's may have better use for their meat than getting imported beer =)

Meh, live and learn!

Cheers!
-Boffoboy
Random avatar
BoffoBoy
Hotdog
Hotdog
 
Posts: 2
Joined: Tue Jan 25, 2011 11:30 am

PreviousNext

Return to The Tome of Destiny

Who is online

Users browsing this forum: No registered users and 1 guest

cron