Contest Run Log General Strategy The most challenging aspect of this contest was managing the 80 pulls you would have over the 4 days of the contest. I decided to pull almost every item needed for the quests up to level 9 and fill in the rest with stat-boosting food and drink. For food and drink, I chose items which were expensive, but not so much so that they would cost more than the contest prize. Since the only stat day among the four days of the contest was a myst day on the final day, it was an obvious choice to choose a myst class and adventure only on the final day, when the stat gains would be highest. I chose Sauceror for no particular reason. I had intended to do a HC pathed lead-in run to help reduce the number of pulls. I dropped that plan a few days before the contest to complete another 1-day run, so instead my lead-in run was a softcore teetotaler run. Day 1 Pulls: 4 Retenez L'Herbe Paté 5 Bottles of Single-Barrel Whiskey 2 Red Balloons 1 Rock and Roll Legend 2 Ice Sickles 3 Hockey Sticks of Angry Furious Rage 1 Ring of Conflict 1 Wax Lips 1 Jarlsberg's Key My only activity was to eat and drink my 5 pates and 5 SBWs. I autosold the balloons and donated 60K for myst stats. I bought 15 magicalness-in-a-cans to cover the difference between levels 5 and 6. I accidentally forgot to summon snowcones on the first day. Day 2 Pulls: 5 Retenez L'Herbe Paté 5 Bottles of Single-Barrel Whiskey 2 Red Balloons 1 Boris's Key 1 Sneaky Pete's Key 1 Digital Key 1 Richard's Star Key 1 Star Hat 1 Star Crossbow 1 Harem Veil 1 Harem Pants Again, very little happened on Day 2. I ate and drank the pates and SBWs. I autosold the red balloons and donated 70K for myst stats. I bought and used another 15 magicalness-in-a-cans. I remembered to summon snowcones. On the video, however, you do not see me drink the last SBW. You also don't see me set the MCD to 11, or break my hippy stone (only to remember that you can't PvP while drunk). Day 3 Pulls: 5 Retenez L'Herbe Paté 1 Bottle of Single-Barrel Whiskey 1 Red Balloon 1 Perfume 6 Goat Cheese 3 Knob Goblin Elite Uniform 3 Swashbuckling Gear I decided not to eat or drink anything on Day 3, since I had no plans to pull any food or drink on Day 4, and the food I had would give more stats if used on Day 4. Once again I donated 70K for myst stats. I also used a strange bug to break into the Knob Goblin Lab Store without having the Lab Key in order to buy seltzer. I used one seltzer for the MP needed to cast snowcones. Day 4: The Big Day! The pull list for this day was dependent on what happened during the day. Here's how it worked out: 2 Red Baloons 3 Linoleum Ore 2 668 Scrolls 1 30669 Scroll 1 64057 Scroll 1 Meat Engine 1 Dope Wheels 1 Wusiness Potion 3 Breathetastic Canned Air 1 Disease 1 Sonar-in-a-Biscuit 1 Spider Web 1 Wolf Mask 1 Furry Pants Those last two only ended up being pulled because I ended up with 2 pulls to spare when reaching the Sorceress. The Sewer (First Time) - 4 Turns Used (4 used total) I decided to start with the sewer to get a trinket for dingy planks, since I didn't think it would be cost efficient to pull them from storage. Unfortunately, it took longer than average. Smithing - 1 Turns Used (5 used total) I originally wanted to pull stainless steel slacks, or earn them on a lead-in run, but they don't always get you the jump in combat, and it only costs 1 turn to make penguin shorts. So I made penguin shorts. Opening the Guild - 2 Turns Used (7 used total) You have to spend at least two turns in the guild in order to get the Degrassi Knoll Shopping List. I could have used two more to get MMJ access, but with Knob Goblin Seltzer from the store, that was unnecessary. The Spooky Forest - 9 Turns Used (16 used total) This quest took longer than hoped or expected. On the video you can see my paranoid superstition of going back and talking to the counsel every few adventures if the larva doesn't show up. The Typical Tavern - 5 Turns Used (21 used total) Not to jinx it, but the rats have been pretty good to me ever since they ruined my first ever 1-day try. I found the faucet on square 6. Guano Junction - 12 Turns Used (33 used total) I had planned on skipping this quest and just pulling 3 sonars and a bone rattle right up until the last day, when I was convinced that it would be smarter to use those pulls on stat boosters and simply farm the Junction. It started off well, getting a baseball and sonar on the first turn, but I didn't get another sonar for 10 turns, even with a blue snowcone and Phat Loot running. As such, this took longer than expected, but at the very least I got the items I needed. Beanbat Chamber - 1 Turns Used (34 used total) The Boss Bat - 1 Turns Used (35 used total) I guess I could have picked up the Britches, but I wouldn't have used them. Degrassi Knoll - 5 Turns Used (40 used total) This part was just plain crazy. If you check out the video, you will not see the screwdriver show up. If you look closely, you'll see the adventure counter go down at random in the middle of a combat. Luckily, my paranoid supersition led me to go visit the Untinker when the screwdriver hadn't shown up after a few adventures, and much to my surprise, it turns out I already had it! This exact same thing happened to me with the Abridged Dictionary not too long ago except that time I wasn't so lucky, and used 20 adventures before realizing what had happened. The Cyrpt - 26 Turns Used (66 used total) I had planned on doing the Friars first, but I still had Musk of the Moose active from the screwdriver quest, so I thought it would be better to do the Cyrpt first instead. Once again, however, the quest took longer than I hoped or planned on. In the middle of it I hit level 9 and took care of the leaflet. You'll notice I have a greasemonkey script (Tard's I believe -- he makes good scripts) do the leaflet for me. I also hit 45 moxie during this time and was able to throw on the penguin shorts. I made a small error here in using the green snowcone when I did. I thought I was going to jump right into the Friars' quest right after the Cyrpt, but by the time the quest was finished all my buffs had run out and it made good sense to go hit the shore. So I wasted most of the snowcone. The Goblin King - 1 Turns Used (67 used total) Recently I've picked up the habit of taking out the Goblin King and Bonerdagon at the same time, while I have all my big combat buffs running. It's not that the King is all that difficult, but I only have one shot, and I don't want to screw it up. The Shore - 15 Turns Used (82 used total) The Shore was the only part of the run that was amazingly good to me. I got the fence on the second trip, then switched to muscle and got a clover on the next trip. Those two items saved me from having to use another 10 turns on the run. The Obligatory Pirate's Cove (in disguise) - 6 Turns Used (88 used total) My new hatred recently has been the Pirate's Cove, which sticks me with at least one of the drunk adventures almost every single time. This time it did not, but it still made me wait 6 adventures for the dictionary. I hate the Cove. The Copse of the Deep Fat Friars - 25 Turns Used (113 used total) Things hadn't been going as quickly as I liked this far and I needed a break from the Friars. I even threw on the ring of conflict in an effort to get through the quest as fast as physically possible, but it didn't seem to help. I also didn't manage to find a wussiness potion and was forced to pull it. Had I been smarter, I would have used a blue snowcone near the end, rather than orange, to give myself a better chance of getting the potion and of getting some scrolls in the next section. In the video, you'll see a point when I go to my inventory with the intention of dumping the ring of conflict and putting the stick back on, but I figured that would probably only make things worse. The Lair of the Ninja Snowmen - 1 Turns Used (114 used total) In my original outline, I figured I would finish all of the quests through level 8 before hitting level 10, so I would have some time to grab ninja stars and some scrolls from the Valley. I ended up reaching this point with slightly higher stats than in that outline, though. So I used only one turn looking for stars before realizing that my time would be better spent getting items I definitely need, rather than an item I might need. You'll notice I also forgot to switch the ring of conflict for the hockey stick before using the adventure. The Valley Beyond the Orc Chasm - 10 Turns Used (124 used total) My pull schedule assumed that I would find a scroll or two, so I was torn about whether to farm for them or just donate my way to level 10. Since I didn't find any scrolls, I guess I made the wrong call. Picking up a lowercase n for the Wand was helpful, but otherwise this was a waste. The Penultimate Fantasy Airship - 33 Turns Used (157 used total) This is where it all fell apart. Despite using every non-combat chance increaser available, I didn't find a single immateria for 25 turns. Or perhaps I should just thank my lucky stars that a string of them showed up after that. The Giant Castle - 21 Turns Used (178 used total) The Castle was pretty good for me. I knew my stats were high enough that I would be able to donate my way to the needed stats pretty quickly, if only the wheel would show up fast. The wheel did in fact show up fairly quickly. What you don't see in the video is 8 minutes of me trying to figure out which way to turn the wheel, since it was a very close call. I think I was also quite lucky that I hit the point where I could leave and donate just as I ran out of buffs. The Sewer (Second Time) - 1 Turns Used (179 used total) I was glad to have that clover from before, since it allowed me to pick up the banjo strings I needed for the entrance on the first trip. Also in the video, I edited out the part where I fail against the skeleton key guy about 15 times before rolling an 11. The Hedge Maze - 7 Turns Used (186 used total) Normally, I would have fought the golems with full ML equipment on, but my stats were in great shape, so my only concern was boosting my item drops to guarantee puzzle drops (I've had bad luck with that lately). The Tower - 9 Turns Used (195 used total) I figured that I would probably reach this point with only 3 or 4 items so I had better reserve up to 5 pulls. I downgraded that to 4 pulls when I acquired 6 items (which somehow, did not include a chaos butterfly!). Turns out I only needed three. Tension was high, though, as I was worried that too many times running away might push me past 198 turns. The Sorceress's Chamber - 2 Turns Used (197 used total) The Shadow was no trouble. He never is once you have funkslinging. The Tower familiars were also a piece of cake since I had pet-buffing spray. You'll see that yet another greasemonkey script aided me through much of the Tower, including the keys, the door code, and picking the familiars. I'm quite capable of doing it myself, but I love the convenience of not having to. I reached the NS with two pulls left and two turns in which to defeat her. I decided not to take any chances and pulled the furry suit. I also bought up a ton of Homeopathic Elixirs, which I didn't end up needing. You'll see at the start I went to reach for plot holes which I didn't have, so I just LTSed my way through the entire fight. Camp Logging Camp - 1 Turns Used (198 used total) Since to qualify for the contest, my turn count had to end in the number 8, I figured the best place to spend one random adventure was to look for a hockey stick. No dice :( |