A Stereotypical Run with a Standard Power Team

Maze: Ancient Arena

Purpose: To get the God of War costume for Spartan, and farm some audiences along the way because why not?

Mainball: Spartan — Can’t get the Ares suit without him!

Soul Link 1: Zorro  — Spartan+Zorro = easy-peasy farming Arena audiences all the way down. Seriously, you don’t even need High Priest’s Skill; he’s only here for transcribing high-level spells on the way down. Two Z-Swords will kill the Audience every step of the way, and refresh itself entirely off of the deaths it causes, too.

Soul Link 2: High Priest — Because while dual Z-swords work wonders on the Arena audience, they don’t keep up well with floor mobs without significant help. High Priest gives you all manner of high-level spells to help you through those last 15 floors.

Melee Title: Duke of Destruction — With GEKb and Z-sword doing work killing ranged mobs up front and the Belt of Destruction maxxed out, you stand a really good chance of triggering a BoR off of the ranged-mob kill and thus finishing off the rest of the floor without taking any damage.

Magic Title: Legendary Mage — For more Ruination, and also it’s the only way to get debuffs to last a vital 3rd round vs the Boss’ annoying duration-halving ability.

Venture Title: Great Elf King (bow) — GEKb often gets overlooked in favor of Legendary Hunter, but the instakill of the first exposed foe is a huge benefit to anyone running Duke of Destruction, in addition to greatly reducing the risk of death by 3x ranged unit on F90+.

Artifact: Belt of Duke of Destruction — Boosting your BoR trigger percentage from 20 to 35 is massive, effectively guaranteeing that if it triggers once, the rest of the floor is yours.

Potion: Vampire Hunter’s Potion — Because the build is mostly Attack focused, but does use Power extensively later on.

The Rundown: I one-starred my way up to Duke, and took all six +trigger stars before I did anything else. Then I took 3* Magic Apprentice, the other two stars of Novice Warrior, and 3* of Treasure Seeker. After that, it was time to one-star from Wizard to Legendary Mage and take all three +round stars; then I one-starred from Explorer to GEKb.

After that, I went through and took every point of Attack I could get, because I had obtained the Book of Five Rings from killing Musashi in the Arena. Around F73ish, I finished that goal and used the Book to get my Attack up over 200 (~550 w/BoR). Then I did the same thing seeking out every point of Power.

Floor strategy was pretty basic: If there are 2+ ranged enemies and they’re more than a few taps away, Z-sword immediately to kill them. If not, kill the ranged enemies efficiently, uncover as many mobs as possible, Z-sword, kill the rest by hand. Z-sword costs 40 Energy, and with Spartan, every kill gives you 8 — which means (because the floors have 5 enemies minimum), you can Z-sword once per floor with confidence.

Around F70, cast Bless before activating Z-Sword. Around F86, cast Blade of Ruin before activating Z-sword.

I also cleared every single subfloor with Z-sword as well.

High Priest is the only way currently in the game to get 2 PoEs without using Planar Prophet. I used them for 26 floors each, not because I really needed to, but because I could. 😀 After all, every floor is a random spell and a random stat boost, so unless you’re speedrunning, why not?

Due to that backtravel, I had literally 23 Armageddons at the start of F85, and I made it through those last 10 floors by throwing 2 Armageddons at every floor. It was a stroke of odd luck — I only had 2-5 of every other 5th level spell — but I wasn’t about to argue. If the God of War wants the End Times to be Right the F*ck Now, I’m all in. 🙂

Arena strategy: Optionally, cast Electrostatic Field. Always, Activate Great Prophecy. If you’re on F75+, and Great Prophecy didn’t give you BoR, cast BoR. Z-sword twice. If needed for defense, cast Icicle/Timestill. If you didn’t cast BoR, cast Bless. Punch face until it dies.

Boss strategy unfortunately varies wildly depending on what spells High Priest gives you. You do have to be pretty familiar with all your spell-based options and how to deal with the Boss’ lack of timer and unique debuff-shortening trick. Always start with Great Prophecy, and adapt from there — often, you’ll end up with Aurora Barrier, Blade of Ruin, or Holy Rebirth (which you should totally use up all the time, because High Priest will give you more both through Great Prophecy and just normally — don’t be afraid to let the boss kill you and come back at half life to finish him). Figuring out how to maximize the advantages of your Great Prophecy is the key to easy boss battles.

Having boatloads of Blades of Ruin, Implosion, and especially Timestill to throw around is grand.

I don’t often take well-known power combos, because to me half the fun of the game is coming up with exotic ways to meet challenging goals — but sometimes, it really is fun to just blast straight through a run that’s usually a struggle, and this was that time. 🙂

Builds I Want to Try and Why, Part II

Starmoon Scholar (Lord of Elements (Fire) ) main, Mammoth (Titan Knight), and Slave (Holy Blacksmith) linked.  Boots of Titan Knight; Lich’s Enhancement Liquid.

Starmoon main brings the Starmoon Badge with him, which when paired with the Starmoon Pendant (from Holy Blacksmith) gives you +1 Power per tile flipped. Titan Knight and Mammoth both flip hard-to-reach tiles, albeit rarely.  Starmoon transcribes Lightning Bolts, and with Holy Blacksmith, you can whip out a Great Druid’s Cloak to make those Bolts massive. Slave is there to give you a massive dump of EP and Disenchantable material for to craft 6-star items right around the time that the going might otherwise get a little rough. This build would have a tough time getting started, but I think it could be amazing once you made it to F51.

 

Dwarf King (Lord of Elements (Dark) ) main, Hamster (Holy Blacksmith) and Gangster (Dark Arbiter) linked. Lord of Elements’ Gloves; Lich’s Enhancement Liquid.

Between the Dark Ripple chance from Dark Arbiter and the Lightning chance from Dwarf King, you’ll be proccing a lot. Hamster makes sure you hit everything when you do. Gangster exists solely to feed huge amounts of free treasure into Holy Blacksmith, allowing you to create a Great Druid’s Cloak, Ring of Ash, Book of Darkness, and so on, making sure your procs stay relevant forever (and also netting you a crapload of EP to spend).

 

Paparazzi (Farplane Ranger (bow) ) main, Spartan (Duke of Destruction) and High Priest (Legendary Mage) linked. Duke of Destruction’s Belt; Vampire Hunter’s Potion.

For use only in Village of Heroes, Ancient Arena, or Pirate’s Seaport, as the major purpose here is to collect a boatload of souls that cast Blade of Ruin, and thus get around the major weakness of the Duke of Destruction+Legendary Mage build: that you don’t start the floor with BoR unless you craft a Dragon Scale set.

 

Killin’ It with Fire: The Trogdor Build

Maze: Dracula’s Castle

Purpose: Get the last 18 Vampire Hunter fragments I need for my one Vampire Hunter pearl that I need to grow the Sunflower statue.

Mainball: Red Dragon — Because consummate Vs.  Look it up. Seriously, though, it’s because only Red Dragon gives you an item that drops free Meteor Showers in your lap, comes with the stats to use it well and the Melee title you want to build quickly to Hell God of War and the Exclusive Skill that makes it safe(r) to melee things repeatedly while hoping for your Meteor Shower proc. That’s a LOT of Vs!

Linkball 1: White Chess Bishop — Red Dragon makes it safe(r), but only with the help of White Chess Bishop can facepunching be genuinely safe.

Linkball 2: Sculptor — Because of the way that Meteor Shower scales, it grows bigger than any other spell if you gain a crapload of bonuses to it. 10x Thinker is a crapload of bonuses to it.

Melee Title: Magic Warrior –> Dragon Warrior –> Hell God of War — Why cast when you can proc?

Magic Title: Lord of Elements (Fire) — Did I mention the goal of lots of bonus damage?

Venture Title: None — Seriously, you’re dumping 5000 EP into sculpting 10 Thinkers and you expect to have a Venture Title? What do you think you are, Ranger’s Song?

Artifact: Ring of Hell God of War — You might consider taking Gloves of Lord of Elements, except you wouldn’t because this is Dracula’s Castle and obtaining the Hunter’s Long Whip means an extra 5% chance to Meteor Shower. It’s not much alone, but stacked on top of the 20% from Hell God of War, it’s a very meaningful improvement and you want that. So, the Ring it is.

Potion: Lich’s Enhancement Potion — Because why wouldn’t you? (If you don’t have it, go for Vampire Hunter’s Potion instead.)

Other Equipment: As mentioned, the Hunter’s Long Whip is an important part of the build. For the Relics, you’re going to want to take Eternal Cup (and max out it’s normal Blood first), Vampire Hunter’s Cloak (because that’s why we’re here), and Confinement Cage (all that backtravel helps a lot in terms of getting the EP and spare floors needed to build all your Thinkers).

The Rundown: One-star your way straight to Hell God of War, then max out your Meteor Shower trigger%. Go back and fill in Novice Warrior, then take all three stars of Magic Apprentice. One-star your way to Lord of Elements, then drop back and max out Fire Master, then Wizard, then Black Mage. At this point, start dropping 100 EP into a Thinker on every floor, and slowly fill in your Warrior, Magic Warrior, and Dragon Warrior titles as EP allows.

Floor strategy is to reveal as many enemies as possible, but stopping to hatekill Werewolves on sight. Once everything possible is revealed, kill the summoning Liches first, then hit each Blood Slave once, then attack everything in order from lowest Attack to highest. That will give you the best chance of killing the most dangerous enemies with your proc.

Boss strategy is to pop Electrostatic Field and Disrupting Ray, hit him with 6 Meteor Showers (taking a hit along the way), and then if he’s still alive, hitting him with Icicle and starting over. Yup. 🙂

That’s really all there is to it. This strategy works almost as well outside of Dracula’s Castle, too — it’s really only the Hunter’s Long Whip that makes a significant difference, and even that isn’t really all that significant. The Trogdor build is courtesy of…damn…someone on Facebook. I tried to find the post where I saw it, and I can’t. So if it happens to be you, comment so I can give you credit, awesome G&D guy! 😀

Let’s Find a Reason to Love Cyborg…How About Farming Sunflower?

Maze: Forest of Whispers

Purpose: Getting my Sunflower Statue built, which means farming about 200 Sunflower Fragments. Also, I’ve been challenging myself lately to find a use for some of the gumballs that I hate. And I hate the hell out of some Cyborg…so let’s use him!

Mainball: Cyborg — There are a few different elements to Cyborg. Most obviously, he gets +10% Attack and Power and 5% damage reduction for 10 rounds after he’s been Poisoned. (Oh, and you’re immune to Poison.) But more subtly, when taken as Main, Cyborg gets a Hand item that goes from +1 Power/+10 MP to +5 Power/+50 MP/+5% Spell Effects by getting Poisoned a lot. (Also, he gets a potion that gives him 20 EP and Poisons him every 10 floors, which is…mustbepositivemustbepositive…is something that arrives just in time to be used on each Boss for that bonus to Attack and Power. Yay!…I guess.

Linkball 1: Gangster — Cyborg and Gangster have a very not-obvious but a quite strong synergy: they are the only two balls in Canas Enlightenment that provide a decent amount of bonus EP. In my experience, Cyborg is worth about 30 bonus EP per floor in the land of many spiders (less if you have a high Dodge or counterattack-reduction), and Gangster is worth about 70 EP per floor assuming you disenchant everything you steal that isn’t immediately useful.

More than that, though, Gangster allows you to steal from the Maze’s special shops, which means free Seeds of Black Thorn. But wait, there’s even more! If you manage to score Gangster’s special “six star steal” on one of the special shops, you get access to a two-item set — Bucket and Ragged Suit — that give you +15% damage reduction, +20% damage vs. plants, +50 HP, and -5% Dodge (which, again, is good in letting you get counterattacked by Spiders more often). Reducing boss damage by 20% (15% from the Bucket and 5% from your “I just got poisoned” buff) is a big deal, so it’s worth pursuing.

Linkball 2: Mage or Magic Boy — Mage if you’re worried that the run will need to go long, Magic Boy if you’re willing to s/l 30 a few times at F60 if the Sunflower Seed hasn’t shown up by then. Either way the idea here is to make sure that the auto-nukes you’ll be proccing everywhere are relevant and stay that way. Mage by critting lots, and Magic Boy by making it easy to use all that bonus EP to level up your Magic use.

Venture Title: Farplane Ranger (lantern) — You want that Magic Bandit set, but first, you really want to get Farplane Ranger so that the moment you encounter the Evil Queen’s corpse, you will do double damage to everything you punch from that point forward. Then get the rest of the Bandit set.

Melee Title: Knight of Faith –> Titan Knight — With the Boots of Titanosaur equipped (at +6), you can dump ~5500 EP into six stars’ worth of “trigger more Earth Spike,” with the end result of getting an Earth Spike to trigger on 35% of all your attacks. That’s pure gold!

Magic Title: Earth Master (ok, fine Legendary Mage (Earth)) — You’ll probably get your Sunflower fragments before you need to take Legendary Mage, but it’s there for you just in case.

Artifact: Boots of Titanosaur — Raising the proc rate on Earth Spike from 20% to 35% is huge, and while the Dodge buff is slightly counter-synergetic with Toxin Transfer, it’s acceptable.

Potion: Plant Potion — Because you don’t really need a potion, and 10 seeds is good, and you already have dozens of them from popping sheep on the world map.

The Rundown: As mentioned above, start by one-starring your way to Farplane Ranger to get the Evil Queen’s Soul, then back out to finish Magic Bandit. After you have that, one-star your way all the way up to Titan Knight, and take all six stars that give +trigger%. Once you have 35% chance to trigger Earth Spike, go up the Magic ladder, with three stars of Magic Apprentice, then one star each of Black Mage, Conjurer, and all three stars of Earth Master. Then go back and take all three stars of +effect to Earth Spike. After that, it’s all you — I never had to go much farther before finishing up Sunflower. (One time, when I had to go do F70 because I didn’t want to s/l30, I took two stars of Farplane Ranger so that I could kill the boss’ mushrooms with Nether Wicks.)

In terms of strategy, the idea is to get Sunflower at F60 at the latest (you can get it from any boss), then as soon as you have both Sunflower and a PoE, use the PoE — there’s no reason to go deeper than you have to when collecting seeds. Use Blackmail on every shop, and disenchant absolutely everything you steal unless it’s immediately useful. You want the EP.

The floor tactics are fairly complex, because you want to maximize your Toxin Transfers. So reveal enemies, and if they’re NOT a Spider, Wallnut, or the first Lizard, kill them immediately. Ideally, you’ll be able to set up a situation where you get 1+ Spiders, 1+Wallnuts, and 1 Lizard. Then, you basically attack the Spider as many times as possible to get as many Toxin Transfers out of it as you can.

The Boss is fun! Killing one of his precious little mushroom sidekicks gives you Toxin Transfer, so +10% Attack and Power and +5% damage reduction. Plus, there’s a decent chance that you’ll trigger Earth Spike and hurt the Boss and two other mushrooms. Then you can take out the mushroom in the opposite corner, and if you get lucky with a second Earth Spike, they’ll all be dead.

Generally speaking, I killed the Bosses primarily with punching, which means I focused on taking out the left two Mushrooms first. Then a Gravity to deal some solid damage and keep him from counterattacking, then punch face for a while, maybe hitting a Stoneskin if he was going to successfully attack me a second time.

I’ve taken this run a few times now, and I’m actually looking forward to the Ghost Captain statue because I’ll have an excuse to take Cyborg into Pirate Island. (Thanks for the idea, Frank G.!) Here’s hoping I can find something totally different and still totally awesome to do with Cyborg there. 🙂

Wife’s Run: Speedfarming Prince…with Sage!

Maze: Saint’s Tower

Purpose: Getting Prince (because she hadn’t been arsed to before)/Farming Prince

Mainball: Panda — Because who doesn’t love Panda? He’s like Swordsman, but cuter. Also, there’s no better Maze for main Panda than Saint’s Tower, because once you hit F29 and give Master Turtle some wine, you can take out any floor mob for a number of MP equal to the floor you’re on — and there’s no better way to regain MP than Magic Toffee. Oh, and the other two Panda Wines have a crucial role to play in this as well. 🙂

Soul Link 1: Sage — Sage completely freaking ignores the Dark Ward produced by the floor pillars. So you don’t need to waste any time or thought breaking the pillars, because punching faces works all the way down. Also, that big pool of extra MP makes Magic Toffee especially magical even though you’re not going to arse yourself with the big 500-MP-granting spell you could get by breaking pillars.

Soul Link 2: Tarot — Because as long as we’re ignoring the Wards, we should bring along someone who has useful magic-like effects that can be used to heal, defend, and otherwise do useful things on floors with an anti-magic Ward. Between Sage and Tarot, you literally don’t even need a single Ward broken (except occasionally on the boss) to get to and win Prince and/or his fragments.

Melee Title: Warrior (via Royal Knight) — Because HP are good, but epic boss facepunches are also good, since Tarot’s Tower can protect us from the nasty hits.

Venture Title: Treasure Seeker — Yep. That’s it. No time for anything else!

Magic Title: Magic Apprentice — Ditto. Get your spells active and dump all your EP into more Melee-title power.

Artifact: Helm of Fighter — Just to make sure you can spend all your EP on the thing that matters.

Potion: Master Designer/Engineer — To make sure you have the EP for Pumpkin Carriage by the time you need it.

The Rundown: Saint’s Tower is usually a slow grind, with lots of fiddling with Crystals and Wards and Special spells that take three-plus taps per mob to work. This team takes all that away and sets you up to tap tap tap all the way to F60 where you can s/l 30 until Prince shows up.

You do still have to save up your 2k EP to buy the Pumpkin Carriage, but other than that, you really don’t have to do much of anything except tap tap tap tap. Ignore Wards, tap everything, move forward quickly.

The Boss fights go facepunch twice, change ward, facepunch some more. For F50 and F60, start with Panda Wine to make sure you can clear the boss super-fast.

It’s really the quickest, most effective brainless Saint’s Tower run you can get. And all this after I spent a good half-hour ranting violently to her about how Sage sucks just about as bad as a gumball can suck and has no purpose anywhere for any reason.

Yeah, she’s smarter than me. But I got at least one over on her — I married up. 😀

 

A True Power Team Laughs at Spartan Farming

Maze: Ancient Arena

Purpose: Farm Spartan fragments, and test just how depth-crushingly sweet this team might be.

Mainball: Ripper — As main, has a 15% damage boost vs. humans. Also, gains significant stat boosts and a number of other cool tools on the way down.

Soul-Link 1: High Priest — There’s just no caster like him. High Priest is currently the only way in the game to get truly random scrolls every floor (as in, you get just as many 5th-level scrolls as 1st-level scrolls). All other “random scrolls” are weighted so that you get proportionately more low-level spells than high-level ones. Also, he gives you a random stat boost every floor, which will turn out to be very important.

Soul-Link 2: Monkey King — Obliterates every 3rd-ish floor all by his lonesome…which oddly is not why we’re taking him here. We’re taking him because, like High Priest, he also gives you a random stat boost every floor. Though the floor-wiping totally does help. 🙂

Venture Title: Great Enchanter (Anvil) — Because adding a full Mage set to our existing High Priest’s Spellbook means another free spell every floor. And if we can manage to get a Demon or Wizard’s set, it’s even a decently high-level spell, which is awesomeness squared.

Melee Title: Sword Sage — Just like with the bonzo stat-gains of the legendary Nobunaga/Saladin/Crusader combo, we want to jack ourselves up to absurdity right on the verge of inevitable demise, so that we can squeeze out another dozen or so floors if we’re careful.

Magic Title: Planar Prophet — Because our goal is to travel down as many floors as possible, to maximize the stat gain and the spell acquisition on every floor as we go.  

Artifact: Boots of Planar Prophet — Even though we’re hoping to eventually wear Wizard Boots instead, these will give us a solid early boost to Power and another +9 floors to our PoEs. Totally worth it.

Potion: Lich’s Enhancement Potion — Need Moar POWAA!

The Rundown: The whole way down, you want to buy every single one- and two-star treasure you see, and every piece of magic-suit gear that is better than the one you’re currently wearing.

Take one star of Magic Apprentice, Black Mage, Conjurer, Earth Master, and Planar Prophet. Then max out Black Mage, then Earth Master, then Planar Prophet, starting with Power and the Artifact stars, then HP, then MP. You should be able to do this pretty easily before you actually get deep enough to use all of the backtravel you’ll have access to. As soon as you get deep enough that an Electrostatic-Field-Empowered Portal of Earth will get you somewhere around F2-5, use it.

On your second run, focus on maxxing Blacksmith and Great Enchanter, and get your Wizard Suit progressed as far as possible. Then PoE again as soon as it’ll take you to F2-5 again.

As you run out of Quenching Essences to spend your EP on directly, shift to building up Melee, plodding star-by-star along the straight-line path to Sword Sage — but don’t take Sword Sage itself until after you’ve narrowly scraped by death a few times in a row, and taken at the minimum every single point of Attack that all of your Titles can give you. (If you happen to get ahold of the Dragon Titles, wait until they’re finished up, too!)

Generally speaking, you’ll run out of EP to spend around F70 after both PoEs (assuming you haven’t gotten the Noble, Hunter’s, or Forging suits — they’ll make it faster.) That’s OK, because even without any more titles to buy, every floor you’re traveling is still giving you 2 random bonus stats and 2 random (generally high-level) scrolls.

Use Monkey King whenever it’s at 90 or 100/100 points, and High Priest on every Boss and every floor ending in 5 just for fun. The other floors shouldn’t be too difficult at any point in time.

Bosses, you’ll have too many options for. Stick with whatever saves you the most Timestills for later on. You’ll want them. Also, you have Earth Master, so feel free to spam Gravity instead of Implosion up through Boss F70 or so. You’ll want the big guns later.

Once you do take Sword Sage, you’ll generally have the EP to take all of it. Go for it. 🙂

As an example of the absurdity of the spellgain, by the time I got to Spartan using this method, I had 9 Armageddons, 12 Aurora Barriers, 11 Timestills, 7 Holy Rebirths, and 3 Implosions. (Guess how I killed the F80 and F90 Bosses? It was Implosion.)

How deep can you go? I’m not the kind of person who enjoys that kind of gameplay, so I quit on F129 because I got Hamster and wanted to test him out — but I had a few thousand HP and MP, several hundred Attack and almost that much Power, and about 400 spell scrolls sitting around. So if this is your kind of game…love it! 😀

The Safest Way to Farm (And DP Quest) in Spacecraft Ruins

Maze: Spacecraft Ruins

Purpose: Basically anything other than getting the weird one-off special easter eggs like the Ultimate Answer or the hacked money-case. (See this document for deets on those things.)

Mainball: Bounty Hunter — Gets you 2x Arrest Warrants off of the sign on F1 if you play him. Also, see the Potion below.

Link: Puppeter — The linchpin of the whole setup, Puppeteer’s automatic damage shield allows you to speed-tap your way through the first ~45 non-boss floors without giving a single f**k.

Link: Commander — Who needs to dink around with complicated, thought-provoking special abilities like those of Crusader when this brainless dolt gives you exactly what you need most — quick and dirty bosskills — without having to ponder anything?

Venture Title: Great Elf King (bow) — Snag yourself a Hunter’s Suit first, then somwhere around F41, snap up GEK(b). The function here is to reduce ranged damage by offing one of those annoying double-damage-plus-fire ranged units automatically at the beginning of each floor — this’ll keep them from eating up valuable damage-shield points that you need for the other threats.

Melee Title: Warrior (Sword Master) — Punching the boss in the face demands it!

Magic Title: Wizard (ok, Lord of Elements) — The only thing you need is Meteor Showers to reset the Boss’ resistances. If you want to go past Wizard and take Fire Master and even Lord of Elements to turn your Meteor Showers into actual offensive weapons, you totally can, but it’s unnecessary unless you just don’t see Bloody Wolf’s secret door until F81+.

Artifact: Helm of Warrior — Nothing important in the maze takes up the head slot, and more face damage vs. bosses is always helpful.

Potion: Vampire Hunter’s Potion — Slightly misnamed in that Bounty Hunter also gets double bennies from taking this puppy, too — and +6 Attack/+6 Power ain’t nothing to sneeze at. Also, that -30% enemy dodge reduction actually helps a lot when the Boss’ Spell Resistance is high (meaning his Physical Resistance is down), because it brings his Dodge up with it.

Other Items: Save all your Cogs and Golden Cogs until you get either Mechanized Legs or Alloy Riot Shield. Max both before you move on to Power Hammer. Ignore the cloak and the armor.

The Rundown: Keeping a stockpile of ~600 EP in case you come across a Cog shop, start with getting three stars in Treasure Hunter, then get the other two stars in Treasure Seeker. Bop over for three stars in Novice Warrior, then one star each of Apprentice Mage, Black Mage, and Wizard. Go back to Melee and three-star every Title between Novice Warrior and Warrior. If you run out of Meteor Showers at any time, snag another star in Wizard to restock. Somewhere around F41-45, snag Great Elf King.

The floor strategy is a little complicated. First, kill all ranged bots. Reveal an enemy, and if it’s not a Crab-Bot (the ones that gain attack as you get more of them) keep revealing more enemies. If it is a Crab-Bot, kill it. If there’s an Arm-Bot around to rebuild it, kill the Crabs until they’re all dead. Once all revealable enemies are revealed, look at the enemies that are blocking you from revealing more enemies.

  • If the blocker is an Explody-Bot and it’s attack is above 1, kill the other enemies first, then reveal the blocked enemy. If it’s attack is a threatening amount (check your damage shield to compare), use a Curse to make it go away for almost no pain.
  • If the blocker is an Arm-Bot, kill some other enemy first and then kill the entire Crab-Bot chain before removing the Arm-Bot and revealing the blocked enemy.
  • If the blocker is anything else, kill it and reveal the blocked enemy.
  • If there are no blockers (i.e. all enemies are revealed), kill them following these rules:
    • Kill Explody-Bots last.
    • Kill Arm-Bots second last.
    • Kill Crab-Bots first.
    • Other than that, anything goes.

The Boss strategy is stupidly simple: Punch x2, Icicle, punchx5, Stoneskin, Punchx3, Repeat. (Yes, that means punch x3 then punch x2, then Icicle again.) Between Commander and Warrior stars, you shouldn’t have to swing that long until F80, and you shouldn’t ever have to go that deep — you should be dropping a PoE as soon as it’ll get you back to F51 for purposes of looking for Bloody Wolf.

As long as you’re careful executing the Floor Strategy and you don’t have to wait until past F50 to get the Alloy Riot Shield, this setup is the best way to maximize safety while minimizing time-consuming decision-making. Happy farming!

Giving All those Machines a Big Middle Finger (Spacecraft Ruins DP w/Goblin-Condo-Machinist)

Maze: Starcraft Ruins

Purpose: Collect a Vulture Chariot, complete an Order for Arrest, and use an All Purpose Tool. And might as well farm some Bloody Wolf while we’re at it.

Mainball: Goblin — Goblin main deals 60% more damage to Machines with his Wrench. In this case, his explodey robots are the secondary factor: I just want to hurt Machines as badly as possible.

Soul-Link 1: Condotierre — As I’ve mentioned before, Condo is a baller in Spacecraft Ruins, doubly so if you have Farplane Ranger (lantern), doubly so again if you max out Electrostatic Armor. Nothing quite like killing the F40 boss with one shot of Sarah Jane, or dual-wielding Colt 1911s for 1200 damage per shot.

Soul-Link 2: Machinist — Nuke Missiles deal 1200 points of damage vs. lifeless enemies when wielded by Condo w/Electrostatic Armor. And they light it on fire. 480-damage Burst Rockets do a pretty good job of clearing out Waste Closets for quite a ways down as well.

Venture Title: Farplane Ranger — As discussed, this is a necessity for lighting the world up with Condotierre.

Magic Title: Light Bishop (Water) — While we can count on dealing a lot of damage to the Boss with items (since they don’t trigger his Physical or Magical resistances), we do still have to stay alive long enough to ping him down with several-to-dozens of hits. Water Master to ensure plenty of Icicles and the excellent healing potential of Light Bishop guarantee that much. Furthermore, Oracle and Light Bishop are the only Magic titles that add to your attack, which will be valuable because we’re also taking…

Melee Title: Sword Sage — All that item abuse can only get you so far on it’s own; we need some sort of rock-solid plan for how to take the machines down when we’re waiting for the next reload station to drop. That plan is Sword Sage, because it will drop enemies’ Physical Resist while giving us a big ol’ Attack to punch faces with. Later on, should the run last that long, it will also negate a chunk of the Boss’ Dodge, which is good.

Artifact: Adventurer’s Harp — Because we’re taking Goblin main for the Wrench, but we want to reach Farplane Ranger ASAP.

Potion: Potion of Great Designer (or Engineer) — Same reason: I can’t afford to miss out on any corpses. In the end, this was probably overkill and I probably would have been better off taking something like Vampire Hunter’s Potion or Alloy Coating, or even Nightmare Potion for a chunk of EP and a point of Power. But whatevs. 🙂

The Rundown: Title-wise, I of course rushed straight to Farplane Ranger, then went back to fill in Evil Bandit for more EP-savings. Then I finished Treasure Seeker, Novice Warrior, and Magic Apprentice in that order, always keeping a buffer of ~600 EP to buy gears should a gear shop pop up.

After that, it was a rush to max out Oracle and then max out the Attack stars of Light Paladin, then I went methodically star-by-star all the way up to 3* Sword Dancer. Then I went back and took the Attack stars from Farplane Ranger and the last two stars of Night Walker, all so that when I finally took Sword Sage, I maximized the bonus it granted. Oh, I also equipped my level 7 Power Hammer first, too.

Speaking of which, I saved all my Cogs until I got Exoskeleton Armor on F55 (naturally, I had to get it last!), then poured them all in until it was maximized, because Condo, bitches. Then I kind of idly slapped Cogs onto Power Hammer whenever I felt like it.

Through about F50, it was just easy sailing. Reveal an enemy, if it’s a crab-lookin’ dude that gains attack when there’s more of them around, kill it, if not, keep revealing enemies. That allows you to maximize Exploding Bastard’s attack loss to watching other enemies die and Rebuilding Arm Thing’s rebuilding (thus Cog farming) without too much excess suffering. Pop Goblin’s Factory whenever it’s available, shoot things in the face with guns whenever you have spare bullets and an Attack-boosting Combat Pad, recover ammo frequently.

I literally didn’t even bother using any of the special codes except the Repeating Shotgun code. I wanted the ammo recovery boxes, dammit. With a 7-shot Repeating Shotgun, a 7-shot Colt 1911, a 3-shot Flamethrower, a 3-shot Shoulder Bazooka, and a 12-shot Grenade Launcher, it was almost impossible to run out of ammo.

F30 boss died to a single shot from a Colt 1911.

F40 boss died to a single shot from Sarah Jane.

F50 boss died to a shot from Sarah Jane plus a shot from a Repeating Shotgun.

After F50, I learned a valuable lesson: don’t use Goblin Factory on the bottom half of Spacecraft Ruins. The explody-bots Goblin Factory makes have a tendency to set off the explody-bots that are native to the Ruins, and you can end up taking hundreds of damage to the face without having time to do jack sh*t about it. I died, but I’d snagged a Holy Rebirth by then, so I muttered “lesson learned” and pushed on.

By now, I had done everything on my list and was just cannoning forward looking for Bloody Wolf, because why not. I had to get careful; even with all the gunnery, the Assault bots and the Explody bots were still whittling me down. Fortunately, the Maze’s Medical Packs (Oh, I did eventually use the code that gives you three of those) do a passable job of keeping up.

I probably should have leveled up Riot Shield instead of Power Hammer to reduce explosion damage, in retrospect. That would have allowed me to Goblin Factory much more freely and probably would have been more useful in the long run.

F60 boss died to two shots from a Colt 1911 and a shot from Sarah Jane, now empowered with Exoskeleton Armor.

Ultimately, I found Bloody Wolf on F68. By then, I was kind of running out of healing spells, and I’d used up one Colt 1911, the Grenade Launcher, the Flame Thrower, and the Shoulder Bazooka entirely. I was really glad I didn’t have to fight the F70 boss after taking down Bloody Wolf with a long series of Icicles, explody Goblin-bots, and 6 shots from a Cold 1911. (BTW, when farming Bloody Wolf, don’t forget to bring Cogs with you. Really good idea, that. 😀 )

In the end, perhaps ironically, Machinist was almost useless. The guns more than kept up damage-wise, and I rarely used his bombs and Cogs. If I had to do this run again, I would totally take Goblin main and link Condo, but I’d take Zerg Queen linked instead to add enough oomph to take out the F70 and F80 bosses. Nevertheless, the weird un-synergy of Goblin+Condo basically took the first 2/3rds of Spacecraft Ruins by storm, and it was damn fun doing it, and I’mma do it again but with Zerggy and a Nightmare Potion right now.  🙂 🙂 🙂