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The Hogs of Destiny • View topic - Bad Moon Guide 2.0

Bad Moon Guide 2.0

Public gameplay guides and discussions

Re: Bad Moon Guide II

Postby Darzil » Mon May 28, 2012 2:48 am

Last edited by Darzil on Sun Jul 29, 2012 5:25 am, edited 1 time in total.
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Re: Bad Moon Guide 2.0

Postby TheDownstairsFrank » Wed Jun 20, 2012 8:24 am

Yes you have to complete the quest by talking to the guy in the upper middle of the guild to unlock the BM adventure. Also it should be noted since the BM adventure and the untinker's screwdriver are both superlikelies it's best to get the screwdriver ASAP which means talking to the untinkerer before adventuring in the knoll....

The baron's moxie depends on your muscle. His muscle depends on your moxie. As a moxie class boost moxie as high as possible and debuff muscle as much as possible, use the highest powered clothes as possible and everything should be fine.

Holding off on him only increases the success rate and now since the tavern quest can be completed without messing with the baron it's probably for the best to hold off until you can afford to throw some de-leveling stuff at him, maybe acquire some healing things like casts from the level 6 friars quest?

For moxie classes with pick pocket 10% item drop accessory is not going to cost as many turns as needing to get the jump to survive is going to cost on day one.

Just some thoughts.
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Re: Bad Moon Guide 2.0

Postby spontiff » Tue Jul 10, 2012 2:19 am

I'm still unsure of the optimal way to start a BM run: you can either use your starting cash to eat 5 hell foods and then get pride, or eat fewer foods and get yourself a volleyball before turn one.
Which is better? (Depends on class, I'm sure)

How many BM foods would be optimal if you decide to go for fewer than five? You'll get better adventures from food you pick up on day 1, but probably not better stats. Is it realistic to expect to be farming for square grapes, or can you not possibly get that far into the Knob before the end of the day?
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Re: Bad Moon Guide 2.0

Postby mstieler » Tue Jul 10, 2012 5:14 am

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Re: Bad Moon Guide 2.0

Postby spontiff » Tue Jul 10, 2012 8:38 am

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Re: Bad Moon Guide 2.0

Postby Darzil » Mon Jul 30, 2012 3:20 am

Didn't read it looking at the guide, but I'm sure I've read it before. On an early day (ideally day one) I like to finish/overdrink with one turn in the Noob Cave, to get a 250 meat free (sell Terrarium), and to avoid hitting it with Teleportisis later.
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Re: Bad Moon Guide 2.0

Postby TheDownstairsFrank » Thu Aug 09, 2012 9:33 pm

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Re: Bad Moon Guide 2.0

Postby TheDownstairsFrank » Mon Aug 13, 2012 8:18 pm

Oh I guess I'm a couple months behind on this but obviously at this point with the way that PvP works now it's a neccesity to break one's hippy stone in BM.

Engaging in a PvP fight will take a turn off of unwanted effects. The fights can be rolled over up to 100 to start a day.

Being in a clan with max pvp fights in the rumplus room is a good idea.

Beware PvPing get rid of all buffed effects not just the unwanted ones.

Now what do we do with all those extra turns that we don't have to waste burning bad bad moon effect buffs now?
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Re: Bad Moon Guide 2.0

Postby TheDownstairsFrank » Fri Dec 28, 2012 3:12 pm

The new level 9 quest.... The quest in BM should be known as the level 9+ quest, it's unlocked at level 9 but it doesn't always mean that you'll want to try to complete it at that point.

You'll need +initiative, stench resistance stuff, cold and spooky resistant stuff, +ML stuff and of course +item stuff

Step one build a bridge to cross the chasm.

Step two light the fires on three peaks

Step three accept a +1 adventure a day reward or sell it for 10,000 less meat than the facsimile dictionary

Seems simple enough right? Maybe.

The bubbling crude zone:

Need to find +20 ML

A-boo peak? Need cold and spooky resistances and lots of HP and lots of item drop

Twin peaks
1. Item drop: monocle, towel, miner helmet, envy, knob eyedrops, etc.

2. Initiative: small round pebble, cheap wind up clock, lust, class specific skills, sk8tboard, fuzzy montera, make-shift skirt, worn tophat, angry farmer candy, hors d'oeuvre tray, 1-ball etc.

3. Stench resistance: harem girl hat, bum cheek, pants of slum lord, oil of parlay, poly juice potion, a-boo peek pants, titanium umbrella( level 10), palm fod cloak(11), can of black paint(11)

Now that the peaks are clear still need a lower case N from the chasm. My suggestion is to burn extra buffed turns from the F'cle and filthworms and hope that you see the guy... that or zap one from an extra letter if you get the zap wand...
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Dr. Jumbo Lucifers + shoring

Postby TheDownstairsFrank » Fri May 16, 2014 8:21 pm

1.5 years since my last post in this thing?

LOL

lots of things have changed but I suppose the biggest change that needs to be mentioned is the shore because it destroys a strategy that I've had since the first time I ever learned how to do a BM run.

Instead of eating 5 hell foods from the get go to get ~ 25 adventures and 150 main stat (nothing else)

What if you eat 13-14 jumbo lucifers? More turns that way about ~35 adventures instead of ~25, tons more MP but you don't get the 150 main stat. Or do you?

Let's consider those 10 extra turns carefully. With ten turns that we didn't have eating main stat hell foods is it possible to get 150 main stat? The answer is yes. Very easily.

If we do three main stat shore trips for 9 adventures and use the three shore scripts to buy 3 meat globes, then we get over 150 main stat plus we get 60 to each off stat as well plus we gain about 200 meat profit for every meat globe after the first one. Plus we have an adventure left over.

More stats main and off for shore/lucifers+ More MP, shit ton more MP + 1 more adventure to do whatever for spending a little bit of extra meat...

What is the downside? Getting 2500 meat to start doesn't matter as much anymore in Bad Moon, I suppose you get pride+envy on turn 0 and can put a volleyball in a terrarium from the get go as well and still have meat left over for healing.

bye bye hell foods... hello shore trippin'
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Re: Bad Moon Guide 2.0

Postby nematocyst » Wed Jan 27, 2016 1:33 pm

That food strategy does require having a meatcar, right? That's a downside since you don't just get that automatically.

I think the wiki is wrong. Can't seem to get "maid disservice" BM adventure. I haven't completed the road to the white citadel yet, perhaps that's the problem. But the wiki doesn't indicate any requirements any more.

Speaking of the white citadel, what's up with that in BM these days? It used to be a decent place because of the possibility of getting the hippy outfit, but the business hippy no longer is available. Is the -combat item at the end worth the 30 advs to get it?
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Re: Bad Moon Guide 2.0

Postby TheDownstairsFrank » Mon Mar 07, 2016 2:47 am

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