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Ever got fed up with the hippies or frat boys and wanted an
excuse to wipe out their camp/house in addition to beating up over a thousand
of them? You do? Good, then this is the quest for you. The Council requests you
exploit the tensions between frat boys and hippies to start a big war. Of course, as soon as you
start it, the Council then wants you to end the war.
Starting the War
So first thing's first, pick a side, we’re at war people!
Well, you will be soon. Pick which side you want to fight for, hippies or frat
boys. You’re welcome to fight for both sides, but in terms of accomplishing
this quest rapidly, it goes a lot quicker to just fight for one side. The quest
works out fairly the same regardless of which side you pick, just different
combat adventures and a different boss. Once you have selected your side,
acquire all the parts of the normal outfit for your side, Frat Boy Ensemble or
the Filthy Hippy Disguise. Adventure in your home base until you acquire the
war version outfit, the Frat Warrior Fatigues or the Hippy War Fatigues. (Ed. note: You can also adventure in the normal outfit for the opposing side, and get the war outfit through combat adventures instead) Once
decked out in the proper war attire, attack the enemy base! Adventuring in the
opposite side’s base will eventually get you a choice adventure. In the Frat
House “Fratacombs” choose the option of “Screw this, head to the roof”. In the
Hippy Camp, on the adventure “Blockin’ Out the Scenery” choose the option of
“The Lookout Tower”. This will start the war and now the fun begins.
The War
The first thing you will notice as war breaks out is how
much bigger the Mysterious
Island has become. The
large battlefield zone takes up most of the map, but you will notice several
new locations, more on those later. Make sure you are properly equipped with
the war fatigues of your side and click on the battlefield. There are only hundreds,
if not a thousand of enemies, and once you have eliminated all the enemies,
click on their base to initiate the boss battle and end the war. It should only
take you a week or so to clear out all those enemies. Or, you could check out
the new zones and complete the side quests. Throughout the war, you will notice
your allies helping you eliminate enemies, the more side quests you accomplish,
the more enemies your allies will eliminate. The final note is your home base
will now be a store, where you can trade item drops from the enemies for
currency and buy an assortment of items.
Side Quests
The order you can access the new areas around the
battlefield will be determined by what side you fight for and how many of your
enemies you have cleared out. This guide
will follow the same order as the wiki page in terms of order for the side
quests. Each side quest completed will increase your side’s killing power, but
it is determined by which outfit you are wearing. Finishing a quest in the
hippy outfit will only help you when you fight as a hippy, it will not count
when fighting as a frat boy. The final note on side quests whether you want
help fighting the war or not, these new zones only remain open if you clear the
side quest before the war ends.
The Mysterious Island
Arena
This zone is immediately available to frat boys and is the
last zone to open up for hippies. Depending on your uniform, you are asked to
distribute flyers throughout the kingdom. Frat boys distribute rock band
flyers, while hippies distribute jam band flyers. The flyers are a combat
usable item that never runs out, but you can only advertise on a monster once.
As for distributing enough flyers, the amount required is dependent on the
monster levels of the monsters on which you distribute the flyers. Once enough
flyers have been distributed, return to the arena to finish the quest and now
it becomes a choice adventure with each choice granting a different effect to
the character. You can choose one effect per day.
The Junkyard
Frat boys can access this zone right away, for hippies it is
the second to last side zone to open up. First speak to Yossarian, the Junkman
and he will explain where the gremlins came from and then ask you to retrieve
his lost tools. He gives you a magnet to retrieve the tools. Speak to him again
immediately and he will tell you where to look for the first tool. The gremlins
will always hit, but you want them to hit you. Just be forewarned and ready to
heal often. When trying to get the tool, adventure where Yossarian tells you to
and read the hit messages from the gremlins. When a hit message involving the
tool in question occurs, use the magnet. This will get you the tool and end the
combat. As you get each tool, check back with Yossarian to discover where the
next tool is located. Once you find all four tools, one per zone, speak to
Yossarian to finish the quest. He will then give you one random junkyard item.
The Organic Orchard
Hippies have access to this zone immediately while this is
the first zone to open up for the frat boys as they fight their way through the
hippies. This zone simply requires adventuring in the correct chamber order to
acquire the scent glands. Start in the hatchling chamber; get the filthworm
hatchling scent gland which when used, will open up the feeding chamber.
Adventure in the feeding chamber to get a filthworm drone scent gland which
when used will open up the guard chamber. The guard chamber will give you a
filthworm royal scent gland, when used this will allow you to access the Queen’s
chambers. Fight and kill the filthworm queen and bring her heart to the produce
stand to complete this quest. This produce stand will now offer three new
items, depending on your side, and give you a share of its profits each day.
Profits are typically around 4,000 meat.
McMillicancuddy’s Farm
Another zone open to hippies right away, and this is the
last zone that opens up for the frat boys. Simply enough, adventure in the barn
to drive the ducks into a different location, then adventure in the new location
till you eliminate the ducks. You will only be able to push the ducks into
three different zones before eliminating all of the ducks. Depending on which
zone the ducks are pushed into will determine how they change. The choice
adventures present no real clues as to where they will drive the ducks, if
interested in purposely driving the ducks into specific zones, the wiki has
more information on what choice adventure to pick. For the purpose of simply
completing the quest, it does not matter which zone the ducks end up in. Once
the ducks are eliminated from an area, the game will let you know that there are no more
ducks there. Once all the ducks are gone, speak to Farmer McMillicancuddy to
finish the quest.
Our Lady of Perpetual Indecision
The last zone open to the hippies at the beginning of the
war, this zone is the second one to open up to the frat boys. Visit the nuns to
learn that all 100,000 of their meat has been stolen by dirty thieving brigands
from Themthar Hills. Adventure in Themthar Hills to defeat bandits and retrieve
the stolen money. Instead of you gaining meat, the nuns come and take it from
you at the end of combat and give you an update as to how much meat you have
recovered. Adventure in Themthar Hills until you have acquired all of the
necessary meat then return to the nuns and they will turn their church into a
hospital. You can now go there to get all your wounds healed. The trick to
finishing this quest quickly is to maximize meat drops, even using an off-hand
item like a box (1% meat drop increase) will be close to 100 meat per fight.
Although you must remain in the war fatigues to adventure in the Hills,
accessories and weapons can be changed around at will. After completing this quest, you can return each day up to three times, and the nuns will heal 1000HP (and 1000MP, if you completed it as a frat boy).
The Lighthouse
This is the final zone that is open to frat boys immediately and the
first zone to open up for hippies. Check in at the Lighthouse to be told by the
Lighthouse Keeper that you need to get 5 barrels of gunpowder from Sonofa Beach.
The lobsterfrogmen on the beach will drop barrels of gunpowder. However, they
are the only combat adventure in this zone, the rest are non-combat. Maxing
combat frequency with buffs and items will make this side quest go by much
quicker. After acquiring the five barrels of gunpowder, return to the
Lighthouse Keeper to get some combat items and you can now purchase these items
from your camp’s store. You can also return each day to receive some extra combat items.
Ending the War
All good things must come to an end, including the war
between frat boys and hippies. With the help from the side quests, clearing out
the battlefield should go much quicker. Once all the enemies have been
eliminated, click on the enemy base to launch into the boss battle. The bosses
are different for each side, but no tricks here, it is like fighting an
uber-powerful hippy or frat boy. (Ed. Note: These bosses have TONS of health. You have been warned.) Worthy of note is that the frat boy boss is a
sleaze monster like frat boys, so you can plan your elemental attacks/defenses
accordingly. Check in with the Council once the boss is defeated and receive
acknowledgment for your hard work.
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