User:Erich/Manuel
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How to Manuel
Hi! So you just kicked your habit of drinking paint thinner, and you want to Manuel with the best of them. This is a guide to show what you're going to need to go through to get that elusive score of nhgfngfn (or whatever the top score is). This guide assumes meat is no object, so please take that into consideration. It also assumes you're sober. Don't drink and Guide.
Contents
- 1 Getting Started
- 2 The Monsters
- 3 Strategy / Road Map
- 3.1 Ascension 1
- 3.2 Ascension 2-3
- 3.3 Ascension 4
- 3.4 Ascension 5-6
- 3.5 Ascension 7
- 3.6 Ascension 8-10
- 3.7 Ascension 11-13
- 3.8 Ascension 14-16
- 3.9 Ascension 17-18
- 3.10 Ascension 19
- 3.11 Ascension 20-23
- 3.12 Ascension 24-26
- 3.13 Ascension 27
- 3.14 Ascension 28-30
- 3.15 Ascension 31-33
- 3.16 Ascension 34-36
- 3.17 Ascension 37-39
- 3.18 Ascension 40-42
- 3.19 Ascension 43-45
- 3.20 Cleanup
- 4 FAQ
Getting Started
While some items are optional, others are necessary. Here's a list of some things you'll need and some that will be a huge help along the way. IMPORTANT NOTE: If you don't have Manuel just yet, and want to get cracking on it, DON'T FINISH JICK'S PSYCHO JAR. Otherwise you'll be locked out of the procedurally generated skeleton, and you'll fall into a paint thinner drinking relapse.
Necessary
- Manuel: Duh. If you don't have one, you should pick one up. I'll wait.
- VIP Key: Needed for Fax access, which is required for older monsters and butts. That's a sentence that exists. The list of Fax monsters is below.
- Barrel Shrine: Needed for The Barrelmech
- Nanorhino: Technically not necessary, but to get the Goo combats without one is very wasteful and silly and you're silly and don't do that.
- Deck of Every Card: Technically not necessary, but the randomosity of trying to get the deck only combats through gift cards makes it difficult, and you'll end up giving up and working the night shift at Denny's while drinking paint thinner.
- genie bottle: The ability to wish for three monsters fights a day, making it enormously useful. If you don't have one, you might rely on pocket wishes.
Huge Help
- Artistic Goth Kid / Mini-Hipster: The monsters can be copied / faxed, but it always helps to have a separate source.
- Spooky Putty sheet / Rain-Doh black box: The best reusable copiers in the game, with an added +1 copy if you have both. Not having at least one of these means you'll be relying on non-IotM copiers, causing you to take until the heat death of the universe to finish your Manuel.
- Obtuse Angel / Reanimated Reanimator / Source Terminal: Some extra arrow / wink copies can help you along.
- Chateau: An extra static copy that persists across ascensions is nice, especially since it doesn't take up a daily fax.
- Comma Chameleon: Can take the place of any of the abouve familiars, and any future familiars that may be needed.
- Tiny Costume Wardrobe: Can randomly take the place of any of the abouve familiars, and any future familiars that may be needed. It's not reliable, and gets less reliable the more familiars there are, but it works.
Optional
- Turing's wonderful Manuel Script for Mafia.
The Monsters
After doing a full statistical analysis, the voices in my head (all named Carol) tell me that the majority of Manuel can be taken care of in your first two ascensions. I trust them. You should trust them. This means adventuring everywhere, opening everything up, and doing what you would normally do in an ascension, only doing it with the purpose of factoid hunting. I'll wait. Are you through with the general areas yet? Good. Here's a breakdown of all in-between stuff that needs to be done after the general areas are cleared out.
General
Alternating Monsters
These monsters, save for one, alternate based whether your ascension is odd or even:
- Drunken / Hung-over half-orc hobo
- Drunken hobo can be fought in the non-combat in the pantry
- Overdone / flame-broiled meat blob
- Buzzy Beetle / Goomba
- All Hole in the Sky monsters
- Clingy pirate
- Alternates with gender, not ascension. Made easy if you get a sex change.
Signs
These monsters are only available if you ascend to a particular sign.
- Little Canadia
- Thugnderdome
- Zapruder Quest
- Degrassi Knoll
- This is available in any non-degrassi sign, so you can do it when you're in Canadia or the Camp
Path
These monsters are only available if you ascend to a particular challenge path.
- Wandering Bugbears
- Wandering Bees
- Mountain man
- Can be faxed outside of the path
- KoLHS students, faculty, and inanimate objects
- Can be faxed outside of the path
- Wandering aquatic monsters
- The Secret Council Warehouse
- Wandering Westerners
- Source Agents
- Super Villain's Lair
Class
These monsters require you to be a certain class.
- Infernal Seals
- The Fungal Nethers monsters
- While no longer available, the class-specific monsters for the old Nemesis Cave can still be accessed through direct url manipulation.
Once Per Ascension
One per ascension monsters can only be fought once per ascension. And in other news this evening, water is wet.
General
- All Quest Bosses
- Ed auto-populates and is fought multiple times in one ascension.
- You can either fight The Big Wisniewski or The Man per ascension.
- Tower Adventurer bosses, except World's Fastest, are randomized each ascension.
- You can either fight the Tower Topiary Gopher & Duck or Chihuahua & Kiwi each ascension.
- Baron von Ratsworth
- War Heroes
- Queen filthworm
- Guy Made Of Bees
- This is the same monster at the end of a Bees run, so you don't need to do multiple Bee runs
- Skelter Butleton
- Beelzebozo
- Pandamonium:
- booty crab
- Doctor Oh, the Junksprite Boss
- White Citadel Quest:
- You can either fight the Spider-legged witch's hut and the Extremely annoyed witch, or the Surprised and annoyed witch per ascension.
- biclops
- Spider-legged witch's hut
- Extremely annoyed witch
- Surprised and annoyed witch
- Lot's Wife
- the former owner of the Skeleton Store
- Cake Lord
- Copperhead snakes:
- You fight only 3 snakes per ascension. Spading on what conditions which snake is chosen is ongoing.
- Batsnake
- Frozen Solid Snake
- Burning Snake of Fire
- The Snake With Like Ten Heads
- Snakeleton
Antique Maps
Content
- The Thing with No Name
- Suspicious-Looking Guy Quest:
- Hyboria Quest:
- Wart Dinsey
Sign
- Felonia
- Marty's Quest:
Path
- Wu Tang the Betrayer
- The Luter
- The Avatar of Sneaky Pete
- Bugbear Captain
- Bugbear robo-surgeon
- Zombie Hunters
- The Zombie-huntin' feller appears multiple times per ascension
- Corman
- The Avatar of Boris
- Principal Mooney
- The Avatar of Jarlsberg
- Heavy Rains:
- You can either fight Big Wisnaqua or The Aquaman per ascension.
- Aquabat
- Aquagoblin
- Auqadargon
- Gurgle
- Lord Soggyraven
- Protector Spurt
- Dr. Aquard
- The Aquaman
- Big Wisnaqua
- The Rain King
- Actually Ed The Undying:
- One Thousand Source Agents
- "Blofeld"
- Pocket Familiars:
- All forms of Jerry Bradford, one for each regular boss (including both war bosses)
Class
- All 4 forms of Your Nemesis
- 4th Tier Nemesis Assassin
- 3rd Tier Nemesis Assassin
- Auto-populates, but because it's stat based, you can stasis it before fighting the 4th tier assassin
- The Unknown Your Class Here
Sea
- Trophyfish
- Sea Monkee Quest:
- You can either fight the Gladiators and Shub, or Yog-Urt per ascension.
- Georgepaul, the Balldodger
- Johnringo, the Netdragger
- Ringogeorge, the Bladeswitcher
- Shub-Jigguwatt, Elder God of Violence
- Yog-Urt, Elder Goddess of Hatred
- Dad Sea Monkee
- It'll take 12 ascensions before you can even fight this mofo. See sneaky monsters.
Conditional Monsters and Hidden Stuff You Might Miss
This section covers stuff that's easy to miss if your ex calls you and DAMMIT JULIA YOU DIDN'T HAVE TO TAKE THE CAT WITH YOU! ...sorry. Here are the things you should look out for.
Zones
- Cola Wars: This zone is only accessible to those with Fernswarthy's key that are either level 4 or 5. Probably the easiest zone to forget about.
- The Road to the White Citadel: Only available after getting the White Citadel quest, and closes when you find it. Don't forget the monsters trapped at the witch's hut.
- The Enormous Greater-Than Sign becomes replaced by The Dungeons of Doom
- The Volcano Lair: The inside clears out when you beat your nemesis, and is only open for a limited number of turns before the nemesis shows up. Also, the zone outside the volcano clears out for all classes except Seal Clubbers and Turtle Tamers.
- Island: The Frat and Hippy camp change at level 9, so combat frequency decreases. It changes to it's verge of war status when you start the war quest but before you start the war. Post-war, you're going to be locked out of one, or both, of these sides; the Bombed out camps only show up when you defeat that side, locking you out of the pre-war zone.
- War: Lasts at most 1000 combats (per side), decreased by the amount of side quests beaten, and certain enemies only show up at certain intervals.
- Jick's Obsessions: After clearing out 373 skeletons, you're permanently locked out. Sorry, buddy. Put the paint thinner down.
Sneaky Monsters
- Tumbleweeds are a pain. Go to the Oil Peak and banish the first thing you see.
- A bunch of drunken rats and drunken rat kings appear in the Tavern Cellar with higher ML, but only if you haven't cleared all the spaces.
- Translated El Vibrato monsters are different monsters.
- All the different sizes of the Whelp Swarm in The Defiled Cranny have a small window to appear. They can be copied, though.
- There are 4 different types of mimics in the The Barrel full of Barrels.
- Sleepy, Surprised, and Alert Mariachis are all different
- French guard turtles disappear from the volcano after Stella is defeated.
- A Gang of hobo muggers can easily be overlooked at the Hobo Marketplace.
- Mine crabs and unholy divers only appear for 19 turns after you release them in the Wreck non-combat.
- These monsters need to be unlocked in the non-combats in the Old Man's psycho jar: The Cray-Kin, Bristled Man-O-War, Deadly Hydra.
- The jungle scabie and smooth jazz scabie only appear in the Small-O-Fier non-combats, and each one has a condition based on whether you have Smooth Legs active or not.
- Ancient temple guardians appear in the Ancient Temple if you didn't complete the Primordial Fear quest.
- group of cultists appear in the Ancient Temple if you completed the Primordial Fear quest, but aren't wearing the memory of a cultist's robe.
- cyborg policemen appear after buying the Multi-pass in the future, but disappear after you complete the quest
- Nasty bears only show up at Uncle Gator's if you're on the Bear Removal quest
- Some enemies can only be fought by using items:
- Multi-use 100 skeletons to get a shaking skull which hatches into a skulldozer. It can also be fought directly by letting A Bone Garden overgrow for 6 days (effective cost of only 30 skeletons), but if you don't already own the garden the other way might be better.
- Multi-use 100 d4s to fight a family of kobolds
- Use a Xiblaxian encrypted political prisoner and Xiblaxian holo-training simcode to fight their respective monsters.
- Use a cursed piece of thirteen for a chance to fight a scary pirate
- Eat a black pudding for a chance to fight a black pudding
- All Bricko monsters
- Use a lynyrd snare to fight a lynyrd
- Use a white page to fight a white elephant
- Use a dolphin whistle to fight a rotten dolphin thief
- Have someone use a rubber spider on you to fight a giant rubber spider
- Use a wand of pigification on an enemy to fight a pig
- Use a tangle of rat tails on a tomb rat to fight a tomb rat king
- Use a megacopia to fight a Thanksgolem
- CLEESHed monsters can easily be forgotten
- Some semi-rare monsters can't be copied and don't autopopulate:
- Normally, you can't brute force kill Cyrus the Virus, but you can as Ed.
- The War:
- On the Verge of War, Orcish Frat Boy Spy and War Hippy Spy appear in your base camp when you're in uniform.
- War Frat Mobile Grill Unit appears only if you beat the Junkyard as a Hippy, but are battling as a Frat. The opposite holds true for the Bailey's Beetle.
- Tool carrying monsters no longer appear in the Junkyard post war.
- This may be a bug, but the drunk duck doesn't appear at the farm post war.
- They can be seen with the right equipment
- The 3 variants of Gray Goo monsters (1, 2, 3) are fought by casting Unleash Nanites with 40+ turns of the Nanobrainy effect active
- That 70s Volcano bosses can only be fought once a day, and you can only choose between 1 of the 4 SMOOCH members per day:
- Geve Smimmons
- Raul Stamley
- Pener Crisp
- Deuce Freshly
- Lavalos
- Mr. Cheeng
- Mr. Choch
- Travoltron
- Enemies of the opposite sex in the LavaCo™ Lamp Factory and The Velvet / Gold Mine can be added once a day in their respective non-combats, but that comes at the expense of not fighting Cheeng and Choch that day.
- You can fight only one FantasyRealm boss a day (and it will take some time to be able to do so).
- The flashy pirate is unlocked after spending 30 turns in the Garbage Barges and then changing the settings in the Maintenance Tunnels
- The Barrelmech can only be fought after praying to the Barrel God for 7 days, and can only be fought once a day even if you lose.
- The Sea:
- Peanut occurs every 42 combats in The Caliginous Abyss, is uncopiable, and doesn't autopopulate
- Mer-kin specter is hidden in a non-combat, but can be copied
- Dad Sea Monkee is a maternal copulater, if I do say so myself. Which I did. Just now. You need to finish the sea quest twice per class, doing the gladiator path 6 times and the scholar path 6 times (once per class), and then smith those outfits together, and then you unlock dad. Have some paint thinner.
Holidays & Misc
- Feast of Boris: Uncopiable and random, but they autopopulate
- El Dia: Same as abouve
- Talk Like a Pirate Day: Can be faxed
- The Time-Twitching Tower: Yeah, who knows. Most of the enemies are faxable, but I'm unsure of the outlaw leader, which is not in the FaxNet.
- The Spectral Pickle Factory: It usually appears on April 1st, but there's no guarantee. Sit back, wait, and worry. Try not to start drinking paint thinner.
The Fax Machine
There are many monsters that are now only available through the Fax Network (or a very lucky Deck of Card draw). Take this thing, for example. That is a monster. It wants to be your friend. It wants to be inside Manuel. Don't you want that too? It's available through the Fax Network. Here's a recent list of other such monsters. Make sure to read the instructions:
Ok, stop crying. I said stop crying. Put down the paint thinner. One day at a time, buddy. These monsters used to be around, and have factoids that were obtainable, but are now unavailable through any means. For now, just be patient, and they might come back at a later time.
- Ancient protector spirit (obsidian dagger)
- Topiary golem
- Clancy
- Hobelf (WC)
These monsters used to be unavailable, but were placed back in the game later on:
- The original 24 NS Tower Monsters
- The Frattlesnake
Strategy / Road Map
This section is a road map to help streamline your collecting. There are a few things to note:
- This is by no means a guide to ascending "well", and assumes you're only ascending for factoids.
- There's an important synergy with Manuel and Rain Man, so if you don't get all the factoids from a Fax only monster in one day, move on. It'll be collected in your Rain Man skill for later during cleanup.
- The orders of the paths, and which classes you use for them, are up to you, so feel free to mix and match to your liking. I do heavily suggest, however, keeping Heavy Rains last.
- This guide assumes you just bought Manuel and are about to ascend immediately.
Ascension 1
- Path: BHY
- Class: Seal Clubber
- Sign: Gnomish Gnomads
- Tower: Gopher & Duck
- War: Hippy
- Citadel: Witch's Hut & Extremely Annoyed Witch
- Nemesis: #1
- Sea: Hatred
Do all of the general stuff, the first alternating stuff, and the first of 3 general 1/ascension monsters. Since this will be the longest run, time sensitive monsters (Barrelmech, SMOOCH members, Daily Dungeon, clan dungeon bosses, etc.) can either be done now, or during the last cleanup run.
Ascension 2-3
- Path: WotSF
- Class: Disco Bandit
- Sign: Canadia
- Tower: Gopher & Duck
- War: Hippy
- Citadel: Witch's Hut & Extremely Annoyed Witch
- Nemesis: #1-2
- Sea: Hatred & Violence
This should finish up all the alternating stuff and the general 1/ascension monsters. From this point until Heavy Rains, finish the War as a Frat (or a Hippy if you still need to get War Heroes).
Ascension 4
- Path: WotSF
- Class: Disco Bandit
- Sign: Canadia
- Tower: Chihuahua & Kiwi
- Citadel: Surprised and annoyed witch
- Nemesis: #3
This will finish your Disco Bandit and Canadia runs. From this point, ascend in a Knoll sign.
Ascension 5-6
- Path: Zombie
- Tower: Chihuahua & Kiwi
- Aftercore Class: Sauceror
- Citadel: Surprised and annoyed witch
- Nemesis: #1-2
- Sea: Hatred & Violence
This will finish up the alternating Topiaries and Citadel Witches.
Ascension 7
- Path: Zombie
- Aftercore Class: Sauceror
- Nemesis: #3
This finishes up Zombie and Sauceror. From this point, it's fairly easy.
Ascension 8-10
- Path: Boris
- Aftercore Class: Turtle Tamer
- Nemesis: #1-3
- Sea: Hatred & Violence
Ascension 11-13
- Path: Jarlsberg
- Aftercore Class: Pastamancer
- Nemesis: #1-3
- Sea: Hatred & Violence
Ascension 14-16
- Path: Sneaky Pete
- Aftercore Class: Accordion Thief
- Nemesis: #1-3
- Sea: Hatred & Violence
Ascension 17-18
- Path: Ed
- Aftercore Class: Seal Clubber
- Nemesis: #2-3
- Sea: Violence
Remember to do Cyrus as Ed. This should finish your base classes, so from this point, use any class you want.
Ascension 19
- Path: Ed
- Sea: Dad #1
Ascension 20-23
- Path: Bugbears
- Sea: Dad #2-3
And that's it for Dad!
Ascension 24-26
- Path: KOLHS
Ascension 27
- Path: West of Loathing
- Class: Any
Ascension 28-30
- Path: Pokefam
- War: Hippy
Ascension 31-33
- Path: Pokefam
- War: Frat
Ascension 34-36
- Path: The Source
Ascension 37-39
- Path: License to Adventure
Ascension 40-42
- Path: Heavy Rains
- War: Hippy
Ascension 43-45
- Path: Heavy Rains
- War: Frat
Cleanup
Now that you're done, you should still be in Heavy Rains. The reason for doing this path last is to make use of Rain Man. All the monsters you faxed in that weren't finished should be available to use with that skill, so there's no need to waste a daily fax to get a new copy of them. If new future paths add to the Road Map, unless they offer a similar mechanic, I still recommend your cleanup run as Heavy Rains. Also, if you didn't do the time sensitive stuff after ascension 1, cleanup is the time to do it. As for anything else, like I said earlier, Turing's Manuel Script for Mafia is a great way to double check what you may need.
So... yeah. You're done. High fives all around, I guess.
FAQ
- Q. There's an error / something missing. How can I correct / add to this guide?
- A. IT'S A WIKI, JULIA! You didn't have any problem editing my ownership of the cat!
- Q. My friend drinks a lot of paint thinner. How can I help him?
- A. Call poison control.