This guide will provide some additional information to aid with a You, Robot ascension.
- 1 Astral Consumables & Equipment
- 2 Moon Sign
- 3 Class
- 4 Mr. Store Items
- 5 Reassembly Station
- 6 Quest Progression
- 7 General Advice
Astral Consumables & Equipment
Unsurprisingly, with no organs to work with, astral consumables cannot be consumed in this run. Unlike some previous challenge paths, however, there are no warnings for bringing invalid items during reincarnation.
The choice in astral equipment is not as clear cut, and a few options are available:
The astral belt does not provide any bonus substats, and only makes fights unnecessarily harder. The extra +20 ML can still be applied to various quests as usual, so its value depends on whether it is necessary to reach important thresholds such as climbing the Oil Peak as fast as possible (100 ML) and heating the unstable fulminate in one turn (82 ML).
Given the very limited sources of item drop bonuses in this path, the astral mask's +20% Item Drops from Monsters can prove to be invaluable, and the moxie bonus doesn't hurt for improved survivability.
The astral pet sweater is a possible option as well, even despite familiars being inconsistent in their availability. There are no built-in methods for improving familiar weight, and the slot is likely to be unoccupied. It can be useful to net some extra item drops on fairy-type familiars (for those without the miniature crystal ball), and can be used to get some extra mileage out of the Pocket Professor in particular.
Little Canadia is likely the best choice since it provides the primary component for a muculent machete for 1 clover, which means you do not have to spend energy increasing your muscle while being able to eliminate dense lianas for free. The Marmot is probably the best choice as it gives free clovers as well.
The Gnomish Gnomad Camp can be considered for access to Fragnk, the Regnaissance Gnome for Torso Awareness (if you are willing to spend 5000 meat instead of 50 energy), but the use of the shirt slot in this path is likely to be negligible.
Due to the fact that war outfits require 70 base moxie and mysticality, muscle classes are at a disadvantage since they would have to level their offstats, thus wasting energy that could be used at the chronolith for more adventures. Muscle also does NOT affect HP in this path, making it the least useful stat here.
- Although 62 muscle is required to equip the antique machete for clearing dense lianas, it has a lower requirement than the war outfit and is optional.
Mysticality classes, in comparison, have limited combat options, especially without the Fourth of May Cosplay Saber. They suffer from poor defensive options as well, making combat especially precarious.
Additionally, when accessible, class-specific benefits still work as normal, which may factor into your choice.
- Seal Clubbers can fight Infernal Seals, although no guild access means that they're limited to the single seal-blubber candle from the Tavern Cellar (unless more are pulled, which is not recommended).
- Turtle Tamers will continue to encounter and tame turtles. Some of the potion effects available can cover some of the path's weaknesses, such as combat initiative, monster level and increased combat frequency.
- While Saucerors cannot make reagent potions, they can be pulled and used for 10 turns instead of the default 5 for other classes.
- Although moxie classes cannot Pickpocket, Accordion Thieves can still steal accordions. You can't play any songs, but they can still be used as equipment, or can be autosold for a bit of extra meat.
Mr. Store Items
Most of the usual applications for various items from the Mr. Store exist. However, some are more important than others under these restrictions, while others have their effectiveness reduced. Key divergences while it was under standard restrictions will be listed here. Bolded items are of particular note.
- Lil' Doctor™ bag - Works as normal. The path's low base HP gives more value to the Max HP & regen bonuses, the path's limited sources of +items means that the Otoscope is more important than usual.
- vampyric cloake - Works as normal thanks to the back slot being permanently available. The path's low base HP makes the (up to) +130 Max HP greatly appealing, and 10 daily instances of +50% item drops are especially noteworthy due to the path's limited sources.
- PirateRealm - The inability to eat key lime pies means that you'll likely need to get a daily dungeon key from here for a 2 dayer.
- hewn moon-rune spoon - The provided combat skill for non-moxie classes (high damage and a stagger) can often be a better option than the path's attacks, which either deal minor damage or cost scrap/energy to use. The base enchantments and rollover buff can be put to good use as well. Moon tuning also lets you set up the Untinkerer easily before switching to a more appealing moon sign.
- Beach Comb - Largely unchanged, although the +stats per fight buff is no longer of use.
- Your Campsite Away From Your Campsite - Although the food options are not of use, the whittled equipment can be surprising useful (particularly the whittled owl figurine).
- While the buff doesn't work with substats from Statbot 5000, they do work with substat gains from other sources, such as spookyraven non combats and the ghost of crimbo commerce.
- Eight Days a Week Pill Keeper - No spleen means that you only get one pill to use per day. Make it count! Ideal uses would likely be for a semi rare (cannot isolate them otherwise) or to force a NC in a 95% combat frequency zone.
- Its overall enchantments are useful as well; the benefit of blocking the first hit will help with survivability, particularly when flyering.
- Bird-a-Day calendar - Much like Path of the Plumber, robots have hidden MP, which can be used to summon daily birds as normal. As you still ascend as one of the six classes, that means six potential options for bird buffs over the duration of your ascension.
- While your favorite bird is not retained, a new one can be set in-run if you can get the 320 MP required to do so.
- Guzzlr tablet - Can't drink booze, and its enchantments aren't very useful for robots (aside from the very minor +item bonus).
- Powerful Glove - Perhaps the only way to get high levels of bonus stats, along with the valuable -10% combat frequency in a path with only one native option in that regard, and it is an awkward one. Also provides a delevel to get you out of sticky situations, along with the usual free digital key and monster replacements.
- SpinMaster™ lathe - Although the primary substat bonus isn't of any use, the other equipment bonuses and associated combat skill can still get some mileage. Useful for The Smut Orc Logging Camp in particular, and the maple magnet's +100 Max HP bonus can be valuable as well.
- unwrapped knock-off retro superhero cape - Largely unchanged. While the substat bonus per fight does not work, the other abilities do. In particular, it can provide the path's only source of stunning, which helps with difficult boss fights as well as flyering.
- emotion chip - Although the permed skill is not retained, the auto-pulled chip re-teaches the skills on demand (and is an exception to other skillbook-based skills). While Feel Pride is of no use, the other skills are as effective as ever.
- potted power plant - Batteries provide energy instead of mp, ensuring their relevance in this path. The produced batteries can either be used individually for large amounts of energy (up to 105 per day) or combined for more powerful bonuses, such as +100% Item Drops from Monsters and free instakills that also function as a no-cooldown Yellow Ray, and marginal bonuses such as 50% Combat Initiative and 100% Meat from Monsters.
- backup camera - All of its toggled enchantments (meat drops, ML, initiative) are all things robots are lacking. Having 5 extra Monster Backups makes it even more effective.
- Clan VIP Lounge key - As the path's only native heal requires an adventure to use (even if it gives scrap), the 5 full heals per day are useful to have.
- Retrospecs - Largely unchanged.
Special Requirements to Use
- Kramco Sausage-o-Matic™ - Although you don't get any stats from the scaling combats, they still burn delay, and magical sausages can still be eaten as normal for an extra boost of adventures each day.
- Fourth of May Cosplay Saber kit - A solid multi-purpose weapon that is effectively the only reliable way a mysticality class can attack without using skills. Also a solid source of much needed familiar weight or monster level.
- Pocket Professor - Largely unchanged (and as useful as ever), although limited familiar weight sources mean fewer lectures to work with.
- Red-spotted snapper roe - With no combat manipulation options native to the path, the phylum-based olfaction is useful to have, particularly in the palindome and whitey's grove. The extra banishes from human musk also offer some additional flexibility.
- Left-Hand Man - Can serve as a makeshift off-hand slot to use the Kramco Sausage-o-Matic™ or UV-resistant compass, offering some extra flexibility for slot rearrangement.
- Iunion Crown - Requires using a head slot to use, which is heavily contested with the familiar slot as well as the energy gain panel. Between these factors and the need to have it equipped for large periods of time to gain any enchantments, it is unlikely to be of much use.
- Melodramedary - The inability to have this used for long periods of time (along with not providing the usual bonus to substat gains due to being a volleyball) means that you will have to be more conservative with your spits.
- Cargo Cultist Shorts - the enchantments can be useful enough to justify the pants slot at times, although even if not, you can still open a pocket as normal. It can fill in some of the gaps left by the loss of certain mechanics like numberology and semi rares.
- Box o' ghosts - The Ghost of Crimbo Commerce' substat bonus from purchasing an item works as normal, providing an extra source of substats as you adventure (since the traditonal Blood-Faced Volleyball do not work), and providing extra meat during this time helps as well. The other two ghosts are largely situational in comparison, possibly getting use in The Smut Orc Logging Camp.
- Miniature crystal ball - Makes use of a slot unlikely to be filled otherwise. The initiative bonus and monster predictions are especially useful, even if the item drop bonus is unreliable (and the substat bonus is irrelevant).
- Shorter-Order Cook - Running this familiar for the potion drops may be difficult, but the instant experience bonus for your other familiars is a useful bonus at the minimum, especially with the limited methods for increasing Familiar Weight. Dealing Prismatic Damage also makes it effective against the wall of skin.
- Elf sleeper agent - Largely unchanged, although there are likely better familiar options given that it does not increase substat gains.
- fresh coat of paint - The +substat bonus does not work, and the need to invest valuable energy on a shirt slot that is used for one other item at best makes this unappealing.
- diabolic pizza cube - no campground access, although even if you did, you wouldn't be able to eat any of the pizzas made with it.
- Your Mushroom Garden - no campground access, although even if you did, the daily piranha wouldn't yield any substats, nor do the farmed mushrooms have any use due to the lack of organ space.
- The mushroom slab equipment can still be pulled and used that way.
- Comprehensive Cartographic Compendium - No permed skills are retained, and the used skillbook is not usable either.
While there are a variety of upgrades available, only a few are worth considering. As energy is also needed for stat advancement and adventures, while scrap is used with every attachment switch, both resources will need to be conserved carefully. Only noteworthy upgrades & parts will be mentioned here.
Unlike the robot parts below, which are mutually exclusive and require scrap, CPU upgrades require energy, but are permanent additions once learned. Note that at least one attachment must allow the ability to attack (whether it is a weapon or a combat ability); you will be prevented in adventuring in most areas otherwise, even if you have other means of winning fights.
- Overclocking (50 energy) - 1 extra energy per fight will quickly pay for itself, and should be the first upgrade obtained.
- Biomass Processing Function (50 energy) - Needed to use potions, which will quickly become necessary, or at least useful, for quest purposes. Also required to use batteries from the potted power plant.
- Improved Optical Processing (50 energy) - Although expensive, item drop bonuses are lacking enough that even +20% can be helpful.
- Bird Cage (5 scrap) - Required to use a familiar, self explanatory in its usefulness, especially with Mr. Store and fairy-type familiars. The low scrap cost makes it fairly easy to switch to this as necessary.
- Solar Panel (5 scrap) - 1 extra energy per fight will help with turngen and advancement down the line, particularly when you don't need to run a familiar.
- Pea Shooter (5 scrap) - A low damage attack (based off of moxie) with no cost to use. Often ideal if you need the left arm (weapon) slot for something else, since the other important attachments have low scrap requirements to swap between.
- Mannequin Head (15 scrap) - Allows you to equip a hat, which is mandatory for The King of Cobb's Knob Quest and the Mysterious Island Quest, and possibly the Mt. McLargeHuge Quest (if you opt for eXtreme Cold-Weather Gear). Completing these quests at the same time is ideal, and you will need to factor in the inability to use a familiar for these purposes.
- Snow Blower (40 scrap) - While expensive to attach and use (1 energy per attack), it is noteworthy in that it is the only way to reliably deal enough cold damage to trigger Blech House in The Smut Orc Logging Camp. As the damage is based off of muscle, non-muscle classes will need to adjust to make use of it.
- Although the Meat Radar's +50% meat drops may tempting, it cannot be used with a familiar. An 8 lb Leprechaun would provide the same bonus for far less scrap.
- Vice Grips (15 scrap) - Allows you to equip a weapon and use normal attacks, and will generally be your main method for attacking (since other methods either deal low damage or require scrap/energy to use). Mysticality classes without the Fourth of May Cosplay Saber will have to rely on other attachments instead.
- Metal Detector (5 scrap) - +30% item drops in a path that is sorely lacking in sources, although it will require using another attachment to attack in order to make use of it. The low scrap cost makes it easy to attach as needed.
- Camouflage Curtain (30 scrap) - Reduces combat frequency by 15%. Powerful and effective for a plethora of tasks, but given the high scrap cost to use, it is ideal to minimize swapping to and from this part by clumping the quests that rely on non-combats together.
- Reflective Shard (5 scrap) - +3 resistance to all elements is quick to swap in and use for certain tasks that require it, such as The Haunted Kitchen and A-boo Peak, especially since these tasks don't require a strong weapon.
- Horseshoe Magnet (5 scrap) - Gain 1 scrap per fight, helping to keep your supplies up for attachment switching without relying on scavenging. The low scrap cost makes it easy to attach from the start, and can be swapped in and out with relative ease.
- Omni-Claw (15 scrap) - Allows you to equip an off-hand item. Needed to make full use of off-hand items such as the Kramco Sausage-o-Matic™ and UV-resistant compass. Additionally, a shield may be useful to equip to increase survivability, particularly in The Junkyard.
- Blaring Speaker (30 scrap) - +30 ML won't help for advancement, but it will help for quest areas such as The Defiled Cranny and Oil Peak (preferrably when lumped together, due to the high scrap cost to attach).
- Snowplow (30 scrap) - Gain 1 scrap per fight, helping to keep your supplies up for attachment switching without relying on scavenging. The heavy requirement to initially equip (unlike the magnet), however, makes it more likely to be a one-and-done part, attaching it early for the majority of your run and acquiring a surplus of scrap before swapping to other parts for questing purposes.
- Robo-Legs (15 scrap) - Allows you to equip pants, which is mandatory for The King of Cobb's Knob Quest and the Mysterious Island Quest, and possibly the Mt. McLargeHuge Quest (if you opt for eXtreme Cold-Weather Gear). Completing these quests at the same time is ideal, and you will need to factor in the high cost for the other attachments in this slot.
- Magno-Lev (30 scrap) - +30% item drops in a path that is sorely lacking in sources, but the high scrap cost for this and other similar propulsion parts means that it will require careful planning to use this without depleting your resources too quickly.
- Motorcycle Wheel (5 scrap) - +30% combat initiative will help with Twin Peak, finding modern zmobies and the Contest Registration Desk. Although inexpensive to swap to, every other attachment of merit has a high scrap cost, so these are best done near the end of your ascension.
- No liver will mean that acquiring enough pool skill to acquire the library key will take some extra effort. Consider trying to time your first semi-rare window for A Shark's Chum, which can yield a valuable cube of billiard chalk (which can alternatively be pulled in a normal ascension).
- If you find yourself in need of levelling (especially off-stats), The Haunted Bedroom combines combat adventures (which provide energy) with non-combats (which provide substats) in a neat package. This is especially effective if you have banishers available for the undesireable nightstands.
- Remember to factor in the 30-50 energy from robo-batterys, which all of the path's bosses drop.
- As it requires Mannequin Head and Robo-Legs to equip the Knob Goblin Harem Girl Disguise, it is best completed in tandem with other quests that require such outfit pieces.
- Clovering for ores means not needing to worry about using all of Mannequin Head, Robo-Legs and Vice Grips for mining.
- If you opt to climb the peak with ninja gear, note that there are no built-in sources of increased combat frequency, so you will need to get creative in order to find ninja snowman assassins. In addition low base HP & initiative means that the assassins can easily kill you in one hit if unprepared, and the +5 cold resistance may be difficult to secure as well.
- Using eXtreme Cold-Weather Gear is a safer choice for those with fewer resources to work with, but you will need the Mannequin Head and Robo-Legs for this.
- Only the Snow Blower can deal enough cold damage to trigger Blech House. As the damage is based off of muscle, non-muscle classes will need to adjust to make use of it, while also being mindful of other stats needed for acquiring the most bridge parts in the process.
- The logging hatchet and loadstone can be particularly valuable if you are unable to utilize Blech House effectively, or even in tandem with it, if you are able to use the Vice Grips and/or Omni-Claw.
- Due to the path's low base HP, you will need additional HP Modifiers to clear A-boo Peak effectively.
- Between the poor defensive stats, low item drops and limited Monster Level options, it is especially difficult to rely on fighting oil cartels at the Oil Peak. Depending on your resources, you may need to settle for the lesser oil barons instead.
- You may need to be mindful of needing the Mannequin Head to equip the mohawk wig for the Top Floor of the Castle in the Sky.
- 62 muscle is required to equip the antique machete for clearing dense lianas. You will otherwise need an alternate option to avoid spending 15 turns fighting the dense lianas manually.
- No liver means that you cannot drink Cursed Punch, so you will need to fight pygmy shamans to get sufficiently cursed.
- Getting enough surgeonosity will be more difficult, for of the five equipment items, two require Vice Grips and Robo-Legs, and one requires an expensive Topology Grid upgrade (or re-learning Torso Awareness).
- Unlike the Protector Spectre and the other ancient protector spirits, the Protector S. P. E. C. T. R. E. replacement is resistant to elemental damage instead of physical damage.
- You will need a minimum of 70 in both Mysticality and Moxie to equip either of the require outfits for the Mysterious Island Quest. Plan ahead.
- Taking a non-muscle path leaves only one off-stat requiring additional levelling.
- Both war outfits also require the Mannequin Head and Robo-Legs, which means that you cannot count on using a familiar for the majority of the quest.
- Both the familiar slot and the +meat drops attachment conflict with the mandatory Mannequin Head, which makes it cost too many turns for recovering the sisters' meat to be worth doing. Fighting the war as a Frat Warrior is highly recommended as such.
- Having very low base HP and defensive stats will make retrieving tools at the Junkyard a precarious task, especially if you are not a moxie class, so plan accordingly.
Naughty Sorceress' Lair
- Breaking the mirror does not appear to make a difference for the final battle, so the only difference for spending an adventure will be the increased confidence.
- As your Shadow deals at least 90-100 damage with each hit, make sure you have sufficient base HP going in.
- While the Nautomatic Sorceress doesn't dispel your buffs as her organic countepart, she remains immune to stuns, has high stats and doesn't seem to miss attacks. Even with a maxed out World's Best Adventurer sash, she may prove to be difficult if unprepared; Increasing your HP will help tremendously.
- A good first step each day is to head to the Scrapheap, and alternate spending energy at the Chronolith to get 10 Adventures with spending one Adventure to collect more energy. Adventure at the scrapheap to gain energy until you are only getting 3 energy per adventure, since 3 energy/combat is how much you can get with the CPU upgrade and the solar panel.
- While energy can be converted into lots of adventures at The Scrapheap, note that the energy cost doubles after 37 uses (resets at rollover). This means that there is a soft cap of 370 adventures per day.
- Statbot 5000 uses energy as your primary means of levelling. As it gives a flat +5 of the chosen stat (regardless of how many substats are needed to do so), it is best used primarily on your mainstat, with alternate methods to help catch up off-stats.
- Because everything costs energy or scrap, attachments that grant extra energy or scrap after combat are generally useful. In particular, Overclocking (Gain 1 Energy per fight) is probably the first CPU Upgrade you'll want.
- The Snowplow and Horseshoe Magnet attachments are important to get early on. This will give high levels of scrap over the long haul, which can minimize the need to spend adventures salvaging for scrap instead.
- Each ascension increases the yields of your first scrap salvage of the ascension, which will help with getting such ideal attachments quickly.
- Purchasing a new attachment for scrap replaces the previous attachment. Try to save scrap by accomplishing several tasks with the same attachments (Elemental Resistance, for example), to minimize switching back and forth.
- The three basic robot attacks (Pea Shooter, Pound-O-Tron, and Rocket Crotch) are neither weapons nor spells, so they do not gain bonus damage from gear. Keep this in mind when fighting opponents with physical resistance, as your equipment will not bestow elemental damage.
- Since you don't get substats from combat, increasing Monster Level has only situational usefulness (e.g., Oil Peak). In normal combat, it just makes everything harder with no added benefit.
- Muscle does not provide additional max HP, which make HP Modifiers important to rely on, particularly for tougher fights late in your ascension.
- Between the loss of 8 dense meat stacks from quests and limited meat drop bonuses, you will have to track your meat more carefully than usual, especially for black market expenses.
|Rankings:||HC Skills - HC Familiars - HC IotMs|
|General:||Class selection - Familiar usage - Semi-rares - Clovers|
|Paths:||BHY - Fist - AoB - BI - ZS - AoJ - BIG! - KOLHS - CA2 - AoSP - SS - HR - Picky - Ed - Random - AoWoL - Source - NA - GN - LtA - L.A.R. - PF - G-Lover - DD|
|Additional Paths:||DG - 2CRS - KoE - PotP - LKS - GG - Y,Robot|
|IotMs:||Tomes - Faxing - Copying - YR - Garden - Correspondent - Workshed - Tea party - Florist|