BIG Challenge Path

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BIG Challenge Path

Post  catchops on Tue May 14, 2013 11:58 pm

I went Seal Clubber and took astral energy drinks and astral mask for my first run. Since I understand you don't have to level, I chose Vole for the extra combat initiative.

Starting stats: 200 / 150 / 150.
Special path equipment: big pants! ((In Hardcore only) power 200, weapon dmg +25, spell damage +25, Quest Item)

So: don't take astral trousers or shorts, and probably don't choose +spell damage for your astral item.

You get the level 2 and 4-11 quests when you visit the council, so everything's available except the Tavern and the War.

I started in the Goatlet to get milk, cheese, and booze.


Last edited by catchops on Wed May 15, 2013 11:34 am; edited 1 time in total (Reason for editing : no pants for you, SCers!)

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Re: BIG Challenge Path

Post  Foxy Boxy on Wed May 15, 2013 10:24 am

catchops wrote:I chose Vole for the extra combat initiative.

It sounds like the increased "ML" from BIG! does not adversely affect initiative (per the wiki). Though, to be fair, +init is always good.

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Re: BIG Challenge Path

Post  whimsical on Wed May 15, 2013 12:00 pm

Since there's no need to level and turn generation seems to be the buzzword for this path, maybe astral booze would be the better pick of the three astral consumables? Energy drinks of course if you can't generate spleen items.

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Re: BIG Challenge Path

Post  Foxy Boxy on Mon May 20, 2013 11:04 am

whimsical wrote:Since there's no need to level and turn generation seems to be the buzzword for this path, maybe astral booze would be the better pick of the three astral consumables? Energy drinks of course if you can't generate spleen items.

My normal (HCNP) day 1 consumables (14 total drunk) are 2 AdCock/SHCC drinks (8.) + 3 pumpkin beers (3) and 3 distilled fortified wines as my first SR (3).

I decided to get the astral pilsners and drink all six to pair with the 2 AdCocks to get to 14. Getting 72 turns from 6 drunk on day 1 was pretty awesome.

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Re: BIG Challenge Path

Post  Paugus on Sat May 25, 2013 9:11 am

Okay, so my general strategy is pretty straightforward, mostly based off of having a lot of old toys. I still don't have olfaction (sob) but I make due. Currently I'm at the end of day 3 with 677 turns spent, I've finished 3 of the war sidequests, and everything else up to that point.

Pastamancer run, took mask and pilsners, myst Knoll sign, used Happy Medium and Organ Grinder food/booze to supplement my diet of reagent pasta and adcock drinks. Rogue Program for MP and spleen, as well as some finger cuffs and little parachute guys. Skeletons for garden. Used clip art for 25% item halo, familiar jacks for quake of arrows, and a sugar sheet for various nefarious purposes. Kung fu hustled my way through the entire game. The order I did quests in was somewhat based off of the meat reward, because I needed to buy Flavor of Magic asap.

I faxed in a sleepy mariachi, which I kind of regret doing after learning I can use frilly skirt on a Fancypants Scarecrow to similar ends, then use the fax for smut orcs and lobsterfrogmen (which I ended up doing day 2 and 3). I -might- consider using faxes on snowman assassins, but.. i don't think it'd cut that many turns.

So even with a bunch of weird choices and outright mistakes, I'm still going to handily manage a 4 day run, most likely under 900 turns. Big! is crazy easy. With a few adjustments I'm not convinced I couldn't pull off a 3 day. I'm trying to find a way to utilize semirare adventures (which I mostly ignore) to cut turns. I also need a slimeling so I can start stack killing obnoxious tower monsters. Forgot to use Jung Man to farm the digital key. Whoops.

EDIT: Finished it. 4/825

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