Jar of Psychose Guides: 6/7 - (Need more guides!)

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lightwolf
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Jar of Psychose Guides: 6/7 - (Need more guides!)

Post by lightwolf » Thu Jan 17, 2013 6:16 pm

WANTED: 1 More guides need to be created! The Jick Jar. DUN DUN DUN

There is not a consolidated place for this yet on the wiki. So until then we can put one here. I can volunteer Mystic and Bathy time, but need other people to help flush out the others.

======================================================================

(The Crackpot Mystic)
Mechanic: Each zone has a debuff that limits your base stats, no matter what level you are. You have to pass 2 non-combat 'enchantment test' and a boss in each area. These non-combats come once every 8 adventures. Over killing a test gets you a once per account flickering pixel for that test.

Note: Over killing a test to get a flickering pixel does NOT pass the test for zone advancement. You have to wait 8 turns to do the test the normal way before moving on.


Non-combat test (pass/overkill)
Note: You can not run away from fights in Anger Man's zone as all actions turn into a normal attack. If you want to reuse some of your buffs, do Anger Man test 2 (turn 16, 500 all stats), then do Spooky test 1 (turn 8, 300 moxie).

Regret #1: Buff MP ( 101 / 1001)
Regret #2: Prismatic damage ( +10 to ALL element damage / +100 )

Doubt #1: Physical Weapon damage ( ? / +75 AND 150% weapon damage?)
Doubt #2: Buff HP ( 101 / 1001 )

Anger #1: Fire resit ([survive 250 hot damage] / 25 Fire resist)
Anger #2: Buff All Stats ( 50 / 500 )

Fear #1: Buff Moxie (50? / 300)
Fear #2: Spooky Resist ([survive 250 spooky damage!] / 25 spooky resist)


Bosses
Each boss has an ability. Weapons dropped by the other bosses can negate that ability, although it is perfectly easy to kill them without it. Use Space trip -100Ml item for laughs.

Copy pasta from the wiki:
Anger Man drops the anger blaster, allowing the Rage Flame attack which nullifies Doubt Man's shield against attacks, spells, and items.

Doubt Man drops the doubt cannon, allowing the Doubt Shackles attack that resets Fear Man's 4 turn timer to insta-killing you.

Fear Man drops the fear condenser, allowing the Fear Vapor attack that resets Regret Man's 4 turn timer to sending you away from the battle.

Regret Man drops the regret hose, allowing the Tear Wave attack that resets Anger Man's increasing damage fire attack.

New game+
Beating this quest unlocks new items that can be created by the crackpot. One of them is a NG+ pill, which will reset your quest that day, and adds +15ML to all of the monsters. This +NG ML stacks, but is reset upon ascension.
Last edited by lightwolf on Fri Feb 15, 2013 1:54 am, edited 6 times in total.

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Re: Jar of Psychose: Guides x 6

Post by lightwolf » Thu Jan 17, 2013 6:18 pm

The Old Man's Bathtime Adventure
Mechanic: You start with 37 crew men, 11 crayons, and 69 bubbles. Your reward is based on how many crew men you have left after 50 turns. Every 5 turns you are given a NC with four choices which effect the zone or your little men. Enemies (and some choices) will take away crew men when they attack.

The enemies have a huge ini boost, to the point they will always get the jump even with -100ML and 500%+ ini. There are some NC choices that can slow them, or prevent them from killing crew men though. The item mesmereyes (200 myst req) can prevent some of the monsters from attacking on their first round.

You can sniff monsters, but you can't banish them.

Rewards:
Below 10: Young Man's crew Sequester (+5 crew once per day)
10 - 22?: Young Man's Cargo Load (+crayons/bubbles once per day)
23 - 37: Zappable outfit piece
37 - 50: Ornamental sextant
Above 50: Bloodbath (Once per account)

Choices
Each NC gives a set of 4 choices. If you do not have enough resources to choose an option, then that option will not appear and you will only have 3 choices.

*Wiki copypasta

Code: Select all

Choice          | Crew  | Crayn | Bubble |      Notes
===============================================================
--- Set 1 -----------------------------------------------------
 Draw Monster   |       |  -1   |        | Releases the Cray-Kin (Eats crayons)
 Build Mountain |  +3   |       | -(8-10)|
 Ask for Toys   |       |  +2   | +(8-11)|
 Draw Cocnut    |       |  -2   |        | Get jump on Rocs [for a time]

--- Set 2 -----------------------------------------------------
Splash in water |       |       |        | Release Man-O-War (eats bubbles)
Draw strom      |       |  -3   |        | High chance to block some enemies
Knock overboard |  -1   |       |  +20   |
Submerge buble  |       |       |  -16   | Slows Sharks (and squids?) [for a time]

--- Set 3 -----------------------------------------------------
Shower Wand     |       |       |        | Release Hydra (Eats 2 crew, drops booze)
Dump Bubbles    |       |       |+(13-19)|
Boat on Tub     |  -1   |       |  +4    |
Cover wif Buble |       |       |-(13-20)| Blocks Squids

--- Set 4 -----------------------------------------------------
Pull drain      |  -8   |  -3   |  -17   | Makes NC every 4 instead of 5
Open Crayon box |       |  +3   |        |
Sing Bath tune  |  -2   |  +3   |  +16   |
Bubles wif cray |  +5   |  -2   |-(6-16) |
Note: The choices that block or slow monsters do not necessarily last for the whole duration of the zone. When or how this effect wares off is still a mystery.

Strategy
In order to get over 50, yo need to pick the +crew option at least 3 times. (Or possibly 4. Or less if you use crew sequester.) before you take into account any loss of crew do to monsters. This is almost always the priority choice.

The squid is the most dangerous monster as it can kill a crew man on its first turn even if you have mesmerizes. So you want to sniff something else. You won't see your first NC until turn 5.

Ideally you want to be able to slow the shark or the roc and sniff that. Then kill them in 1 turn. This requires submerge bubbles or coconuts. Drawing a storm cloud only helps against monsters you can block with me mesmereyes. Covering the ship in bubbles may be usefull to block the occasional Squid.

If you do release a non-crew eating monster and sniff it, it will likely deplete your crayon/bubble supply quickly without any blocking. This can prevent you from using the +crew NC choice and prevent you from adding enough crew to get the reward you want.
lotsofphil wrote:Drawing a storm is the best defense in the bath tub. It blocks several/all of the monsters.
Drawing a storm cloud has a high chance of blocking most monsters. But I have still seen Squids get the first attack after drawing it, and seen sharks/rocs not get blocked by it some time after activating it. Also you may not even see the choice in the first couple non-combats, which is +(4) crew members eaten if you are relying on it to preserver your crew count.

That makes it incredible rng based. Which makes mesmereys (and its high myst req unfortunately) a more reliable path to high crew count. Of course if there were no options to increase crew, Storm cloud is probably one of the higher priority options assuming you are olfacating a shark or roc.

Another option if you don't have mesmereyes: submerge(shark) or coconut (Rock) and sniffing that monster can also more reliably reduce crew eaten. This also wares off after a bit (20 turns? or until making a new choice in some category?).
Last edited by lightwolf on Sat Jan 19, 2013 9:02 pm, edited 2 times in total.

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Re: Jar of Psychose: Guides x 6

Post by lotsofphil » Thu Jan 17, 2013 8:10 pm

Drawing a storm is the best defense in the bath tub. It blocks several/all of the monsters.

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Re: Jar of Psychose Guides: 2/7 - (Need more guides!)

Post by sham » Mon Jan 21, 2013 2:45 am

thanks lightwolf for the recap, it's very useful!

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Re: Jar of Psychose Guides: 2/7 - (Need more guides!)

Post by thacon » Mon Jan 21, 2013 10:14 am

The Gourd and Meatsmith jars are fairly straight forward:

The Gourd
Using the jar will give you access to The Gourd!. This is the only zone in the jar and it consists of 19 adventures (grouped into 6 fights, 6 fights, 6 fights, boss fight). Once you start fighting the first in a round of 6 fights, you can't go elsewhere until you're finished fighting that round. This is similar to fighting Ed.

The first 18 fights are all against three enemies: spider conspirator, tin can conspirator, or goblin conspirator. They are all fairly low level (18-22 ML) and drop the items required in the Defend the Gourd Quest. Each one also has a special drop with a very low drop rate.

The spider drops a wad of spider silk, the tin can drops a sharp tin strip, and the goblin drops a goblin collarbone. These are meatpasting components that combine to form the Truthsayer, a one-handed sword that grants +12 to Monster Level and +40% to Weapon Damage with a 200 muscle equip requirement.

This zone resets at rollover and another jar can be used.

The Meatsmith

Using the jar will give you access to The Nightmare Meatrealm. This zone has 5 different opponents of ML ~200, each with a different elemental alignment. After 25 fights, you face the boss - The Beefhemoth - with ML ~270 and 1000 HP. None of these monsters have item drops, but each have meat drops. There is a non-combat adventure that starts and ends the zone, so there's a total of 28 adventures.

There is a an unspaded chance to get a non-combat adventure in this zone that gives you an item: The Sword in the Steak. If you have at least 1,000 buffed muscle, the item is usable and gives you the Meatcleaver, a 2-handed sword that grants +35% Meat from Monsters and +100% Weapon Damage with a 200 muscle equip requirement.

People have reported that you can stay in the zone using runaways and you'll eventually get the non-combat adventure.

This zone resets at rollover and another jar can be used.

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Re: Jar of Psychose Guides: 2/7 - (Need more guides!)

Post by thacon » Mon Jan 21, 2013 10:52 am

Jar of Psychoses (The Suspicious-Looking Guy): The Suspicious-Looking Guy's Shady Past

This zone is accessible once per ascension.

The first (and only at this point) zone that you can access is The Chinatown Shops

Here you will face a series of combats against 3 monsters: grinning pork bun (drops decent food), lucky cat statue (drops +7% meat accessory), and roasted duck golem (drops decent food). Eventually, you'll get a non-combat (superlikely?) that allows you to fight the a yakuza courier. The Courier drops a zaibatsu lobby card, a quest item that opens up the next zone, a tube of herbal ointment (which is not yet implemented), and a butterfly knife (a one-handed +6 moxie, 50 power knife).

Once you acquire the lobby card, you gain access to the Triad Factory.

Again you will face 3 monsters until getting the (superlikely?) adventure against The Sierpinski brothers. One of the brothers' potential drops is a magical battery, which is a crafting component to make the White Dragon Fang, a 1-handed sword with a 200 muscle equip requirement that grants +9 prismatic damage, +9% to all attributes, and regenerates 9 MP per adventure. Another drop, which is guaranteed, is the strange goggles. These are a combat item required for later in the quest.

Defeating the brothers converts the Chinatown Shops zone into a NPC store. four items from this store are required to advance the quest.

(1) The novelty tattoo sleeves cost 1,000 meat and are an accessory that grant +6 muscle and +1 PvP fight.

(2) The rhinoceros horn costs 375 meat and meatpastes with another rhinoceros horn to form a pair of rhinoceros horns.

(3) The furry pink pillow costs 500 meat and meatpastes with the bottle of limeaid.

(4) The Bottle of Limeaid costs 300 meat and meatpastes with the furry pink pillow to form a furry brown pillow.

The furry brown pillow and the pair of rhinoceros horns meat paste together to form a makeshift yakuza mask, a -10 moxie hat.

Equip the makeshift yakuza mask and novelty tattoo sleeves to access Zaibatsu Building Entrance

Once you click the building entrance, you can remove the mask and sleeves and you will now have access to 1st Floor, Shiawase-Mitsuhama Building

You will face 3 monsters. The yakuza guard or salaryninja can drop the zaibatsu level 2 card.

Use the level 2 card to gain access to 2nd Floor, Shiawase-Mitsuhama Building

You will face the same 3 monsters. This time, the yakuza guard or salaryninja can drop the zaibatsu level 3 card.

Use the level 3 card to gain access to 3rd Floor, Shiawase-Mitsuhama Building

You will face the same 3 monsters. This time, the yakuza guard or salaryninja can drop the CEO office card.

Use the CEO office card to trigger a fight with the Chief Electronic Overseer. He will drop a test site key, which opens the Chinatown Tenement.

This zone consists of three monsters and a non-combat. In order to succeed in the non-combat, you will need 30 gold pieces.

The desperate gold farmer can drop up to three gold pieces, so you'll likely want to olfact him. The rabid MMO addict drops one and the yakuza thug does not drop any.

Once you've collected 30 gold pieces, choose Give 30 Gold Pieces in the non-combat and you will fight The Server. The Server can not be defeated using conventional means. In order to defeat the Server, wait until it displays a message about a panel falling off and then use the strange goggles. This will end the combat with the Server and cause you to face the White Bone Demon, which is a regular monster. The White Bone Demon will drop a suspicious-looking fedora, which is a hat that grants +6 to moxie and weapon damage and attacks/increases item drops on the hatrack.

You can now click on A Crowd of Paradegoers to complete the quest.

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Re: Jar of Psychose Guides: 5/7 - (Need more guides!)

Post by lostcalpolydude » Mon Jan 21, 2013 12:18 pm

The first 18 fights [in the Gourd] are all against three enemies
The first 9 are against 3 enemies, the next 9 are against 3 different enemies.
There is a non-combat adventure that starts and ends the [Meatsmith] zone, so there's a total of 28 adventures.
The starting and ending noncombats don't take turns, so it's 26 turns.
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Re: Jar of Psychose Guides: 5/7 - (Need more guides!)

Post by lotsofphil » Thu Feb 14, 2013 10:16 am

Artist's Jar
The Buffs
Breakfast with Andrea is +meat, capped at +80%.
Champion's Breakfast is +init, capped at +60%.
Tiffany's Breakfast is +items, capped at +40%.
Breakfast Clubbed is +ML, capped at 25.

The Sword
Ginsu is our goal. +100% food drops, +100% weapon damage.

You get it by getting all 4 buffs in the Artist's jar in one ascension:
http://kol.coldfront.net/thekolwiki/ind ... able#Notes

Day 0: Buy 4 Knives, 4 Spatulae, 4 Whisks, 4 Cutters, 4 Torches.
Day 1: Breakfast with Andrea: Meat+Knife, Bread+Knife, Batter+Spatula, Eggs+Whisk, Potatoes+Knife.
Day 2: Champion's Breakfast: Meat+Cutter, Bread+Torch, Batter+Whisk, Eggs+Torch, Potatoes+Torch.
Day 3: Tiffany's Breakfast: Meat+Spatula, Bread+Cutter, Batter+Cutter, Eggs+Spatula, Potatoes+Whisk.
Day 4: Breakfast Clubbed: Batter+Torch, Bread+Spatula, Eggs+Cutter, Meat+Whisk, Potatoes+Cutter.

To get a buff:
* use an Artist's jar.
* adventure in A Grocery Bag.
* use the appropriate combat item on the monster.
* after all 5 monsters (should just take 5 turns) click on The Table.
* click Eat your Breakfast.
* that's it for that day.

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