New area: Smut Orc Logging Camp. Smut Orcs drop bridge bits (100% on one piece, 10% on a second, so for small numbers probably count on about 1 turn per piece you need plus one or two turns of swing for getting extra of one type). Every 30 adventures you get a Pervert, which drops an item to speed the process up a lot (fax+putty/quivered arrow this, pull boxes in SC in paths where you can't fax).
Dictionary can still be bought, and builds about half the bridge for you.
This seems like the longest or most resource-intensive bit. You need 30 planks and 30 fasteners to build the bridge. The dictionary can give between 12 and 15 of each. Keepsake Boxes give 5 of each.
Step 2: The three peaks.
Oil Peak: Kill enemies to finish the zone. Boost +ML to fight bigger enemies and make it go faster (Oil Cartel is the biggest unique, starts at +100 ML, MCD and Florist Friar plants do count). This zone is really quick (I finished it with only 10 crude). Farm at least 12 bubblin' crude for the Twin Peaks. The highest ML enemies (oil cartel) also drop the most crude (droprate 100%/30%/15%), so ML is hugely important here. With 100 ML you'll want 234% item drop to get your oil on average without spending extra adventures. With 50 you should average it on 0% (10 guaranteed and 30% per for another 10) but running as much as possible is recommended to avoid bad RNG.
Syringes from Dusken Raider Ghosts on the A-boo Peak get you extra crude if you need it. You'll only fight 4 ghosts and the droprate is 15% on a 1 in 5 chance enemy, so you probably won't find any (and shouldn't plan on needing one to save a turn), but it may be worth doing a-boo peak first just in case. Now that you have to [use] A-boo clues this is more viable.
ML doesn't matter, just monster type, so you should probably run exactly 100 ML (or whatever lower monster type threshold you can muster) if you're having issues surviving due to the lack of stuns here.
edit: One bubblin' crude is guaranteed. The rest are affected by +item%, base drop rate unknown.
edit: After about 50 adventures between 150% +item and 234% +item, the second two crude drops (looks like cartel drops 1-3 crude) are lower than 40%. I never saw less than 2 crude drops with 234%, and saw about 2.5/adventure over 40ish adventures, so preliminary guesswork says the drop rate is 100/30/15.
edit: Only one dropped at 190% +item, so it's less than 35%. Calling the second drop at 30% base, given it didn't miss a drop in 150ish adventures.
edit: Phil saw 20/21 at 547% +item (97% drop on a 15% base), so 100/30/15 looks like a safe bet.
edit: Pickpocketable/YRable too.
edit: MCD counts now.
edit: So does friar plant ML.
Twin Peaks: Farm Rusty Hedge Trimmers (15% droprate) as a stone wool equivalent/just get the choice noncombat randomly. Three tests:
-Have +4 stench resistance
-Have 50% +item. Fairy doesn't help. +Food% counts
-Have an Oil Jar (multiuse 12x Bubblin' Crude)
And then a fourth once the first 3 are done:
-Have +40% initiative.
Clovering this area gives an item drop+initiative+stench resist (10%/10%/1) buff. Pretty useless in most scenarios most likely.
Edit: Hedge Trimmer droprate is less than 30%. This can be spaded with the quest completed, so I'll probably work out exact values eventually.
edit: Hedge Trimmers are a 15% drop. The item test is food%.
A-boo Peak: Farm A-boo clues to get a noncombat adventure. Each time you select the first choice, you take a larger hit of spooky+cold damage. 5 clicks gets you through the noncombat. Getting beaten up only despookifies by 2% on that test rather than the normal amount.
Edit: Hits are 13/25/50/125/250 of both cold and spooky according to the wiki, so you need to survive 926 elemental damage to pass this test perfectly. Looks like in many cases/paths you need an elemental vial or to get your resists well above 10. In class act I suspect you'll need to do this quest near the end of the run so that you have as much HP as possible, and it should be doable in softcore without any extra pulls (Super Structure + Black Paint + Exotic Parrot + Pet Rock in the CoT + Demihuman Medium Booze (charged in the alcove, where you want to run it anyways) brings the damage down to 203.5 if my calculations are correct, which should be survivable). In hardcore you might be able to survive it without an elemental vial in NP. In HCCA I think you're probably screwed.
You need to de-spookify this zone. Each ghost kill gives -2%, each successful noncombat choice -2%/4%/6%/8%/10% progressively. The initial free noncombat gives -2%.
Spreadsheet to calculate how much resists/HP you need. Please don't change non-yellow fields. Mysticality = true or false depending on whether you are a myst class or not.
Clovering gives 2 clues, which should get this zone a little under 2/3 done for you. Not sure if it's useful (depends on the base drop rate), but I'd guess it probably isn't based on what I saw.
Edit: Okay, some weird mechanic caused these to stop dropping clues after about 10-15 more. Maybe there's a cap on how many you can farm per run? Anyhow, my preliminary spading before they stopped dropping guesstimates the droprate at between 10 and 20%.
Edit: Eleron says it was a bug, not supposed to drop at all after the quest is done. Anyhow, I think the droprate is between 10-20%, and it's clearly conditional.
Edit: My current plan fights ghosts until finding a clue, clovers for 2 more, does all three, then fights any remaining ghosts necessary.