dread sylvania easy use guide
DESCRIPTION
A General Guide for Dreadsylvania in KoLTRANSCRIPT
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Ye Olde ful Easy Use Guide
(updated 9/13/2013) by Maharito
for my awesome clan with a little bit of everything, Lost Generation What would you like to do in Dreadsylvania? It’s not all simple, so this guide should help you decide what to get from these dreadful environsas well as how and when to get them. First off, the basics: There are 30 kinds of enemies in Dreadsylvania10 in each zone. You’ll see werewolves and bugbears in the Forest, ghosts and zombies in the Village, and skeletons and vampires in the Castle. And for each monster type, there is one enemy of each of the five elements we all know and lovehot, cold, stench, spooky, and sleazewith randomlygenerated fun names, just like we’ve seen in Hobopolis. After 1,000 enemies in a zone have been killed, the boss appearsit could be of either type in the zone, depending on certain factors. These guys can be tricky! In each zone, there are three different main noncombats to be found. These noncombats are rarer than usual, so decreasing combat frequency is very important if you want to find these in your adventuring. Each of these nine noncombats branches into three more noncombats, and each of those has multiple choices. There are a lot of choices to make...and once you’ve made a complete choice, you can’t do anything at that main noncombat for the rest of the run (with two exceptions). The Freddy Krueggerand coin rewards at The Terrified Eagle Inn have various different effectssome fun, some helpful, some quite important. You can see those well enough for yourself. The Dreadsylvanian skeleton key is a required item to open some noncombats (the key is consumed on use, but everyone can then access the area for the rest of the run). Feel free to comment on a particular part by rightclicking any word or phrase you select.
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Contents:
1. Get Krueggerands in noncombats? (for use in the Inn) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2. Map out the dungeon? (so you can go to any noncombat at any time, forever) . . . . . . . . . . . . . . . . . . . 3
3. Get more Krueggerands from fights? (via clan cooperation and via spending the coins) . . . . . . . . . . 4
4. Get more rare/specific item drops from regular enemies? (several methods for all skill levels) . . . . 5 Changing Monster Type Frequency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Banishing Monster Elements (also increases zone difficulty) . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
5. Get rare items through noncombats? (both for personal use and for special clan endeavors) . . . . . 8 Advanced Items: Crafting, Combining, and Interacting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
6. Get more/choice of item drops from bosses? (increasing drops requires increasing difficulty) . . . . . 10
7. Get special item drops from Hard Mode bosses? (involves special nontradable items) . . . . . . . . . . 10
8. Get unique effects and boosts? (other stuff you can do for fun and profit) . . . . . . . . . . . . . . . . . . . . . . . . 11
9. Earn trophies? (five have been found; more are to come!) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
10. Get allnew “hybrid” skills? (requires defeating a Hard Mode boss in the Castle) . . . . . . . . . . . . . . . . . 12 A New Generation of Super Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
11. Maha’s Personal Recommendations (for small, friendly clans) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Helpful Resources:
12. Combat Information Monster Types: Dreadful Denizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Monster Elements: Dreadful Deviations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
13. Boss Information The Dons of Dread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Demonic Dreadmeisters (Hard Mode Bosses) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 DeadDreadHead Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Hard Mode Drops: Super Loot for Super Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
14. Condensed NonCombat Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
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1. Get Krueggerands in noncombats?
There are eight zones where you can pick up some coins for use in the Inn. Up to ten people can pick them up per run. Two of them have special requirements.
Woods: The (Cabin) in the Dreadsylvanian Woods: Go down to the basement > Look
through the newspapers (67 coins) The (Tallest Tree) in the Forest: Check out the fire tower (KEY REQUIRED) >
Raid the footlocker (711 coins) Below the Roots (Burrows): Go toward the smelly > Dig through the garbage
(56 coins)
Village: Dreadsylvanian Village Square (Village Square): The blacksmith’s shop >
Dig through the till (56 coins) The Even More Dreadful Part of Town (Skid Row): Investigate the ticking
shack (MOXIE CLASS REQUIRED) > Rummage through the shelves (56 coins) The (Old Duke’s Estate): Check out the family plot > Rob some graves (56
coins)
Castle: This Hall is Really Great (Great Hall): (no coins) (Tower) Most Tall: Go to the bedroom > Check the dresser (56 coins) The Dreadsylvanian (Dungeon): Head for the boiler room > Check in the
incinerator (56 coins)
2. Map out the dungeon? Getting to the noncombat you want can be a real pain. However, the game facilitates accessing noncombats whenever you want: just add them to your Dreadsylvania map! You can do this by picking up ghost pencils from the schoolhouse.
Village: Dreadsylvanian (Village Square) > The schoolhouse (KEY REQUIRED) > Rummage through the teacher’s desk
Up to ten people can pick up a ghost pencil per run! The ghost pencil is available for use whenever you randomly find a noncombat. You can then “Use a ghost pencil” right there, and it will be mentally mapped (and choosable on the Dreadsylvania main map) for all eternity. The noncombat won’t be disabled, either!
I cannot recommend enough to pick up as many ghost pencils as you can until you can mark all nine noncombats. After all, the encounters are quite rare, and coordination for more difficult endeavors in Dreadsylvania will become much simpler... Oh, and you can even access these noncombats when you are in Hardcore or Ronin (level 15+)!
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3. Get more Krueggerands from fights?
There are two known ways to increase the Krueggerand drops from fights (both are nontradable). It’s believed these also improve your noncombat haul a little bit!
Don’t let the small “5%” figure fool you! These are powerful increasers because they add to your total drop percentage. Right now, it’s believed you get Krueggerands from 5% of fights (1 in 20). With just one 5% increaser, this doubles to 10% (1 in 10). It is possible to get up to four 5% increasers (total 25%1 in 4), or for some people, even six increasers (total 35%over 1 in 3)!
Dreadsylvania Auditor’s badge: This gives 5% more coins, is obtained through the noncombats, and requires some combination of cooperation and multiple dungeon runs. Though only one can be equipped at a time, extras have another use (see page 10).
i. A Myst class person can obtain the wax banana from the Castle. (This Hall is Really Great (Great Hall) > Investigate the dining room > Levitate up to the rafterslimit one per run)
ii. Anyone with the wax banana can turn it into the complicated lock impression in the Forest. (The (Cabin) in the Dreadsylvanian Woods > Go down to the basement > Stick a wax banana in the lock)
iii. An Accordion Thief (who didn’t do step ii this run) can obtain the intricate music box parts from the Woods. (The (Cabin) in the Dreadsylvanian Woods > Try the attic (KEY REQUIRED) > Turn off the music box) (Warning: this will also banish spooky monsters from the Woods and make the enemies there more difficult!)
iv. A Moxie class person with both the complicated lock impression and the intricate music box parts can create a replica key in the Village. (The Even More Dreadful Part of Town (Skid Row) > Investigate the ticking shack > Make a key using the wax lock impression)
v. Anyone with the replica key (who didn’t do either step ii or iii this run) can obtain the Dreadsylvania Auditor’s badge from the Forest. (The (Cabin) in the Dreadsylvanian Woods > Go down to the basement > Check out the lockbox)
The fairest way to manage this is: Three people (fruit thief (Myst), accordion
thief (AT), and badge thief (any lucky clannie)) tackle it all at once. Fruit thief gets the banana and makes an impression (Great Hall, then Cabin), accordion thief takes the impression and the music box parts to make the key (Cabin, then Skid Row), and badge thief takes the key to claim their prize (Cabin).
Dreadful Pajamas: This threepiece outfit grants the same 5% bonus for each piece
equipped. Each piece costs 500 Krueggerands at the Terrified Eagle Inn. Getting the badge and coins from noncombats will make a big difference in affording these quickly.
Also, the dreadful glove is a onehanded equip and can thus be worn on both hands if you have the skill DoubleFisted Skull Smashing. If you are fortunate enough to have a Disembodied Hand familiar, that can wield one as well!
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4. Get more rare/specific item drops from regular enemies?
There are a good number of items unique to enemies. One unique drop can be found from each of the 30 monsters. Most but not all of these are pieces of equipment more powerful than any outside of Dreadsylvania, which can also be pulverized into clusters. There are also the Freddy Krueggerands, tattoogranting Marks (one of each monster type per run), and Dreadsylvanian Alamanac pages which teach recipes involving clusters, bone flour (for food), eau de mort (for booze), and lengths of old fuse (for cluster bombs). (See part 5 (pages 89) for instructions on obtaining these crafting ingredients and on the proper use of interaction items.)
Columns are elements: Hot Cold Stench Spooky Sleaze Rows are monster types: Bugbear, Werewolf, Zombie, Ghost, Skeleton, Vampire # Used for other interactions involving Dreadsylvania ^ Nonequipment item (food, booze, or usable item)
B warm fur#
B snowstick
B stinkwater^
B eerie fetish
B dubious loincloth
W accidental mutton^
W drafty drawers
W guts necklace
W wolfskull mask
W groping claw
Z hothammer#
Z Thriller Ice^
Z muddy skirt#
Z grandfather watch
Z antique spyglass
G vengeful spirit#
G BOOtonniere
G bag of unfinished business
G ghost thread#^
G transparent pants
S frying brainpan
S old ball and chain#
S tailbone shield
S old dry bone#
S tonguebone
V vial of hot blood
V remorseless knife
V cod cape
V intimidating coiffure
V blood sausage^
warm fur, old ball and chain, hothammer: anvil crafting items (Cool Irons) ghost thread: loom crafting item (ghost shawl) old dry bone: floor milling item (bone flour) vengeful spirit: Rodoric chefstaff crafting subitem (Staff of the Roaring Hearth)
If the clan wishes to focus on obtaining certain items, noncombat adventures can be used both to banish elements from the zone where the choice is found and to decrease the frequency of an unwanted monster type from that type’s zone.
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Changing Monster Type Frequency
Decreasing frequency at both locations will drastically reduce frequency of or even banish the monster type entirely, assuming you do not trigger its complement. Making the change may also affect which boss is encountered; see page 10 for details. Monster type shifting choices (safe to use):
More Bugbears, Fewer Werewolves in the Woods: Woods: The (Cabin) in the Dreadsylvanian Woods: Try the attic (KEY
REQUIRED) > Check out the wolfsbane Village: The (Old Duke’s Estate): Make your way to the master suite (KEY
REQUIRED) > Blow the whistle More Werewolves, Fewer Bugbears in the Woods:
Woods: Below the Roots (Burrows): Go toward the smelly > Smash the eggs Castle: (Tower) Most Tall: Go to the laboratory (KEY REQUIRED) > Turn on the
lamp More Zombies, Fewer Ghosts in the Village:
Woods: The (Tallest Tree) in the Forest: Check out the fire tower (KEY REQUIRED) > Wind up the siren
Village: Dreadsylvanian (Village Square): The schoolhouse (KEY REQUIRED) > Clean the erasers
More Ghosts, Fewer Zombies in the Village: Village: The (Old Duke’s Estate): Check out the family plot > Close the gates Castle: (Tower) Most Tall: Go to the laboratory (KEY REQUIRED) > Examine the
brains in jars More Skeletons, Fewer Vampires in the Castle:
Woods: The (Cabin) in the Dreadsylvanian Woods: Try the attic (KEY REQUIRED) > Poke around in the rafters
Castle: This Hall is Really Great (Great Hall): Head to the ballroom (KEY REQUIRED) > Play the organ
More Vampires, Fewer Skeletons in the Castle: Village: The Even More Dreadful Part of Town (Skid Row): Explore the
tenements > Drive out the rats Castle: (Tower) Most Tall: Books. Check them out. (MYST CLASS REQUIRED)
> Read “BoneDissolving Incantations: A Treatise”
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Banishing Monster Elements
Banishing an element from a zone, however, increases danger levels. (Warning: Increasing danger level makes these zones considerably harder not only by monster level, but also by the penalties and curses they can inflict on the attacker. Only do so if clannies are prepared for trouble with ample ways to damage enemiesboth physically and elementallyand preferably have muscle and/or moxie boosted well above 1,000. Having cups of hot cocoa from the Inn will be handy for the curses as well.) Monster element banishing choices:
Woods: Banish hot element: Below the Roots (Burrows): Go toward the heat > Pull the
cork Banish cold element: Below the Roots (Burrows): Go toward the cold > Read
the heart a story Banish stench element: The (Cabin) in the Dreadsylvanian Woods: Check out
the kitchen > Clean out the disposal Banish spooky element: The (Cabin) in the Dreadsylvanian Woods: Try the
attic (KEY REQUIRED) > Turn off the music box (Accordion Thief required to also obtain rare item: intricate music box parts)
Banish sleaze element: The (Tallest Tree) in the Forest: Climb to the top (MUSC CLASS REQUIRED) > Kick the nest
Village:
Banish hot element: The (Old Duke’s Estate): Investigate the servant’s quarters > Turn off the ovens
Banish cold element: The (Village Square): The blacksmith’s shop > Stoke the furnace
Banish stench element: The Even More Dreadful Part of Town (Skid Row): Pop into the sewers > Unclog the grate
Banish spooky element: The (Village Square): The gallows > Paint the noose pink
Banish sleaze element: The Even More Dreadful Part of Town (Skid Row): Explore the tenements > Paint over the graffiti
Castle:
Banish hot element: The Dreadsylvanian (Dungeon): Head for the boiler room > Let off some steam
Banish cold element: These Halls are Great (Great Hall): Check out the kitchen > Turn down the freezer
Banish stench element: These Halls are Great (Great Hall): Investigate the dining room > Clear the dishes
Banish spooky element: The Dreadsylvanian (Dungeon): Go to the cell block > Flush the toilet
Banish sleaze element: (Tower) Most Tall: Go to the bedroom > Shut the parrot up
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5. Get rare items through noncombats?
There exists a decent number of limitedstock items that can be harvested from the noncombats of Dreadsylvania. Most items serve a purpose to claim other, fancier rewards. The clan should seek out as many limitedstock items as it can each run. Items obtainable once per run:
intricate music box parts (for both Auditor’s badge (page 4) and songbird (next page)): Woods: The (Cabin) in the Dreadsylvanian Woods > Try the attic (KEY REQUIRED) > Turn off the music box (Accordion Thief REQUIRED) (Warning: this will also banish spooky monsters from the Woods and make the enemies there more difficult!)
moonamber (for necklace, next page): Woods: The (Tallest Tree) in the Forest > Climb to the top (MUSC CLASS REQUIRED) > Grab the shiny thing
blood kiwi (for bloody kiwitini, next page): Two people meet at Woods: The (Tallest Tree) in the Forest
Person #1: Root around the base > Stand near the base looking upward, THEN Person #2 (MUSC CLASS): Climb to the top > Stomp on the fruit branch (if Person #1 was in place, #1 gets the blood kiwi; otherwise, it is lost)
One nontradable item under the gallows: hangman’s hood (Musc class) (Muscular hat), cursed ring finger ring (Myst class) (spooky Mystical accessory), or Dreadsylvanian clockwork key (Moxie class) (songbird component, next page): Two people meet at Village: Dreadsylvanian (Village Square) > The gallows
Person #1: Stand on the trap door, THEN Person #2: Pull the lever (if Person #1 was in place, #1 gets the item based on their own class)
stinking agaricus (for making shepherd’s pie, next page): Castle: The Dreadsylvanian (Dungeon): Check out the guardroom > Break off some choice bits
dreadful roast (for making shepherd’s pie, next page): Castle: This Hall is Really Great (Great Hall): Investigate the dining room > Grab the roast
wax banana (for obtaining Auditor’s badge, see page 4): Castle: This Hall is Really Great (Great Hall): Investigate the dining room > Levitate up to the rafters (MYST CLASS REQUIRED)
Dreadsylvania Auditor’s badge (Krueggerandboosting +items accessory, see page 4) Items obtainable multiple times per run (once per clan member):
dread tarragon (limit unknown) (for making shepherd’s pie, next page): Woods: The (Cabin) in the Dreadsylvanian Woods: Check out the kitchen > Raid the spice rack
Dreadsylvanian seed pod (limit unknown) (fully restores HP and stuns enemy in combat): Woods: The (Tallest Tree) in the Forest > Root around the base > Stand near the base looking downward
ghost pencil (limit 10) (allows easy noncombat access, see page 3): Village: Dreadsylvanian (Village Square) > The schoolhouse (KEY REQUIRED) > Rummage through the teacher’s desk
eau de mort (limit unknown) (for Almanac booze recipes; also for bloody kiwitini, next page): Village: The (Old Duke’s Estate) > Make your way to the master suite (KEY REQUIRED) > Check the nightstand
3 lengths of old fuse (limit unknown) (for Almanac cluster bombs): Village: The Even More Dreadful Part of Town (Skid Row) > Investigate the ticking shack (MOXIE CLASS REQUIRED) > Look through the boxes
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Advanced Items: Crafting, Combining, and Interacting
Except for the final step of obtaining the Auditor’s badge, all crafting steps can be performed unlimited times (still once per person per run). Create at your leisure!
bone flour: a tradable cooking item used for both Almanac food recipes and the Hard Modeunlocking shepherd’s pie (see below)
(MUSC CLASS REQUIRED) With an old dry bone (drop from spooky skeleton): Woods: The (Cabin) in the Dreadsylvanian Woods: Check out the kitchen > Screw around with the floor mill
bloody kiwitini: a nontradable 3drunk awesome booze that grants 10 turns of an effect used to initiate FallsFromSky (HM)
(MOXIE CLASS and KEY required) With a blood kiwi and eau de mort (previous page): Castle: (Tower) Most Tall: Go to the laboratory > Use the still
moonamber necklace: a nontradable Mystical accessory used to initiate Great Wolf of the Air (HM)
i. A Moxie class person can make a tradable polished moonamber from a moonamber (previous page): Village: The Even More Dreadful Part of Town (Skid Row): Investigate the ticking shack > Polish the moonamber
ii. A Myst class person (the necklacemaker) can learn the recipe: Castle: (Tower) Most Tall: Books. Check them out. > Read “Enchanted Jewelry, Then and Now” (crafting requires nontradable jewelrymaking pliers, a heavy necklace chain, the polished moonamber, and the buyable skill Really Expensive Jewelrycrafting)
Dreadsylvania Auditor’s badge: a nontradable itemfinding accessory notable for enhancing Krueggerand drops, also used to initiate Mayor Ghost (HM); limit 1/instance
(acquisition details on page 4) weedy skirt: nontradable HPboosting pants used to initiate Zombie Homeowners’
Association (HM) (KEY REQUIRED) Wearing a muddy skirt (drop from stench zombie) and with a
Dreadsylvanian seed pod (previous page): Castle: This Hall is Really Great (Great Hall): Head to the ballroom > Trip the light fantastic
Dreadsylvanian shepherd’s pie: a nontradable 3full awesome food that grants 10 turns of an effect used to initiate The Unkillable Skeleton (HM)
(MYST CLASS REQUIRED) With bone flour (above), dread tarragon, stinking agaricus, and dreadful roast (previous page): Village: The (Old Duke’s Estate): Investigate the servant’s quarters > Make a shepherd’s pie
ghost shawl: a nontradable Mystical back item used to initiate Count Drunkula (HM) (KEY REQUIRED) With 10 ghost threads (drop from spooky ghost): Village: The (Old
Duke’s Estate): Make your way to the master suite > Mess with the loom unwound mechanical songbird: a tradable hatchling of a familiar that boosts item
dropsespecially in Dreadsylvaniaand drops eggs in combat which produce parts of a rolloveradventuregranting campsite dwelling item (17 eggs required)
(MOXIE CLASS REQUIRED) With a Dreadsylvanian clockwork key and three intricate music box parts (previous page): Village: The Even More Dreadful Part of Town (Skid Row): Investigate the ticking shack > Assemble a clockwork bird
Cool Irons: a tradable threepiece outfit (nontradable when first used) notable for providing large amounts of Damage Reductionan important effect for fighting Great Wolf of the Air (especially in Hard Mode)
i. With an old ball and chain (cold skeleton drop), one can make a cool iron ingot: Woods: Below the Roots (Burrows): Go toward the heat > Melt down an old ball and chain
ii. With a warm fur (hot bugbear drop) and a cool iron ingot, plus a reusable hothammer (hot zombie drop), one choice of outfit piece can be crafted: Village: Dreadsylvanian (Village Square): The blacksmith’s shop > Approach the anvil
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6. Get more/choice of item drops from the bosses?
The bosses of Dreadsylvania follow the pattern of the regular enemies of the zonebugbear and werewolf in the Woods, ghost and zombie in the Village, and skeleton and vampire in the Castle. However, you only get to fight one boss per zone, it is determined by which monster type has the higher encounter rate at the end of the zone, and its drops are not affected by itemdrop effects. A boss’s single outfit piece drop is random, but the pieces can be zapped into one another. For changing enemy frequency (to help choose a boss), see page 6. (For a complete reward table, see pages 2223.) Increasing nonequipment enemy drops, however, involves getting more kisses, which requires increasing the danger level of zones. A regular run will produce 3,000 kisses (one for each monster killed) plus 100 for each boss killed for a total of 3,300minus one for every fight not won or CLEESHed. Increasing the danger level of a zone increases the kisses gained per enemy by 1 and adds 100 to the boss bonus for the zone. This can be done up to five times per zone. (Note that banishing all elements for maximum danger level ends up causing them all to return.) It is estimated that for killing a boss with at least 3700, 6900, and 11,000 kisses (counting the boss killed, not counting failures), a consumable item will be dropped (more on page 22). Read about banishing monster elements to increase danger level on page 5. (Warning: Increasing danger level makes these zones considerably harder not only by monster level, but also by the penalties and curses they can inflict on the attacker. Only do so if clannies are prepared for trouble with ample ways to damage enemiesboth physically and elementallyand preferably have muscle and/or moxie boosted well above 1,000. Having cups of hot cocoa from the Inn will be handy for the curses as well.)
7. Get special item drops from Hard Mode bosses? There are also three nonoutfit pieces per boss (including four reusable combat items); to get them, the bosses must be enraged further through the implementation of certain nontradable items made via clan dungeon noncombats (see previous page for how to obtain them; see pages 2223 for a complete reward table). This also earns a few more kisses (double the normal boss amount). Advance preparation, including consideration of character class and available skills, is necessary to fight Hard Mode bosses and obtain their additional rewards. The prerequisite item or effect will be consumed upon defeating the boss! The prerequisites are as follows:
FallsFromSky Great Wolf of the Air
Mayor Ghost
Zombie Homeowners’ Association
The Unkillable Skeleton
Count Drunkula
from bloody kiwitini: First Blood Kiwi
moonamber necklace
Auditor’s badge
weedy skirt
from shepherd’s pie: Shepherd’s Breath
ghost shawl
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8. Get unique effects and boosts?
Several choices from noncombats can provide useful effects to enhance your character or substats to increase their power level more permanently. Since the only requirement to enter Dreadsylvania is being a regularclass adventurer of at least level 15, going directly to noncombats (via ghost pencilssee page 3) can be practical and beneficial in Hardcore or Ronin BIG! challenge path runs or for any other highlevel application. Effects (all last for 100 adventures):
Dragged Through the Coals (+100 Hot Damage): Woods: Below the Roots (Burrows): Go toward the heat > Play in the fire
Staying Frosty (+100 Cold Damage): Castle: This Hall is Really Great (Great Hall): Check out the kitchen > Hang out in the freezer
SewerDrenched (+100 Stench Damage): Village: The Even More Dreadful Part of Town (Skid Row): Pop into the sewers > Slosh in the muck
Bored Stiff (+100 Spooky Damage): Woods: The (Cabin) in the Dreadsylvanian Woods: Go down to the basement > Read the diary
Fifty Ways to Bereave Your Lover (+100 Sleaze Damage): Village: The (Old Duke’s Estate): Check out the family plot > Read some tombstones
Nature’s Bounty (Maximum HP +300, Regenerate 1800 HP per adventure): Woods: Below the Roots (Burrows): Go toward the cold > Drink some of the green stuff
Magically Fingered (Maximum MP +150, Regenerate 4050 MP per adventure): Castle: (Tower) Most Tall: Go to the bedroom > Turn on the magic fingers
SporeWreathed (Reduce enemy defense by 20%): Castle: The Dreadsylvanian (Dungeon): Check out the guardroom > Roll around in it
Stat boosts (all scale to the relevant unbuffed stat):
Muscle: Woods: The (Tallest Tree) in the Forest: Check out the fire tower (KEY REQUIRED) > Lift
the weights Village: The Even More Dreadful Part of Town (Skid Row): Explore the tenements >
Move some bricks around Castle: The Dreadsylvanian (Dungeon): Go to the cell block > Do some pushups
Mysticality: Woods: Under the Roots (Burrows): Go toward the cold > Listen to the heart Village: Dreadsylvanian (Village Square): The schoolhouse (KEY REQUIRED) > Read
the carvings on the students’ desks Castle: (Tower) Most Tall: Books. Check them out. (MYST CLASS REQUIRED) > Read
“Amazing Ancient Mystical Secrets” Moxie:
Woods: The (Cabin) in the Dreadsylvanian Woods: Try the attic (KEY REQUIRED) > Look through the photo albums
Village: The (Old Duke’s Estate): Investigate the servant’s quarters > Look through the cabinets
Castle: This Hall is Really Great (Great Hall): Head to the ballroom (KEY REQUIRED) > Trip the light fantastic
All stats (a lesser amount to each): Castle: The Dreadsylvanian (Dungeon): Head for the boiler room > Relax in the furnace
Full MP Restoration:
Castle: The Dreadsylvanian (Dungeon): Go to the cell block > take a nap
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9. Earn trophies?
There are seven trophies that have been discovered involving the trials of Dreadsylvania. Claim your prizes, and good luck finding trophies in the future!
Right Outfit, Wrong Place: Wear Mayor Ghost HM’s requested equipment (see page 20) Dreadful Rainbow: Possess all five of the elemental effects simultaneously from the
noncombats (see the top of the previous page) Horror Enthusiast: Earn all 30 Tales of Dread (defeat Dread enemies w/book in inventory) Full Heart: Drink 50 bottles of Bloodweiser Extended Capacity: Drink 50 glasses of electric KoolAid Kissing Maniac: Personally earn 10,000 kisses from combats Cruising for Six Bruisings: Simultaneously obtain prerequisites for all six HM boss fights
(see pages 810) There are also clan trophies earned for each boss killed, both normal and Hard Mode versions:
FallsFromSky: Space Shadow (HM: Star Wallet) Great Wolf of the Air: Wolf Whistle (HM: Great Sheep’s Clothing) Mayor Ghost: Corporeal Necktie (HM: Ghost Diploma) Zombie Homeowners’ Association: SelfRighteous Rib (HM: Meddling Finger) The Unkillable Skeleton: Vibrating Fingerbone (HM: Crackling Pelvis) Count Drunkula: Bloody Bottlecap (HM: Antique Pewter Bottle Opener)
A much more challenging clan trophy, the Platinum Smooch, awaits a clan capable of beating every enemy and Hard Mode boss at the maximum danger level while failing as little as possible (there is an unknown amount of leeway granted). The maximum number of kisses possible (barring some trickery not discussed here) is
((1000 monsters + (100 for boss * 2 HM bonus)) * 3 zones * 6 kiss multiplier = 21,600.
10.Get allnew “hybrid” skills? Defeating one of the Hard Mode bosses in the Castle will yield a clandistributed nontradable skull capacitor, which fixes and permits operation of The Machine (Castle: (Tower) Most Tall: Go to the laboratory (KEY REQUIRED) > Approach The Machine). With the cooperation of three clannies, The Machine can perform an amazing featcombine two different classes into one to produce an amalgamated skill! This can be done up to three times per run, and this choice adventure does not banish one from exploring the Tower again (presumably to assist with The Machine once more). In The Machine screen, entering the left or right chamber will volunteer your current class’s knowhow for copying; entering the center chamber will prepare you to receive the “hybrid” skill. When everyone’s in place, the center person grabs the electrodes...
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A New Generation of Super Skills
The powerful clanniefused skills that await you in The Machine (see previous page) are:
Combined classes
Turtle Tamer Pastamancer Sauceror Disco Bandit Accordion Thief
Seal Clubber
Club Earth (50 MP combat skill,
nocontact Musclebased
physical damage + stun)
Carbohydrate Cudgel (30 MP combat skill,
consumes 1 dry noodles to instakill)
Splattersmash (25 MP combat skill, nocontact Musclebased groupattackingHot damage)
Grab a Cold One (30 MP noncombat
skill, summons a 1drunk levelscaled booze, 1/day)
Song of the
North (100 MP noncombat skill, grants 10 adv of +100% Wpn Dmg and +50 Cold Dmg)
Turtle Tamer X
Turtleini (35 MP combat skill, does physical / spooky damage + more spooky damage in later
rounds)
Sauceshell (30 MP combat skill, sets up a 1time powerful Hot counterattack)
Conspiratorial Whispers (25 MP combat skill,
continuing damage +
delevel based on familiar)
Song of
Slowness (100 MP noncombat skill, grants 10 adv of +50% Combat Initiative)
Pastamancer X X
Spaghetti Breakfast (30 MP noncombat skill, summons a 1full level scaled food, 1/day; must be 1st food of day)
Shadow
Noodles (30 MP combat skill, 35 turn stun and delevel)
Song of Starch
(100 MP noncombat skill, grants 10 adv of +50% Maximum HP)
Sauceror X X X
Splashdance (30 MP combat skill, heals
5060 HP as a free action)
Song of Sauce
(100 MP noncombat skill, grants 10 adv of +100% Spell Dmg and +50 Hot/Hot Spell Dmg)
Disco Bandit X X X X
Song of Bravado (100 MP noncombat skill, grants 10 adv of +15% to
all stats)
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11.Maha’s Personal Recommendations (for small, friendly clans)
In order to make the best use of Dreadsylvania while still allowing each person to play at their own pace, there should be some coordinationand ideally some altruism by the more able and active clan members. I will consider the development of Dread logistics in three phases, based on how far clannies have come in obtaining all available content. If you get lost at any point, a quick consultation of the picture at the end of the guide may prove helpful.
1. “Pencil Pushers” (initially) Obtain a Dreadsylvania skeleton key as soon as possible (perhaps from the mall). Let the
keyholder reach Village Square and unlock the schoolhouse so everyone can get pencils. Everyone should pencil the Village Square first so future pencils are easier to obtain.
Moxie classes should pencil Skid Row next (for ticking shack access); Muscle classes will want the Tallest Tree next (for treetop access); Myst classes may want the Tower next (for library access). Everyone should pencil the Cabin early on. The Great Hall can be done last since it doesn’t have any Krueggerands. Make sure an AT is always available to take the valuable music box parts every single run, and unlock the Attic for them.
Use the music box parts to get an active clannie a badge; see page 4 for details. Note that this requires both an AT and a Myst class unless you plan on buying things in the mall.
Whoever is the “head Dreader” (that is, is most active and/or leading in acquiring coins and items) has the responsibility of grabbing limitedavailability itemsdreadful roast, stinking agaricus, blood kiwi, and moonamberor at least getting someone else to do it for them. These will be used later. (Note: At least two Muscle clannies, one Myst clannie, an Accordion Thief and maybe another Moxie class are required to obtain everything. Consider using the Whiteboard to publicly chart who’s pledged to grab what.)
After a pencil, grab either a limitedavailability item or some Krueggerands from the newly notated zone. Unless someone is buying extra keys from the mall (and even then only for the Firehouse at this point), nonMuscle classes may just want to pick up seed pods for personal use or future weedy skirts.
Kill the bosses after clearing all the zones, having only done the one danger increaser in the Woods unless you have several buffed/Level 30+ members itching for more action. Repeat with a focus on getting more pencils. If some enterprising members clanhop to get ahead on pencils, they should use the opportunity to get Gallows itemsespecially clockwork keysonce they are full on pencils. If the Attic music box parts were obtained early, there should be consumable drops to give out as well as outfits!
Weaker clannies should consider powerleveling on werewolves: maximize Moxie, then come in with ranged weapons and spells ablazing for huge experience. (Banishing monster types is optional, especially since everyone’s focus after pencils should be obtaining nontradable Krueggerands from noncombats to get the Dreadful Pajamas.) Notsoweak clannies might try to meatfarm while fighting the Dread monsters using a Stocking Mimic, Ninja Pirate Zombie Robot, or Cocoabo familiar and prolonging fights in Danger 0 zones.
Consult pages 1617 to check over which skills and equipment may be most helpful for fighting the Dread monsters; ascend (ideally in Big!) in order to gain vital skills like Saucegeyser, Pastalord, Harpoon, Flavour, Immac. Seasoning, and Funkslinging. Better to be prepared now than to have to ascend later when harderdifficulty runs are attempted!
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2. “Coin Collectors” (once most people are done or nearly done getting ghost pencils)
With pencils mostly taken care of, the primary focus should shift to getting coins (and getting everyone badges for more coins, then saving up parts for songbirds). Unless someone is far ahead of others in progress toward the Dreadful Pajamas, nobody should spend coins on anything. Buy keys from the mall, opening the schoolhouse for pencil stragglers and the attic and firehouse for music box parts and more coins. Clanhopping is encouraged at this point: apply to the highly active Bonus Adventures from Hell and make transactions with nice folks in the /trade chat channel. Since Dreadsylvania “maturity” requires most everyone to be on the same page with Dreadful Pajamas, more fortunate clannies should help less fortunate ones obtain coinsfrom other clans if needed.
Continue to run only the one Attic dangerincreaser unless clannies specifically request more; if two or more clannies are interested, they should try to do Danger IV (spooky only) Village and banish zombies to get ghost threads. Do not consume any badges for Hard Mode Mayor Ghost (do other Hard Mode bosses only as you feel); make sure badges go to any clannies with plans for Dreadsylvania, and bank others for songbirds.
Use the Gallows every run, and try to get clockwork keys every time until you have enough clockwork keys to make a songbird for everyone in Dreadsylvania (after which other classes can start nabbing hoods and finger rings). Keep grabbing 1/instance items as before.
Keep grabbing coins and helping those behind the curve until clannies can start to afford the Dreadful Pajamas. Typically, you should get the sweater first, then the fedora before the glove. (It’s possible to wield up to 3 gloves, but get extras later.)
3. “Mature” (once most people have Dread PJs and badge; Level 30+ for highkiss runs) Now it’s time to start thinking about Hard Mode bosses (every run), highdifficulty runs,
and valuable consumables. With everyone hauling in up to one coin per four fights, affording Dreadsylvania itembuff food/booze and curserelieving hot cocoa becomes much more manageable. All classes will have an interest in clanhopping to get more chances at their special crafts: grinding flour, making pies, and mixing kiwitinis/tinkering. Going to BAfH to make weedy skirts isn’t a bad idea, either. (Remember that Hard Mode unlockers are not tradable and this essentially forces your pie/tinimakers to be ready for respective fights with UKS and FFS. Make sure they are prepared.)
From now on, only unlock the schoolhouse when there is a demand for pencils. Instead, unlock the master suite so everyone can grab eaux de mort. Unlock the ballroom whenever someone wants to make a weedy skirt there. Keep grabbing the music box parts, of course, as well as all other once/instance items as before...but think twice about making a badge. (Your overall goal should be to make one badge and songbird for everyone, then make just enough extra badges for HM Mayor Ghost and sell the leftover parts. If someone wants a songbird sooner, have them buy parts from the mall!)
If other clannies are OK with it, occasionally banish everything but: Hot from the Woods, Spooky from the Village, and either Spooky or Cold from the Castle. Doublebanish werewolves, zombies and vampires in the process. This will allow you to get more of the really useful items plus up to 4 consumables per boss. The drops from Spooky Ghosts and Spooky Skeletons in particular will help you fight more HM Castle bosses (extra bone flour also makes for great food!). If all element banishes are done immediately and the 3 HM bosses fought last, the last one fought should drop a second HM loot piece.
Alternatively, do any allDanger IV (five kiss) run and tweak monster types for your choice of enemy fights/loot, 3 HM boss loots and one HM extra loot.
For experts, Platinum Smooch runs (allDanger V) yield all 3 HM doubledrops. For consumables reference, and assuming element banishes are done at the very start
of the run and bosses are fought last: 13 banish = 1 drop per boss, 47 banish = 2 drops, 8+ banish = 3 drops; HM = +1 drop.
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12. Combat Information
Monster Types: Dreadful Denizens
All monster types except werewolves and the HP component of skeletons scale their basic statistics in this fashion: Danger 0 (1 kiss): 500 Attack, 500 Defense, 800 HP, 25% Initiative Danger I (2 kisses): 600 Attack, 600 Defense, 1000 HP, 35% Initiative Danger II (3 kisses): 700 Attack, 700 Defense, 1200 HP, 45% Initiative Danger III (4 kisses): 800 Attack, 800 Defense, 1400 HP, 55% Initiative Danger IV (5 kisses): 900 Attack, 900 Defense, 1600 HP, 65% Initiative Danger V (6 kisses): 1000 Attack, 1000 Defense, 1800 HP, 75% Initiative
In Woods In Village In Castle
Monster Type
Bugbears
Ghosts
Skeletons
Special Abilities
Small passive damage every turn (matches element)
Total physical resistance (except +Dmg to Ghosts)
Partial elemental resistance
Special Effects of Increasing Danger [Scaling]
Increased passive damage: [?] Physical + Elemental damage hard cap: [none/333/200/140/100/75]
Drains substats before fight: [a handful/.../hundreds] Adds (Danger) turns of Touched By a Ghost on hit: [(30+turn#)% to all stats]
Increased elem resistance: [10/20/30/45/60/80] HP scales exponentially: [1K/2K/4K/8K/16K/37K]
============ ================================= ================================= =================================
Monster Type
Werewolves
Zombies
Vampires
Special Abilities
Attack scales to Moxie, Defense scales to Muscle, HP scales to 125% of Musc
Soft damage cap per source (i.e. hitting with multiple sources is better)
Drains 10 HP every turn
Special Effects of Increasing Danger [Scaling]
+/ Base modifier for stat scaling: [10/0/+10/+20/+30/+40] Increased Att or Ignore Def: [?]
Lower damage cap Removes turns of statboost buffs on hit: [0/1adv x 1 buff/ 2adv x 2 buffs/3adv x 3 buffs/ 4adv x 4 buffs/5adv x 5 buffs]
Drains more HP + MP: [?] % Chance to ignore physical attacks (estimated): [0/20/25/50/75/90]
Maha’s Zoned Advice
Stats high above monsters’ is not important, but having cheap delevelers like Joke for werewolves can help greatly; prismatic damage is great; buff Moxie if using ranged atks
Have Moxie well above enemy’s Attack to avoid hits; have hot cocoa ready if Moxie goes too low; high Myst with both SGeyser and WotPastalord does best
Most reliable method damage source is weaponbased (buff Muscle); have backup elemental spells or love songs if a vampire takes too long
Note: All Dreadsylvania monster types can resist stunning, seemingly at random based on the instance of the dungeon.
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Monster Elements: Dreadful Deviations
No Dreadsylvania monster is complete without an elemental affinity and all the nasty powers that follow it. One set of these modifiers are added onto the base monster type:
Element Additional Modifications to Dread Monster Maha’s Elementary Advice
Extra initiative [50/100/150/200/250/300%] Hot damage to attacker [0/a few/.../>100 HP] Partial stun/stagger immunity [none/.../total]
Make sure you can take 2 hits; if doubtful, be prepared to hit hard (esp. werewolves)
Gives effect before fight: Chilled to the Bone [0/.../5 turns of +(Danger) enemy attacks and +0/3/9/27/81/243 MP to cast a skill]
Attack and/or use damaging items (divine favors and love songs); stun w/hair if weak
Gives effect on hit: Nauseated [0/.../5 turns of (30+turn#)% to all stats] Passive stench dmg per turn [0/few/.../>50 HP]
OutMoxie enemies (by over 40% of unbuffed stat); stun and delevel werewolves
Random MP drain per turn [0/~10/.../~100 MP]; increasing danger increases probability Gives (Danger) turns of a random Curse beforefight: Impotence (50 monster dmg), Exposure (9 elem res), Clumsiness (50% pickpocket), Loneliness (20 Fam wt+dmg), Sluggishness (50% init), Vulnerability (500 DA, 50 DR), Dullness (50 wpn/spell/rng dmg), Hollowness (200 HP/MP), Forgetfulness (25 stats/fight), Weakness (50% wpn/spell dmg), and Misfortune (100% meat/50% item drops)
Below Danger III, don’t worry and just adjust attacks as necessary; at III and above, compensate with at least 60% extra attack power and init.; have backup damaging items, especially divine favors for skeletons; overshoot 1000 DA cap if possible; watch your MP levels
“Nakedness”: for fight duration, increased unpreventable fumble chance [rate unknown]
Have backup plan if a physical attacker, especially for vampires (e.g. love songs)
Note that Danger IV (only one element) is much easier to account for than Danger V (all elements). Practicing against troublesome elements in Danger III/IV will be important to clans aiming for maximum boss drops and kiss score. A reminder of elemental weaknesses (arrows point from your attack to weak monsters):
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13. Boss Information
The Dons of Dread
Every boss can be encountered as a fixed encounter after defeating 1,000 monsters in a zone. The boss encountered is determined by ratios of enemies fought or kisses earned; the number of bonus drops is determined by total kisses earned (see page 10). Dread boss attacks cannot be interrupted.
Woods Village Castle
Boss #1 FallsFromSky
Mayor Ghost
The Unkillable Skeleton
Special Abilities Can hit for ludicrous dmg from two elements after giving a telling signal; has hard damage cap like other bugbears
Will instantly kill you if you don’t follow the rule given each combat round
Prevents combat item use; removes 90% of MP; scales severely (attack to your Mox, HP to your Mus); dmg resist, esp. element
Maha’s Totally Boss Advice
Use many dmg sources; use the unique combat skills to dodge trouble: 1. “Spin” > hide in rock 2. “Paw” > dive in puddle 3. “Shuffle” > hide in tree
Have elemental damage sources ready but turn off all passive damage including Saucespheres and familiars; pay attention to messages
Bring Mox/Mus as low as possible (consider Fear Man’s Level); get a powerful physical familiar like Imitation Crab and much passive damage
Boss #2 The Great Wolf of the Air
The Zombie Homeowners’ Association
Count Drunkula
Special Abilities Will hit you for all your HP + fixed amount based on difficulty, at start of fight
Will fully heal after any attack that does not target multiple monsters
Damage is capped at (6Danger)*Drunkenness; 11round fight limit
Maha’s Totally Boss Advice
Maximize Damage Reduction; use a good heal item like soggy used bandaid immediately
Use group damage skills (esp. Saucegeyser) or clusterbombs; turn off saucespheres, attacking familiars, passive dmg.
Maximize damage sources like familiars, passive damage, prismatic damage, and 120 MP Hobo skills
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Demonic Dreadmeisters (Hard Mode Bosses)
The riledup forms of these bosses are undoubtedly some of the trickiest fights in the whole game. As such, more detailed information is provided to combat each. (Some naming flavor has been added by me; however, these are actually different forms of the same enemies, and they even share Monster Manuel factoids.)
Woods:
Chief FallsFromSky
Great Wolf of the Air: Project Crossfire
HP: [1500/2000/2500/3000/3500/4000] Attack: [700/900/1100/1300/1500/1700] Defense: [700/900/1100/1300/1500/1700]
Initiative: [50/60/70/80/90/100%] Damage Cap: [?/200/175/?/?/?]
HP: [5000/7000/9000/11,000/13,000/15,000] Attack: [1100/1200/1400/1800/2600/4200] Defense: [1100/1200/1400/1800/2600/4200]
Initiative: ∞ (always gets the jump) 50% Phys. Res.; Damage Cap: [?/2000/?/?/500/?]
Nasty Trick: Like normal mode, unique combat skills (“hide under a rock”/”dive into a puddle”/”hide behind a tree”) should be employed to dodge superpowerful attacks; however, will instantly kill you if not blind at start of battle.
Nasty Trick: Like normal mode, attacks at start for 100% of HP + ~50, minus Damage Reduction; however, will repeat this attack every other turn, gaining 30 damage each time.
Solution: First, blind via Temporary Blindness/towel turban/sleep mask/HelpsYouSleep. It is not known how to perfectly predict which hiding skills to use with which soundsignals (see wiki for imperfect strategy). The only safe tactic is to deblind midbattle: having obtained Temporary Blindness from white lightning or giant octopus (and, ideally, also Spectral in Round 1 to avoid one attack), remove effect via Seal Clubber MiniAdventurer or Dreadsylvanian seed pod. The fight then proceeds like normal (see previous page).
Solution: Attack hard, always heal, and defend well! Multiple damage sources will be needed to guarantee victory, especially at higher danger levels; however, the need to stay at full HP (combined with still getting attacked between superattacks) will limit the use of anything other than combat items. Beyond that, just attain the highest possible DR (including Cool Irons, Anthem, and maybe a stocking) and do as much damage as possible (minding the cap on each individual source and element).
Preparation: Maximize spell damage sources (VolcEruption, tuned Pastalord or Saucegeyser, best with green lantern) or maximize weapon damage + prismatic damage. Frigidalmatian always helps. Love songs may work. Unorthodox method: attack with Ultracolor shirt and many trivial effects active.
Preparation: Have a healthy stock (>10) of fullheals (bandaids/massage oils/seed pods); raise Moxie above its defense; Hatrack/Scarecrow with hobo boss gear + Frigidalmatian is helpful. Reach damage cap with multiple sources, especially love songs, cursed booty and spines funkslung with healers.
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Village:
Tyrant Mayor Ghost
Zombie Homeowners’ Association
(Las Vegas “Unholy Rollers” Edition)
HP: [10,000/12,000/14,000/16,000/18,000/20,000] Attack: [1500/2000/2500/3000/3500/4000] Defense: [1500/2000/2500/3000/3500/4000]
Initiative: ∞ (always gets the jump) 100% Physical Resistance, Damage Cap: 1000
HP: [5M/10M/15M/20M/25M/30M] Attack: [700/900/1100/1300/1500/1700] Defense: [700/900/1100/1300/1500/1700]
Initiative: 200% Effectively Immune to NonGroup Attacks
Nasty Trick: Like normal mode, issues decrees each turn which must be honored; however, decrees include wearing specific equipment, casting specific combat skills, and using specific combat items. Also, you may not heal HP in any way during combat.
Nasty Trick: Like normal mode, will fully heal/avoid death after any damage source which is not a group damage skill, clusterbomb, or other rare items; however, has stupendously boosted HP.
Solution: Pay attention and be prepared as much as you can be; good elemental damage is needed.
Solution: Either buff for extreme Saucegeyser/ Saucemageddon or stock up on clusterbombs.
Preparation: Though it’s possible to win via brute force without every possible option through luck, you will want some of these, particularly at higher difficulties. Note that not meeting a decree means automatic failure (even if you would have won otherwise); funkslinging a decreed item with any second item is okay. Remember to turn off all healing sources, including those from Jala. Saucesphere and familiars. Elemental love songs work for damage. Equipment: Choker of the Ultragoth, clown wig, giant gym membership card, leotarrrd, oven mitts, spork, white snakeskin duster, and plush hamsterpus (must be earned or gifted) Skills: Inappropriate Backrub, Snowclone, Chronic Indigestion (have eaten i.s.e.b. burrito), Spooky Breath (have recently eaten a spooky hi mein or gotten lucky with evil chocolate), Harpoon! (SC skill), Spectral Snapper (TT skill), Ravioli Shurikens (PM skill), Stream of Sauce (SR skill), Disco Dance of Doom (DB skill), and Sing (AT skill) Combat Items: stone frisbee, brick of sand, blue plastic oyster egg, tequila grenade, fetid feather, onion shurikens, hot clusterbomb (Dread Almanac item), poltergeistinthejaro (semirare), sparking El Vibrato drone (nontradable drone product), and sharpened hubcap (nontradable Hobopolis item)
Preparation: Clusterbombs in this fight do damge equal to Moxie * 150, to a maximum of 2.5M damage; this route will work fine if you have a buffed Moxie of at least 8334 (or 5556 with the VMask equipped), one doubleice, and the ability to obtain two hot and/or spooky clusterbombs for each kiss level. (Alternatively, reach twice that Moxie and use any clusterbombs.) However, you will have some serious Myst and +SpellDmg% goals to reach if you’re going the Sauce damage route. To find Saucegeyser damage, multiply (120 + 1.05*Myst) by ((BonusSpellDmg%+100%) / 100%). Double it if you have the green lantern equipped. Then divide that by the number of kisses earned per fight in the Village (that is, number of elementbanishes plus one). Multiply it by 1.14 if using Saucemageddon instead of Saucegeyser. If the final number is at least 167,000, you can win casting every round of a 30round battle. If it’s close, increase Critical Spell Chance and hope for the best. You could also sling a doubleice shard to convert the boss to cold element, effectively doubling nonlantern damage if autotuned to cast only hot Sauce spells; then, the number to beat for 29 rounds is 173,000. Remember to turn off all other damage sources, including those from your saucespheres, familiar and equipment (passive and retaliatory).
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Castle:
The Unkillable Skeleton, a.k.a.
The Shockmaster
Count Drunkula, Prince of Drunkenness
HP: [2000/2300/2600/2900/3200/3500] Attack: [500/600/700/800/900/1000]
Defense: 0 Initiative: ∞ (always gets the jump)
Soft Damage Cap: ~40100 >75% Elemental Resistance
HP: [8000/10,000/12,000/14,000/16,000/18,000] Attack: [1000/1200/1400/1600/1800/2000] Defense: [1000/1200/1400/1600/1800/2000]
Initiative: ∞ (always gets the jump) Hard Damage Cap: 600 (less if <100 drunk?) Drunk Drain: [10/11/12/13/14/15%] every round HP Drain: ~(cumulative Drunk Drain) every round
Nasty Trick: Like normal mode, disables you with electrical field; however, this improved field disables all actions (attempting to act will advance the fight). Inflicts roughly 100% of your Max HP per round
(before Damage Absorption). Stats do not scale to yours as they would in normal mode.
Nasty Trick: Like normal mode, is a limitedround fight intended for an overdrunk player; however, your drunkenness is drained by a set percent and your
HP is drained by roughly the total amount of drunkenness drained before then, every round. The
fight ends if you are below 30 drunkenness.
Solution: This fight is simpler in some ways than normal mode; you just need to be more resourceful in your passive damage sources. Your stats don’t really matter, but having low HP will make the few existing HP autorestore techniques work better. Raising
Damage Absorption to at least around 1000 (to reduce each hit’s effect by 90%) is vital.
Solution: Overdrink in moderation! The optimal amount of drunkenness will be based on the
minimum number of rounds required to win before accounting for the increasing amounts of HP it will heal each round. A rough estimate for this complex calculation would be: Drunk = 100 + (# of rounds to remove its Max HP once * 10 * DrunkDrainPercent).
Focus on guaranteeing as much damage as possible each round (minding the cap on each individual
source and element).
Preparation: The easiest ways to lower Muscle/HP are Doubt Man’s Level and the Merkin gutgirdle. (If
you know you’ll be fighting this boss soon, don’t waste your stat buffs!) Some good familiar and passive damage sources (mainly physical): CoT w/Imitation Crab or headgnawer, pencil cup, muddy skirt/dubious loincloth, NanoMechaMech, belt buckle, calc watch,
Imitation Crab w/whetstone or Hodgerack or Hodgecrow or MAS w/fish scaler, Vent Rage Gland, eel battery, eating bag of GORF, Stabonic scroll, Burning Man demon summon (w/tattoo), glowing syringe, companion potion, Psalm of Pointiness,
Frigidalmatian. If struggling to survive (likely above 2 kisses), replace familiar with Mosquito w/scaler.
Preparation: For damage, either a damagecapped VolcEruption or 120 MP Hobo skill is highly recommended; however, attacks with very high prismatic damage (including Ultracolor shirt w/many random effects) may also work. Passive/familiar damage (see left; also UKS shield, spines, sterno,
and broken bricks) may help. Frigidalmatian is a good idea; a green lantern for spells is a great idea. For extreme drunkenness, use the Dungeons of Doom potion that gives you inebriety (the potion that does this is different for each character and ascension).
Make sure you have enough HP to withstand the fight, up to about 5000 HP; high Moxie will help against the
regular attacks.
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DeadDreadHead Rewards
After clobbering the fearsome bosses of Dreadsylvania, you will find a determinate number of rewards for clan distribution.
A boss will always drop one of its classspecific outfit items (which are zappable). If the boss kill raised the total number of kisses to at least 3700 (not counting losses and
runaways), a consumable item is dropped. A second consumable item is dropped if the postboss gross kiss total is at least 6900. A third consumable item is dropped if the postboss gross kiss total is at least 11,000. A Hard Mode boss will additionally drop one of 3 bizarre, unique, powerful nonoutfit items, plus one
extra guaranteed consumable item. If all 3000 enemies were killed and the postboss gross kiss total is at least 18,000, a Hard Mode
boss will drop a second nonoutfit item. (Defeating all three Hard Mode bosses in this fashion, with max Danger from the start, will earn three doubledrops and the Platinum Smooch clan trophy.)
Now, have a gander at some of the most powerful loot the Kingdom has offered to date:
(250 mainstat req) Outfit #1 Outfit #2 Outfit #3 (unique) Consum. (no lvl req)
FallsFromSky (DB outfit)
CoversYourHead (hat, +Mox/HP/MP/ +Combat Init)
WarmsYourTush (pants, +Hot dmg/ Cold+Spooky res)
DrapesYouRegally (back, +Meat/Booze/ Hat/Pants drops)
GetsYouDrunk
(epic booze; survive Hot dmg for +adv)
Great Wolf of the Air (SC outfit)
GW’s headband (hat, +Musc/HP/ HP Regen)
GW’s left paw
(offhand, +Prism/ +Crit/No Fumble)
GW’s right paw (1h claw, +Wpn
dmg/ +Crit/Musdmg skill)
Hunger™ Sauce
(usable; effect gives next food +3adv)
Mayor Ghost (PM outfit)
MG’s toupee (hat, +Myst/MP/ MP Regen)
MG’s khakis
(pants, +Spk spell/ +Sleaze/Cold res)
MG’s cloak (back, +PvP/
+Wpn/Food drops)
ghost pepper
(epic food; survive Spk dmg for +adv)
Zombie Homeowners’ Association (AT outfit)
z. mariachi hat (hat, +Mox/HP/MP/ +Combat Init)
z. mariachi pants (pants, +Stch dmg/ Spooky+Hot res)
zombie accordion (1h, +Item/Rng dmg/ +1Song/20adv buffs)
wrig. severed nose (fam hatchling; trails enemies/delevels)
Unkillable Skeleton (TT outfit)
UKS’s skullcap (hat, +Musc/HP/ HP Regen)
UKS’s shinguards (pants, +Slz dmg/ +Hot/Stench res)
UKS’s breastplate (shirt, +1FamExp/
+5FamWt/+FmDmg)
electric KoolAid (epic bev.; fuels an MP Regen effect)
Count Drunkula (SR outfit)
Thunk’s drink cap (hat, +Myst/MP/ MP Regen)
Drunk’s silky pants (pants, +Cold spell/ +Stench/Slz res)
Drunkula’s cape (back, +Adv/
+Candy/Acc drops)
Bloodweiser bottle (epic booze; fuels an HP Regen effect)
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Hard Mode Drops: Super Loot for Super Players
As explained on the previous page, the buggedout difficult versions of the bosses drop these goodies as wellone a run, or two for a boss killed after all enemies and reaching 18,000 kisses. The Unkillable Skeleton and Count Drunkula will drop a skull capacitor when beaten in Hard Mode; see pages 1213 to learn more about this item’s special skillgranting power. Feast your eyes on these unique treasures!
(100 of a stat req) Equip #1 Equip #2 Equip #3/Combat Item
FallsFromSky (Hard Mode)
HelpsYouSleep (acc, +Combat Init/ +Crit/Blind; hidden
effects?)
QuietsYourSteps (acc, +PickPocket/ Combat Init/ Combat Freq)
ProtectsYourJunk
(acc, +20DR/75% Neg. Status protect/No Dread Spooky Curses; No Bruised Jaw/puppet strings)
Great Wolf of the Air (Hard Mode)
GW’s rocket launcher (2h bazooka, +Rng dmg/ +Crit; fires rockets for Hot dmg to enemy+self)
GW’s beastly trousers (pants, +Wpn dmg/
+10 FamWt/Elem res)
Great Wolf’s lice
(reusable combat item, delevels enemy once/combat;
does 30% delevel on beasts)
Mayor Ghost (Hard Mode)
Mayor Ghost’s gavel (1h club, +Wpn dmg/ +Crit/+Ghost dmg; can slam ghosts for 460HP)
Mayor Ghost’s sash (acc, +30% Item/Meat drops/Stats per fight)
Mayor Ghost’s scissors
(reusable combat item, delevels/ staggers enemy once/combat; does 30% delevel on undead)
Zombie Homeowners’ Association (Hard Mode)
HOA regulation book (shield offhand, 20% Mon. Def./+Elem res/ 100 to Monster Level)
HOA zombie eyes (acc, AllStats/+Stats
per fight/+Combat Freq)
HOA citation pad
(reusable combat item, delevels enemy once/combat; does ??
delevel on dudes)
Unkillable Skeleton (Hard Mode)
UKS’s sawsword
(2h sword, +100 Dmg to Skeletons, +50 Dmg to other Dread mon. types)
UKS’s shield
(shield offhand, +Elem res/MP; massive retaliatory damage)
Unkillable Skeleton’s restless leg (2h staff, +Wpn dmg/+MP Regen; crafts into a +250% Spell dmg
Hotoriented chefstaff)
Count Drunkula (Hard Mode)
Drunkula’s wineglass (offhand, 30 FamWt;
allows overdrunk adv but only attack/run in a fight)
Drunkula’s ring of haze (HP/+MP/Wpn Dmg; first enemy attack always misses)
Drunkula’s bell
(reusable combat item, deals ~50 Cold dmg to enemy and >50 Cold
dmg to self once/combat)
Page 24
14. Condensed NonCombat Tree
(picture linked to fullsize version) (also consult KoLWiki: Adv. Dread Mechanics)