Sub 4-hour speed run – 3 hours 42 mins

Did a sub-4 hour speed run, 3 hours 42 minutes, using updated strategies after prior speed runs ended without a win around 5 hours. I’ve found some vastly superior farming routes, but overall I am still very inefficient. This run was not RNG heavy, meaning that it did not require a lot of lucky breaks. I had an avoidable full team wipe, a few partial wipes (also avoidable), and lost a lot of time to bad decision making. I think it should be easy to beat 3 hours, and a sub-2 hour run is plausible with some generous RNG breaks. Used the basic human speed run rules.

The party ended at:

Lvl 24 Dwarf Paladin

  • Mithril Plate
  • Pureblade
  • Diamond Helm
  • Adamantite Gloves
  • Luckshield
  • Shield Ring
  • Silver Circle

Lvl 26/22 H-Orc Hunters

  • Mithril Scale
  • Shield Ring
  • Adamantite Shield
  • Crystal Sword / Kael’s Axe
  • Adamantite Gloves
  • Adamantite Helm
  • Silver Square / Triangle

Lvl 9 Wizard (16-ish Conj – 13 Sorcerer)

  • Mithril Gloves
  • Bracers[6]
  • Ali’s Carpet
  • Luckshield
  • Spectre Snare (obtained just before fight)
  • Shieldring

2x – Lvl 13 Magicians (original classes, 67/72hp)

  • Bracer[6] / nothing
  • Shieldstaff
  • Exorwand
  • Luckshield
  • Onyx Key / Ali’s Carpet

This particular approach was to level the dwarf Paladin solo until lvl 9 on Ogre Lords/Stone Giants. Then the Hunters, each solo, to lvl 7/8ish. Then take Paladin/Hunters/Conjurer and level Conjurer until WAST (probably should have solo leveled Conjurer to WAST or FLRE). Then off to Catacombs Lvl 1 farming near the entrance.

Farm up Catacombs until SHSP, then move to Harkyn’s Lvl 1 until APAR. Then “transition” (changing Conjurer to Sorcerer, among other things) to Harkyn’s Lvl 2 (autofights around the row of rooms in the middle). Gather -AC equipment for Pal/Hunter, as well as Luckshields and Exorwards.

Once WIDR then added 2x Lvl 1 Magicians to the party. Continued farming Harkyn 2 until Sorcerer is 13. Leave Magicians at level 1 until enough xp for lvl 10 (cheap resurrection). Then Crystal Sword, Silver Square and jump to K’s Tower. Blast through K’s tower, getting Triangle and Onyx key.

Bumped Sorcerer to Wizard, and immediately farm out Ghouls/Wraiths in Catacombs until Wizard is Lvl 9. Then off to Mangar Tower, APAR to silver circle, and then farm Mangar Tower a bit on Lvl 2/4. Ideally I’m looking for Diamond Helm, Wargloves, and Conjurer Staffs. Because the Paladin was so high level, I realized additional farm/eq wasn’t needed and that we could flee from essentially anything, so after getting an early Diamond helm the party healed up and ran straight for Mangar. Got the Thor statute along the way, and the Mangar fight was easy.

Targeted Demonlords with all 3 melee. REDE and 2x DEST on Vampire lords. Ignored Mangar. Thor got first strike killing a Demonlord, the other Demonlord summoned a greater demon and then was killed. I think Vampire lords or Mangar DEST’d a Hunter (or at least he died, not stoned). I think all the Vampire lords died 1st round. The second round was easy cleanup with the melee and wizard disposing of everything remaining. Magician restored mid-2nd round. Kylearan said hi and it was over.

First Speed Run – 6 hours 15 mins

Ok. First speedrun done. Used the basic human speedrun rules for MS-DOS. The party began as follows:

  • 1x Dwarf Paladin
  • 2x Half-Orc Hunters
  • 1x Conjurer

Basically I farmed Ogre Lords and Stone Giant and Samurai until Conjurer had FLRE spell.

Next step was farming Catacombs level 1, enter, take the autofight room at 3n2e. Then the autofight rooms at 0n7e and 0n8e. Leave and return as needed for mana/healing/elemental. Once all the melee chars had at least 120hp (survive Grey Dragon breath), then it was off to Harkyn’s. The Conjurer might still die to the dragon breath, but the party had enough gold to resurrect and heal him up.

After some fun with the Grey Dragon, we then farmed one or more autofights in Harkyn 1. Again, leaving and returning to heal/mana/elemental. Additional farm was obtained as needed from the autofight rooms behind the golem at 10n6e.

Eventually all party members were level 13. APAR was used to obtain the crystal sword and to access the stairs for the silver square. Conjurer was promoted to Sorcerer, and entered Harkyn’s at level 1 (cheap to resurrect). Farming then commenced on Harkyn’s level 2, focusing on the two rows of rooms in the middle (13n8e then around to 11n8e, along with various other nearby autofight doors at 12n6e, 16n0e, etc.). This enabled upgrades all around to adamantine armor, shieldrings for all, Pureblade and a Luckshield for the Paladin, a Bloodaxe and Crystal Sword were given to the Hunters. Sorcerer got some Bracers[6], Exorwands, Ali’s Carpet, and a Shield Staff.

Once Sorcerer was around level 12, the two level 1 magicians were added and the party returned to Harkyn’s castle. Level 1 was farmed to get a few levels for the magicians. Once the mages had DRBR, we got the eye and returned to Harkyn level 2 to go to Kylearan’s Tower.

In the Tower we immediately triggered the door opening, got the Silver Triangle, killed the crystal golem, and went straight to Kylearan for the Onyx Key. Almost every creep encounter we fled from, taking only the easy fights in hopes of an interesting item drop. The Level 14ish Paladin with a Luckshield meant that almost all fights could be avoided.

With the Onyx Key, we went back to Harkyn’s Level 2 and to get more XP and the last few necessary -AC items and upgrades. Once Sorcerer was 14 (got halfway to 14 and realized I over-did the XP and it made sense to finish it out), he was promoted to Wizard. Barbarians were farmed only 2 or 3 times. It’s not particularly effective because the item drops and gold are a limiting factor in a speed run. Running around Harkyn level 2 is roughly on par XP wise with the 400 barbarians and drops the needful items.

When the melee heroes were roughly lvl 16, Wizard lvl 4/5ish, and Magicians lvl 13, then some brief excursions into Mangar’s was attempted. The Silver Circle was obtained directly via APAR. Some additional farming was done on Mangar Level 2 via the autofights along the northwest area (11n15e through 10n19e) to get an Arc Hammer, Diamond Helm, Bracer[4], 2x Mage Staffs and a Conjurer staff. Exorwands and Dragonwands were also obtained. APAR to level 1 and back up again was used to reset the level.

During this time, some lessons were learned after two full team wipes and several partial deaths (particularly the sub-70hp magicians) that set me back about an hour. Run from: all demons, dragons, basilisks, and vampires. Target magic casters early and hard, even if it’s slightly overkill. Wizards summoning (multiple) demons can turn easy XP into a team wipe.

Eventually, it seemed like there was nothing else to do but level up. Being kinda bored, I figured I’d just try once and see how the team looked going into Mangar 4 and 5. Apparently they looked really good. The first and only run at Mangar’s crew was made as follows:

Lvl 18 Dwarf Paladin

  • Max stats except Luck 17 (sad)
  • 261hp
  • Mithril Plate
  • Diamond Helm
  • Luckshield
  • Arc’s Hammer
  • Silver Square
  • Admnt Gloves
  • Shield Ring

2x Lvl 18 Half-Orc Hunters

  • Max stats except Luck 17 (frustrating)
  • 246 / 240 HP
  • Mithril Scale
  • Shield Ring
  • Admnt Gloves
  • Admnt Shield
  • Admnt Helm
  • Silver Circle/Square
  • Bloodaxe/Crystal Sword

Lvl 9 Elf Wizard

  • Max Stats
  • 259hp / 229 SP
  • Ali Carpet
  • Shield Ring
  • Luckshield
  • Mithril Gloves
  • Bracers[4]
  • Magestaff (swapped to Conj. staff mid-journey)
  • Onyx Key

Lvl 13 Elf Magician

  • 16 CN / 15 Luck / Rest Max (really perturbing)
  • 66hp / 93 sp
  • Ali’s Carpet
  • Bracers[6]
  • Shield Ring
  • Mage Staff
  • Exorwand
  • Dragonwand

Lvl 13 Elf Magician

  • 15 CN / 16 Luck / Rest Max (just wow)
  • 56hp / 89 sp
  • Ali’s Carpet
  • Bracers[6]
  • Shield Ring
  • Conjurstaff (swapped with Wiz’s Magestaff mid-journey)
  • Exorwand

Luck is critical to the Mangar adventure, and I was rather annoyed that it didn’t get maxed on any of my heroes. But surprisingly, it turned out ok.

The trip to Mangar’s crew went something like this. Enter via Sewers. All forced and random fights were fled from successfully. Once in Mangar 4, fled from first set of forced fights, but did wipe the 60 or so ghouls at 11n6e (the WIDR is your best friend). There I got a really important and lucky drop of a Deathring! I put it on one of the Magicians. This ended up saving the run later on.

Next as a stroll to the pair of Red Dragons (these are not your friends). This is a really critical spot, and I fully expected a team wipe, as they each have a 50% breath chance. Gratefully, my friendly WIDR got the first hit, killing the first Red Dragon. The second Red Dragon attacked and missed and then died. In retrospect, I should have done things different in advance of that fight.

I was lucky and the remainder of the fights were easy or were successfully fled from, and Mangar 5 was entered successfully. The Storm Giants were very unpleasant, but the fight was won in two rounds due to some lucky misses (first flee failed, second round I think I just went for it because there were only two left and I wasn’t playing seriously). Once they were beaten, I realized that there was a reasonable chance of success if I kept moving forward. So I did.

We successfully fled, fought, or if flee failed, fought a round and fled all the autofights in Mangar 4 and 5. The possession trap snagged a hunter who got first strike on the Wizard, but exorwand saved the day.

Mangar and company was a really lucky adventure. The company barely survived and after obtaining spectre snare and healing up was very low on mana. Mangar was mostly useless, casting nothing spells or dragon breath. Demon lords summoned more demon lords, but no breaths. Vampires were wiped with REDE and DEST but did manage to summon a few wraiths/ghouls and cast a DEST. But in the end, they all died, and we won.