HyperRogue

HyperRogue

评价数不足
Your guide to (Total) Victory
由 Schmole 制作
A guide dedicated to the longest individual achievement of HyperRogue: Total Victory.

This guide will provide the infrastructure for a player to get 50$$ in all all 60(+1) lands, whilst minimising risk.

It is text-heavy (I converted a .txt file of notes I made for myself to this guide), so apologies to those who need pretty pictures to keep them stimulated / engaged.

It is assumed that the player has familiarity with all lands before commencing this process. I'd expect the player to have collected at least 25 in each land (not in the same run) before attempting a Total Victory run.

Start Orb Strategy mode (Menu > Special Modes > Orb Strategy Mode), and let's get started.

Expect the run to take you in excess of 10 hours.
   
奖励
收藏
已收藏
取消收藏
1. 22$$ in Hunting Grounds
The anti-dipping rule prevents treasure from spawning in an adjacent land when the difference in treasure count is about 20.

Collect 22$$ in Hunting Grounds; this will be your hub for a while, and can be used to dip into lands up to ~42$$.

If 23$$ are collected, then wandering spawns start to occur - staying at 22$$ will keep the land safe.
2. Unlocking Land of Power (multi-part)
To unlock Land of Power, you need 9x lands with 50$$ lands to unlock Hell, and then 25$$ in Hell to unlock LoP.

This is one of the longer parts of the process, and the riskiest, as you'll have limited orb stocks.
2a. Unlock Int lands (100$$)
We're trying to limit global difficulty increases (which occur when your land with most treasures exceeds 10/20/30 (etc)).

You'll have 22 in HG, so I'd suggest 26 in each of:
  • LoEM
  • Living Cave
  • Icy Land
This will give you some useful orbs, but won't be as dangerous as pushing for 50 yet.

Feel free to kill some Ivy, Apes, Eagles, Slimes, Desert Men to contribute to the Dragon Chasms [DC] unlock (30x unique enemies killed)
2b. Progress towards Adv lands (200$$) + 50$$ in Galapagos
General recommended order (then switch to Galapagos):
  • Palace 8$$ (only), and run around heaps to spawn a Vizier [rare spawn] to start Princess Quest
  • Save the princess (exit Palace) - ensure you have an OoLove in your inventory to confim it completed
  • 25$$ Palace (total) [10$$ req'd for Dungeon]
  • 25$$ in Ivory Tower [25$$ req'd for YF, and covers the 10$$ for Dungeon)
  • 25$$ in Minefield (one of our early 50$$s)
  • Steal easy treasure in Zebra / Wetland (Hunting Grounds as your base) until at 200$$

Once DC is unlocked, head straight there and get 50$$ in Galapagos (10x turtle rescues).
Next sub-step is for when Adv lands are unlocked, and Galapagos is 50'd.
2c. Get 9x lands to 50$$
This is the meatiest part of the early game, with the most difficulty associated with it.

You'll have Galapagos 50'd at this point, but another 8x lands are required to unlock Hell.

Feel free to look a {2d.} below for lands with useful orbs if you're worried.

These are the lands I'd put forward as being easiest to 50$$ without naturally-spawning orbs:
  • LoEM
  • Dungeon (unlocked, due to earlier steps)
  • Blizzard (need 10$$ in Windy Plains to unlock)
  • Living Cave
  • Minefield (do this after Blizzard; use OoWinter to cheese the land)
  • Terracotta Army
  • Icy Land
  • Haunted Woods (25$$ in Graveyard) [prioritise this as one of your 9x - circle around the edge of HW to build up Dead Orbs]
  • Ocean
  • Whirlpool (boatlock strats - OoSafety out)
  • RRV (am confident from PTM, plus orb inventory fallback)

For some of these, you can use HG as your base and do dips to ~42$$, before going in deeper for 50$$.
2d. (optional) Get 10$$ in lands with useful orbs.
Up to you to balance what's worth getting early, versus later.
This list has orbs that are useful to survive YASCs, are useful to activate for free in CC later, or are useful to copy early with a Mirror Orb.

Lands [Orb in brackets]:
  • Desert [Shielding] (get 25$$ to unlock RRV)
  • Alch Labs [Speed]
  • Wetland [Plague]
  • Zebra [Frog]
  • Yendor Forest [Energy]
  • Riley [Teleport]
  • Dry Forest [Thorns]
  • Vineyard [Aether]
  • RRV [Space]
  • Emerald Mine [Mind] (also unlocks Camelot)
  • Windy Plains [Air]
  • Reptiles [Vaulting] #
  • Warped Coast [Warp] *
  • Volcanic Wasteland [Lava] *
  • Caribbean [Time] %

# Probably ok to save this for later; a pain to unlock without Aether/Space
* Not a priority for early on, but a useful combo later; used together it will immobilise almost any single-celled enemy allowing many lands to be completed easily.
% Not being able to pop Time on command in CC later gets annoying. Get it early.
2e. Collect 100$$ in Hell + complete the Yendor Orb [YOrb] quest
This will unlock Land of Power + YOrbs (in Hell).

Assuming you got lots of Dead Orbs from HW, then it's worth doing the YOrb quest now before lands get too dangerous.

25$$ to unlock YOrbs in Hell, 50$$ for YOrbs to spawn in CRs/Ocean, and 100$$ to have them spawn in all lands.

Hell is quite annoying to collect a YOrb in (25$$), and CR YOrbs (50$$) can lead you into awful lands.

Since Hell is pretty easy for treasure I'd recommend getting 100$$ .
It increases global difficulty to 9, but that shouldn't be an issue.

Head to Hive, and get 2x Yendor Orbs (why 2? read the next section).
Any more YOrbs and it makes Hive too active to be a useful land.
2f. (optional) Get Orb of Mirror [MOrb] charges + copy useful orbs [MOrbing]
Having a stockpile of useful orbs is really ... well... useful.
Without making Hall of Mirrors dangerous, we can get a few MOrb charges from things required for Total Victory.
  • Grails
  • Yendor Orbs

Both of these options give you a MOrb charge at 1/2/4 collected.

Worth doing 2x YOrbs, and at least 2x Grails, to allow you to add more useful YASC-preventing orbs to your arsenal before you get to the 'safe' part of the TV route.

We will be doing Land of Power soon to increase the effectiveness of the MOrb (increase # of copies), but this applies retroactively - no harm in MOrbing now.

Consider MOrbing:
  • Thorns
  • Shielding
  • Shell
  • Speed [but probably not - will have lots later from CC]
  • Frog
  • Vaulting
  • Beauty
  • Flash*
  • Storms*
  • Safety*
  • Teleport*
  • Air #

Probably not needed until going for lands far from CC later on, but these are helpful too:
  • Ferocity (save yourself from pinches)
  • Slashing (if getting overwhelmed by enemies from one direction)
  • Change (OoStunning, but also removing special effects [eg: rose beauties])

* One-time use, so may not be as useful as the earlier ones
# Whilst this is ranged, so not as useful for anti-YASCing without planning, MOrbing it gives 5x charges (instead of 3x) and it is instant/no turn cost.
3. Collect 60$$ in Land of Power {optional, collect 160$$}
Two goals:
  • Collect 60$$ in LoP (see below for why).
  • Unlock Cursed Canyon - this requires 90$$ from annoying lands, with the two most accessible ones being Alchemist Lab and LoP.

Collecting 60$$ or 160$$ in LoP boosts the effect of MOrbs (https://hyperrogue.miraheze.org/wiki/Orb_of_the_Mirror).
Normally a MOrb will give you 3 charges of the selected orb -- 60/160 in LoP means you'll get double/triple that (so, 6/9 charges for most orbs).
This applies retroactively too - so if you already MOrbed a Safety, collecting 60$$ in LoP will give you another 3 charges (and another 3x at 160$$).

Your call whether more than 60$$ in LoP is worth aiming for, but 60$$ should be considered a minimum.
I found going above 75$$ or so in LoP started to get overwhelming, and decided it not worth it. Get the remaining Elixers in Alchemist Lab to unlock CC.

If you're feeling just super special and amazing, go collect 300$$ in LoP (that'll get you 4x the MOrb charges, but enjoy 30 global difficulty..)
4. Cursed Canyon preparation
Head to CC and unlock a charge of Purity (10$$), then get out.
Go to Hall of Mirrors, and MOrb the Purity.
Back to Cursed Canyon... let the games begin.
5. Orb duplication a.k.a. ooo yummy curses, slurp slurp
This section details the next many (many) hours of your run.

<< CHECK THAT YOU DON'T HAVE CURSE OF GLUTTONY ACTIVE >>
If no Gluttony, then use a Purity (ideally near a Curse of Draining, to convert to Time).

From here on out, you always want to have >0 charges of Purity. You will have almost always have Time active, so it will only deplete when converting curses.

Pick up a Gluttony (purifies to an OoChoice) - with Orb of Choice active, you can use any unlocked orb for free as long as you have >0 charges of it in your inventory.

You can only use one orb at a time, as OoChoice immediately is consumed (not impacted by OoEnergy), so you will likely spend some time wandering around CC to get stocked up on before leaving to conquer other lands.

!!!!!!!!!!!!!!!
!! WATCH OUT !!
!!!!!!!!!!!!!!!
!!!
!!!
  • Ensure you have Time active. Keeping Purity active at all times is priority number 1.
  • If you use OoSpace (recommended; helps keep treasure count low), make sure to progress a turn. It picks up a curse, but Purity converts it on the next turn.
  • If you pick up another curse before duping Choice, your Choice charge will be depleted
  • If a hag throws a curse at you the same turn you pick up a Gluttony, the Gluttony will 'eat' the curse. You won't have Choice. (be sure you have Choice active before duping)
!!!
!!!
!!!!!!!!!!!!!!!
!! WATCH OUT !!
!!!!!!!!!!!!!!!
5a. Get ready to go ham in other lands.
Stock up on useful orbs.

Useful to activate first before duping, if unlocked:
• Intensity [IF] - Increases charge cap for orbs + gives more charges on collection/use - makes the process much faster

!!!!!!!!!!!!!!!!!!!!!!!
!! BEFORE LEAVING CC !!
!!!!!!!!!!!!!!!!!!!!!!!
!!!
!!! Your checklist before leaving is (charges in brackets) [with Intensity in square brackets]:
  • Aether (60+) [60+] - Cross gaps, walk through walls. Extremely versatile.
  • Energy (30+) [45+] - Multiple uses of one-shots, and reduced cost of ranged orbs (useful for Space and others)
  • Shell (40+) [100+] - Enables movement that other orbs don't, only drains on attack w/ Time, one of the most important to get treasure quickly.
  • Space (60+) [100+] - Freely grab treasures, then teleport, grab more etc [helps maximise a trip within 1 Recall]
  • Teleport (40+) [100+] - Move about quickly (with Energy)
  • Thorns (50+) [100+] - Increase movement options to get to treasure faster
  • Time (70+) [120+] - Larger than Recall, to keep your Purity active on return
  • Purity (20+) [20+] - You'll be getting curses lobbed at you from witches, and picking a bunch up, so ensure you have plenty of charges [30 max pre-Intensity]
!!!
!!! Then OoRecall (60 charges withiout Intensity) [120 charges with Intensity]
!!!
!!!!!!!!!!!!!!!!!!!!!!!
!! BEFORE LEAVING CC !!
!!!!!!!!!!!!!!!!!!!!!!!

Up to you if you want:
• Frog [Zebra] - Mobility is never a bad thing (useful in places like Lost Mountain)
• Vaulting [Reptiles] - Mobility in the face of danger

Often worth using OoRecall before leaving too; once you're deep into a land, OoTime can run out + your OoPurity will start to drain if you don't find a CC quick enough.

Best bet is to find a specific land or Crossroads that borders CC, and go from there (running along the CC border between Recalls to restock).

Go on out, and get your 50$$s in each land.

Notes on specific annoying lands (not in {5c}, below):

Eclectic
Ensure lots of Teleport + Aether. Treasure spawns far apart.

Land of Storms
You'll want intensity for the 120 Recall charges. Just run around; when you hear lightning, stop and check where + Tele/Space.

Free Fall
You'll want intensity for the 120 Recall charges. Aether + Space go hard.

Bull Dash
Firstly, screw Bull Dash (both in general, and for TV).
Super annoying to generate treasure in the first place, and then the gadfly spawn rate? Hoooooly.
Shell is super important to move around freely. Gets drained very quickly here.
You do *not* want Speed (wastes Recall charges), nor Thorns (early - ok later when gadflys literally spawn in your ass), nor Fire (kills bulls).
Want a CC/BD border, steer clear of witches with orbs (don't want to get a Speed/Fire thrown at you), stock up on useful orbs (Shell/Aether/Space) then Recall.
5b. I went ham, now what?
Head back to CC.
Rinse and repeat.
If the session is getting too long, dupe an Orb of Safety to save in CC [ensure you have lots of Time - no curses on respawn, and want to preserve Purity]
5c. Lands worth doing later on
These lands are hard to access, and are inadvertently going to result in your Time/Purity charges getting used up.
Consider doing these later on, after a bunch of helpful orbs have been unlocked:

Ocean lands
These are far from Cursed Canyon [Citation needed], so you'll need to venture out without the god powers from CC.
Best to keep Ocean (the land) for later; it's a good passageway back to mainland (either through Ocean/Land borders, or via Riley).


Riley/Overgrown Woods
These are interim lands before getting to ToC/Clearing, which are 'distant' (from CC) lands.
Collecting too many treasures early will make it harder to move through to get to ToC/Clearing.
Do OW after Clearing, and do Riley after ToC.


Temple of Cthulhu
Hard area of the game, and even if you have a Riley/CC border, it's very far.
Plus, unlike aiming for 50$$ in the main game, you need to get back out.
Have lots of orbs...
I ended up using several Energy + Teleports to get further in. Way out was surprisingly ok.


Clearing / Haunted Woods / Lost Mountain
These are all pretty inaccessible from CC and can be problematic. Hopefully you did HW early, like was suggested...
For each, Orb of Intensity, followed by Orb of Recall gives you 120 charges (instead of 60), which can be helpful, but you'll likely still need to chain Recalls if you go that route.

Clearing
Use a bunch of Golem/Bomberbirds to try and save charges of YASC-preventing orbs. If you find an OW/CC border, can dupe a bunch of golems (although will be hard to get them out of CC) - can try from CR4, but I ended up just using my charges without dupes when I got into clearing. Have Space aplenty.

Lost Mountain
It's a huge pain to chain Recalls, so just suck it up and get out of CC. Load up on Gravity/Frog/Teleport, and have a spare OoChoice when you start moving into Jungle. This is a 'Purity-ender' land. Can Safety out back to Jungle.
[End] Congrats!
After doing the scary, far-from-CC lands, you're essentially done!
Hyperstones are no different to any other land, and can essentially be amassed at will.

As to how far you look to push your OSM score, that's up to you.

It took me ~10-15 minutes to deplete all my orb charges to get a game over, but felt like that a fitting end, rather than just hitting "restart".

Grats on the achievement!
2 条留言
SirLight_XXVII 2024 年 6 月 23 日 上午 1:20 
Fantastic! From my attempts at orb strategy mode, the biggest problem for me was that if you willy-nilly $50 lands that you feel like the entire world becomes unmanageably dangerous as even if you are in a safe land you will find an overheated land that wants you dead real badly. So having a prior battleplan for the entire run is very valuable
jennlbw 2024 年 6 月 22 日 下午 4:09 
woooo new guide dropped