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Hilz' Slushy Guide
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Hilz’ Slushy Guide to the Iceberg

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         Last Updated July 4, 00:00 UTC

        http://bit.ly/MHIceberg

What’s New

Table of Contents

What’s New

Table of Contents

At a Glance

Goals

Approaches

Full-out Assault

Relax and Enjoy the Ride

Deep mouse runs

Suggestions? Comments?

Slushy Shoreline

Which bait should I use?

Slushy Shoreline mice (table)

Iceberg

Mechanics

Hunting through the Iceberg

Speed counts

Bonus Chests (table)

Treasure Chest

Strongbox

Supply Chest

Running out of hunts

Hunt 249

Hunt 250

Hunt 425

Drilling

How to Drill

Where to Drill

About Drill Charges

The Ice Drills (table)

Mk. I

Mk. II

Mk. III

Diamond

The Challenge

Getting to the Hidden Depths and Deep Lair

Wax and Sticky Charms

Iceberg Currency: War Scraps

Pause, Retreat and Abort

Zone by Zone

Treacherous Tunnels: 0 to 300 feet

Core Characteristics

Analysis

Recommendations

Brutal Bulwark: 301 to 600 feet

Core Characteristics

Analysis

Recommendations

Bombing Run: 601 to 1600 feet

Core Characteristics

Analysis

Recommendations

The Mad Depths: 1601 to 1800 feet

Core Characteristics

Analysis

Recommendations

Icewing’s Lair

Core Characteristics

Frostwing Commander

Icewing

Defeating an Invasion

Recommendations

The Hidden Depths: 1801 to 2000 feet

Core Characteristics

Analysis

The Deep Lair

Iceberg Mice (table)

Notes on Iceberg Loot

Traps

Trap Parts

Trap Parts Planning (table)

The Steam Lasers

Crafting the Steam Lasers (table)

Mk. I

Mk. II

Mk. II broken

Mk. III

Steam Laser Characteristics (table)

Mk. I

Mk. II

Mk. II broken

Mk. III

Bases

Crafting (table)

Magnet

Remote Detonator

Spiked

Hearthstone

Deep Freeze

Characteristics (table)

Magnet

Remote Detonator

Spiked

Hearthstone

Deep Freeze

Attraction Rates (table)

Optimal Setups

Iceberg Setups (table)

Charm selection (table)

Invasion scoreboards

Appendix A: Iceberg Resources

Guides

Visualization, Modeling, Calculators, ...

Sources

Primary

Iceberg News and FB Posts

Hitgrab Iceberg FB Posts

Iceberg related Feedback Fridays (recordings)

Iceberg data @ Horntracker

Secondary

Iceberg related Feedback Friday Reviews

Iceberg Forum threads

Appendix B: Acknowledgments

Appendix C: Original Deep Freeze base blueprints

At a Glance

Win 2000 feet through 5 zones to get to the Deep Lair

Goals

  1. Get ready: hunt for supplies at the Slushy Shoreline
  1. catch the Frostwing Commander: drops
  1. catch Icewing: drops

nope, can’t use the same one to do both!

  1. catch Deep Mouse

Hunters can achieve these goals using a variety of approaches. I present two, one designed primarily for hunters who donate regularly and an alternative designed primarily for those who do not.

Hunters who are not already familiar with the details of the Iceberg may wish to read the rest of the guide and return to the approaches afterwards.

Approaches

Full-out Assault

This approach assumes you use at least some SB+ (although by no means exclusively SB+). If using only Gouda and Brie, see the alternative approach. You may find looking at the live versions of the attraction and setups tables useful while reading the strategy below.

  1. Collect trap parts and war scraps at the Slushy Shoreline:
  1. War scraps: at least 200
  2. Trap parts:
  1. Craft Steam Laser Mk. I
  1. Travel to the Iceberg for your first run
  1. Use Steam Laser Mk. I
  2. Dragon Jade base
  3. Charms as desired (consult setups tables, including charms table. Don’t waste charms here that would be better spent elsewhere!)
  4. What cheese? Depends on how many runs you plan to do, but a mix of SB+ and Gouda will do well:
  1. What about the ice drills and drill charges? Buy the ice drills by all means and continue to upgrade them as you go, but save the drill charges for your Deep mouse runs.
  2. (Note that the Magnet base does not increase Chipper attraction in the Mad Depths. Hearthstone base does.)
  1. At the end of the first run, craft the Remote Detonator base
  1. If you earned two or three bonus chests, craft the Magnet base as well
  1. During second run:
  1. Use Magnet base (if crafted) in Tunnels
  2. Use Remote Detonator base in Bombing Run
  3. As soon as you have enough bottled cold fusion to do so, upgrade to Steam Laser Mk. II (buy Ice Drill Mk. II), as long as you do so in time to use it to catch Icewing
  1. At the end of second run
  1. Craft Steam Laser Mk. III (buy Ice Drill Mk. III)
  1. Even If you have the Diamond drill bits, don’t buy it yet. If you buy it, you’ll use the drill charges, and the earliest time you can collect the full set of traps and bases is part way through your fifth run.
  1. Craft Spiked base as soon as you have enough cold fusion, sometime in the third or fourth run

Why Spiked base rather than Hearthstone or Deep Freeze?

  1. When you accumulate another 10 cold fusion, craft the Hearthstone base. Make sure to craft Hearthstone before you run out of free drill charges from drill upgrades or you will find yourself back in Furoma farming gold.

Why not go straight to the Deep Freeze base? If you have tons of gold and plan on leaving the area after one successful Deep mouse run never to return, it may make sense to skip Hearthstone. With a Hearthstone base, you can farm 3 to 4 drill charges per run once you have crafted all your traps and bases using Gouda. You can use those drill charges for Deep mouse runs or sell them in the Marketplace, as you wish. Without a Hearthstone base, you will have to buy drill charges off the Marketplace for Deep mouse runs, which is extremely expensive.

  1. Once you have:
  1. all the bases
  2. the Steam Laser Mk. III
  3. the Diamond Ice Drill
  4. a full set of drill charges

you are ready to take on the Deep mouse.

Relax and Enjoy the Ride

Hunters who do not use SB+ beyond what they receive in their loyalty chests will find a relaxed approach more rewarding. (You may find looking at the live versions of the attraction and setups tables useful while reading the strategy below.)

  1. Start hoarding the SB+ you get in your daily loyalty chests
  2. Hunt at Slushy Shoreline, collect:
  1. At least 200 war scraps
  2. you’ll need 50 splintered wood, too, for one of the bases
  3. Collect enough of the specialized trap parts to craft your Steam Laser Mk. I and head for the Iceberg
  1. First pass through Iceberg, use Brie (or Swiss, if desired):
  1. do not use drill charges; the Living Salt minimizes time spent in the Mad Depths
  2. craft Magnet base before entering Mad Depths first time (but don’t use it)
  1. Second pass through Iceberg, use Brie or Swiss
  1. use Magnet base in Tunnels
  2. craft Remote Detonator base to use in Bombing Run second time
  1. do not use drill charges as per 1a.
  1. Third pass through Iceberg, use Brie or Swiss
  1. use Magnet in Tunnels, Remote Detonator in Bombing Run as in second Pass
  2. do not use drill charges as per 1a.
  3. craft Spiked base at the end of the run (why Spiked base? See explanation in previous section)
  1. Fourth pass through Iceberg, needs to be under < 425 hunts
  1. setups:
  1. in the Mad Depths:
  1. upon entering Icewing’s Lair:
  1. Go buy a bunch of drills!
  1. buy each one you can in sequence, because they come with free drill charges
  2. remember that you only get each set of free drill charges once: even if you go back and buy another one of the drill you just traded in to get your nifty new upgraded drill, you won’t get another set of free drill charges.
  1. Now that you have SLM III, you can get one to two chests each run, depending on your cheese (Brie vs. Gouda) and charm usage. When you get the Hearthstone base, you can get two to three chests each run.
  2. When you accumulate another 10 cold fusion, craft the Hearthstone base (Why Hearthstone? See explanation in previous section.)
  3. With your Hearthstone base in hand, you are ready to complete your next two tasks at the same time:
  1. you need 6 more cold fusion for your Deep Freeze base
  2. you need those Diamond Drill bits so you can get the Diamond Ice Drill

You will need to finish a run in fewer than 275 hunts. Don’t worry, though, with SLM III, Gouda, all the bases and some of those drill charges you have been hoarding, you can do it!

  1. Now run around the kingdom collecting the rest of the bits ‘n pieces and craft your Deep Freeze base
  2. Before you go after the Deep mouse, you need to gather 250 SB+, but don’t worry: with the price for drill charges in the marketplace you can farm enough gold to buy the necessary SB+ in a couple of runs even at the current insane Marketplace prices for SB+. Do a couple of gouda runs, sell the drill charges and buy your SB+, then go on to the Deep mouse approach. Is it possible to get the Deep mouse using only Gouda? Theoretically, yes. You are likely to spend far longer in the attempt, however, than if you take a more sensible approach and buy the stuff on the Market. Using SB+ does not mean donating.

Deep mouse runs

you are ready to go after the Deep mouse, affectionately known as BUF (for Big Ugly Fish). Is it possible to get BUF without one or more of these items? On rare occasions, yes, but we are not interested in rare occasions, we are interested in predictable results.

Suggestions? Comments?

I can be found:

Slushy Shoreline

Which bait should I use?

Both Gouda and SB+ work well at Slushy Shoreline, which is a nice change from some high level areas. Insufficient data is available concerning Brie.

All mice at Slushy Shoreline are attracted to Gouda except for Living Ice, which can only be attracted using SB+. Living Ice can drop any of the crafting items and is much weaker than the rest of the Iceberg mice, therefore it is the most desirable mouse at Slushy. Furthermore, even before Living Ice was released, using Gouda resulted in a slight but definite reduction in loot dropped per catch.

Considering all the available information, Slushy Shoreline is a good use of SB+.

Slushy Shoreline mice (table)

Mouse

Sub-group

Loot

Saboteur

Bomb Squad

only

Yeti

Brute

only

Snow Bowler

Brute

Icebreaker

Tunnel Rat

only

Chipper

Tunnel Rat

Snow Sniper

Bergling

only

Snow Slinger

Bergling

Polar Bear

Bergling

Snow Soldier

Bergling

Incompetent Ice Climber

Bergling

Living Ice

Bergling

only

Iceberg

Mechanics

Hunting through the Iceberg

Each catch or miss moves you through the Iceberg. FTAs consume hunts but do not move you.

For the curious, the iceberg and the hidden depths

Speed counts

The Iceberg HUD displays how many hunts and trap checks you have used so far in your current run as “Hunt #X”. Drilling does not cost hunts.

The number of hunts plus trap checks you take to finish the Iceberg makes a difference. Finish quickly; get a bonus. Finish too slowly; Icewing gets bored and leaves.

Bonus Chests (table)

hunt 424

hunt 349

hunt 274

Points

Treasure Chest

1

1

2

2

2

5

5

2

100,000

150,000

Strongbox

1

2

2

2

5

1

75,000

100,000

Supply Chest

1

1

1

1

5

5

50,000

50,000

Running out of hunts

Hunt 249

If you are in the Hidden Depths when you reach hunt 249, you get this message in your journal:

With the Iceberg crumbling all around you, you figure you have but one more turn left. It's time to put everything you have into this one final hunt!

Hunt 250

If you are in the Hidden Depths when you reach hunt 250 you get this message in your journal:

It's too dangerous to hunt here any longer! With seconds to spare, you jump in your life raft and paddle furiously away, swearing to return next time and conquer!

If you have not reached the Hidden Depths by hunt 250, you will not be able to reach it during your current run.

Hunt 425

The Iceberg has smashed the last of the bonus chests, and Icewing has moved on to supervise another Iceberg invasion.

She has left her second-in-command in charge, who must still be defeated to destroy the Iceberg and protect the good people of Gnawnia.

Before the release of the Hidden Depths, once the Supply Chest has been smashed, the Living Salt mouse was turned loose, preventing you from wandering forlorn through the Iceberg:

With most of the fighting mice leaving the Iceberg, the Living Salt mouse can finally roam free, making progress significantly easier.

It appears that Living Salt can now be attracted in any of the five main Iceberg zones. Whether hunt 425 affects Living Salt’s population remains to be seen.

Drilling

Buy each of the Ice Drills from the Iceberg or Slushy Shoreline General Stores:

Core facts about drilling

How to Drill

Where to Drill

  1. 1775 feet, hunt # 268
  2. drill one time, advances you 20 feet
  3. 1795 feet, hunt # 268
  4. catch Iceblock mouse, advance 8 feet, stopped after 5 feet at end of Mad Depths
  5. 1800 feet, hunt #270

About Drill Charges

  1. as loot: the Frostwing Commander and Icewing drop one when you catch them
  2. buy them inside the game:
  1. for donation (and support Mousehunt!):
  1. remember! Buying drills that you previously owned before upgrading your drill will not get you another set of free drill charges
  2. note that Drill Charges are not giftable, unlike other tradeable items

The Ice Drills (table)

Ice Drill

must have

spent

initial

uses / invasion

Mk. I

50,000

10

3

5

Mk. II

100,000

25

3

6

Mk. III

150,000

50

4

7

Diamond

300,000

100

5

8

The Challenge

After you finish a zone, before you begin the next, the mice from the General sub-group challenge you to a duel

Getting to the Hidden Depths and Deep Lair

To get to the Hidden Depths, and thus to the Deep Lair, you have to catch Icewing using the Deep Freeze base before hunt number 249.

Wax and Sticky Charms

Wax and sticky charms only interact with catches and misses of mice from the Bergling sub-group

Wax charms lose more ground than they gain unless the overall catch rate of Berglings in a zone is at least 80%.

Iceberg Currency: War Scraps

War scraps are the currency used in the Iceberg shops. You can smash excess wire spools, frosty metal and cans of heating oil to get war scraps. One trap part produces three war scraps.

Pause, Retreat and Abort

You can pause an Iceberg run indefinitely (unlike Zugzwang’s Tower), as leaving the Iceberg does not reset your progress.

For the cost of one cold fusion and 25,000 gold, you can buy a Cold Fusion Bomb and abort an Iceberg run at any time:

When activated on the Iceberg, this complex creation destabilizes the ice instantly, melting the Iceberg in a flash.

It may be used at any time, but the great flood of water generated swamps the player, sending them to the Slushy Shoreline, and scatters the bonus chests, rendering them uncollectible.

Further, because the mice on the iceberg were not defeated, this does not count as an Iceberg completion so far as the King's record keepers are concerned.

Once you have exceeded 275 hunts, you can retreat for free using the ‘Retreat!’ link in the upper right hand corner of the Iceberg HUD and try again. Keep in mind, though, that Living Salt will bail you out once you go over 425 hunts. Retreating is an option for the truly impatient or deeply frustrated, for example, if you are specifically trying to get the Diamond Drill Bits and are very impatient (you’ll get them eventually.)

Zone by Zone

Treacherous Tunnels: 0 to 300 feet

Even without a Magnet Base, the Tunnels are not particularly difficult. With the Magnet base, the Tunnels are fun.

Core Characteristics

Analysis

Recommendations

Brutal Bulwark: 301 to 600 feet

Core Characteristics

Analysis

Recommendations

Bombing Run: 601 to 1600 feet

Core Characteristics

Analysis

Recommendations

The Mad Depths: 1601 to 1800 feet

Core Characteristics

Analysis

Recommendations

Icewing’s Lair

Core Characteristics

in addition, catch rates in the horntracker database are consistently higher than the visible trap statistics predict.

Frostwing Commander

I entered Icewing’s Lair. Icewing herself has since moved on, but she’s left behind her second-in-command, the Frostwing Commander, who must be defeated to save the good people of Gnawnia from this icy invasion!

The Frostwing Commander drops:

Icewing

I entered Icewing's Lair. This is it – the big showdown!

Remember the saying that goes “Be careful what you wish for?” Here’s what happens when you catch Icewing.

The Iceberg begins to shudder and shake, no longer held together by Icewing’s terrible magic. Her capture sets off explosions that rip through walls, collapsing entire sections at once.

Without the Deep Freeze base armed, you break the Iceberg (oops!) and start again.

Leaping from the crumbling wreckage, you notice a tunnel collapsing in the distance. If only you had more time and a safe method to preserve the Iceberg’s structure, perhaps you could have explored it!

With the Deep Freeze base, however, you stabilize the Iceberg and win through to the Hidden Depths, providing you have enough hunts left.

In response, your Deep Freeze Base emits an icy chill, and the explosions slow and then cease. The Iceberg continues to shudder distressingly, but you judge you have […] hunts remaining to explore.

Then there’s the small matter of your trap:

Fueled by her terrible defeat at your hands, Icewing has destroyed and defaced your trap in a fit of icy rage! But in her haste, she seems to have dropped something - perhaps combining it with the destroyed trap parts will create a trap she truly fears!

What she dropped, of course was:

As you will need two Steam Nines, one to craft the Deep Freeze base and one to upgrade to Steam Laser Mk. III, you’ll need to make at least three passes through the Iceberg. Bummer.

Defeating an Invasion

Catching either Icewing or the Frostwing Commander will defeat an invasion.

I successfully fought through the Iceberg, destroying it and saving the good people of Gnawnia from the wrath of Icewing's invasion! In amongst the Iceberg's wreckage is three bonus chests! I obtained the following loot:1 Iceberg Supply Chest, 1 Iceberg Strongbox, and 1 Iceberg Treasure Chest.

After defeating Icewing’s Invasion (without the Deep Freeze base), you are returned to the Slushy Shoreline.

Recommendations

The Hidden Depths: 1801 to 2000 feet

When you catch Icewing using the Deep Freeze base you gain access to the Hidden Depths. As you enter the depths your HUD changes: instead of tracking how many hunts you have used so far, it now tracks how many hunts you have left to get to the Deep Lair.

Core Characteristics

Analysis

Recommendations

The Deep Lair

The only mouse in the deep lair is the Deep mouse. (See also Deep mouse runs)

Finally solving the question as to how the Iceberg is propelled, the Deep Mouse lives well below the Iceberg, dragging it relentlessly towards the shores of Gnawnia.

Only the most dedicated hunters will ever be able to encounter this monster, let alone defeat it!

When you catch the Deep mouse, it completes the job of destroying the Iceberg:

With the Deep Mouse in your trap, the Iceberg finally begins to crack apart around you. With seconds to spare, you jump in your life raft and paddle furiously away, laughing about your incredible victory!

The Deep mouse drops:

Iceberg Mice (table)

Mouse

Sub-Group

Loot

Advance

Zone

Deep

Deep Lair

Icewing

Icewing’s Lair

Frostwing Commander

10 (0)

Hidden Depths

Icewing’s Lair

Frostlance Guard

15 (0)

Hidden Depths

Icewing’s Lair

Living Salt

20 (0)

Hidden Depths

Mad Depths

Bombing Run

Bulwark & Tunnels

General Drheller

General

50 (- 6)

Princess Fist

General

12 (0)

Lady Coldsnap

General

8 (0)

Lord Splodington

General

4 (0)

Iceblade

Zealot

0 (- 5)

Mad Depths

Water Wielder

Zealot

0 (- 5)

Mad Depths

Heavy Blaster

Bomb Squad

10 (- 6)

20 (- 6)

Bombing Run

Stickybomber

Bomb Squad

9 (- 5)

20 (- 5)

Bombing Run

Saboteur

Bomb Squad

8 (- 4)

20 (- 4)

Bombing Run

Mammoth

Brute

- 6 (- 20)

0 (0)

Bulwark

Yeti

Brute

- 4 (- 16)

0 (0)

Bulwark

Snow Bowler

Brute

- 4 (- 16)

0 (0)

Mad Depths

Bombing Run

Bulwark

Icebreaker

Tunnel Rat

16 (0)

Bombing Run

Tunnels

Chipper

Tunnel Rat

16 (0)

Mad Depths

Bombing Run Tunnels

Iceblock

Bergling

8 (- 4)

Mad Depths

Bombing Run

Bulwark

Snow Slinger

Bergling

8 (- 4)

Bombing Run Bulwark

Tunnels

Polar Bear

Bergling

8 (- 4)

Bulwark

Tunnels

Snowblind

Bergling

4 (- 4)

Mad Depths

Wolfskie

Bergling

4 (- 4)

Mad Depths

Bombing Run

Snow Soldier

Bergling

4 (- 4)

Tunnels

Incompetent Ice Climber

Bergling

4 (- 4)

Tunnels

Notes on Iceberg Loot

  1. Any mouse in the Iceberg other than those which drop designated loot drop any combination of:

Traps

Trap Parts

Iceberg weapons and bases are crafted from a common set of trap parts. Each time you defeat an invasion, having read Where to Drill, you will collect at least four bottled cold fusion. You may collect more, as well as one or more sets of the other three parts, depending on how many bonus chests you earn.

Chests earned: (fusion includes loot drops from generals)

One (supply chest)

Two (strongbox and supply chest)

Three (treasure chest, strongbox and supply chest)

How many of each trap part should you collect at Slushy Shoreline? The answer varies depending on: your approach to traps (minimal set, sane medium, fanatical collector or anywhere in between); your current rank; and whether you hunt with SB+.

Trap Parts Planning (table)

The Steam Lasers

Collectors will need to do at least five runs through the Iceberg to collect all the traps and bases in the region. Making the Steam Laser Mk. II (broken) a weapon in its own right is not (just) a way to torture collectors. (Drat! I was one trap away from my last collector’s checkmark before the Iceberg!) A weapon with all zero statistics will be a great benefit to the Mousehunt analytical community.

Crafting the Steam Lasers (table)

not spent!

spent

Mk. I

345,000

5

5

5

Mk. II

4

15

15

15

Mk. II broken

Mk. III

Smash your broken Mk. II to get the trap parts to craft the Mk. III.

Steam Laser Characteristics (table)

Power

Power Bonus

Special Bonus*

Attraction Bonus

Luck

Cheese Effect

Mk. I

4,200

8%

1750

none

14 ( + 3 )

none

Mk. II

4,800

12%

1250

10%

18 ( + 2 )

Fresh

Mk. II broken

0

none

none

none

0

Insanely Fresh

Mk. III

4,800

12%

1500

10%

18 ( + 2 )

Fresh

Icewing proof

*The special power bonus is added directly to the base power of the weapon.

Differences between the Mk. II and Mk. III:

Although both special bonuses, power and luck, are lower for Mk. II than for Mk. I, because the base stats for Mk. II are better, it still comes out ahead.

Bases

The Slushy Shoreline general store has blueprints for four subgroup-specific bases. Blueprints for a fifth base, the Deep Freeze base, are dropped by Icewing. For those hunters who do not recognize it on sight, that green marble is a Bead of Slumber (2,000 gold from the general store at the Catacombs).

Crafting (table)

special

Blueprints

Magnet

3

5

5

2

48,500

Remote Detonator

3

8

2

1

48,500

Spiked

6

5

5

10

(50)

97,500

Hearthstone

10

14

8

8

147,500

Deep Freeze

6

20

18

1162232

Icewing

Characteristics (table)

Special Effect

Power

Power Bonus

Special Bonus*

Attraction Bonus

Luck

Cheese Effect

Magnet

2x attraction Tunnel Rats

250

10%

none

5

Fresh

Remote Detonator

Bomb Squad catches advance 20 feet

300

10%

10%

4

Stale

Spiked

Brute Squad catch/miss no effect

300

12%

none

3

Very Stale

Hearthstone

Reduces Zealot attraction

200

none

10%

2

Very Fresh

Deep Freeze

Stabilizes Iceberg

35

0%

665

0%

0 (+9)

Uber Fresh

*As with the steam lasers, the special power bonus is added directly to the base power of the … hrrmm … base.

Attraction Rates (table)

As Google Docs has no facility for including a Google spreadsheet in a Google document, I include a snapshot of our live table here for ready reference. The live version has sheets for Gouda and Brie attractions as well.

Optimal Setups

The subgroup-specific bases do better in the zone they were designed for than any other base. The total number of hunts for Super|Brie+ comes in under 275 for the full range of Steam Laser, from the Mk. III down to the lowly Mk. I without drilling. For Gouda, the total number of hunts comes in under 350, again for the full range of Steam Lasers and again without drilling.

While chrome charms do result in a slight improvement in feet per hunt over sticky charms for some configurations (see charm selection), the cumulative effect over a run is at most a few hunts. Given the high cost and broad usefulness of chrome charms, sticky charms are the charm of choice in the Iceberg.

A few quick notes about the table itself (what is shown here is a snapshot of the live version).

  1. Steam Laser
  1. Bait
  1. the first column shows the expected number of feet per hunt (if you used that setup for 1000s of hunts in that zone, about how many feet per hunt would you get on average?)
  2. the second column shows the expected number of hunts it will take to complete the zone
  3. the number at the top, is the expected number of hunts for the best setup for that zone. Note that this number does not tell you the lowest possible number of hunts to complete the zone! In this table, we are not concerned with exceptional runs, but rather with repeatable ones.
  4. the best values for feet per hunt and number of hunts are highlighted in yellow.
  1. feet advanced by generals are included in the best setup run
  2. the fact that a hunter re-engages the same general three times in a row is also included
  3. General DrHeller’s pushback is included, as well

Iceberg Setups (table)

Charm selection (table)

This image is just a snapshot, see also the live version. For discussion, see optimal setups.

Invasion scoreboards

If you select ‘scoreboards’ from the purple Lore button pull-down menu, in addition to the Hunter and Tournaments scoreboards, you will find a section for Iceberg Invasion.

Appendix A: Iceberg Resources

Guides

Visualization, Modeling, Calculators, ...

Sources

Primary

Iceberg News and FB Posts

Hitgrab Iceberg FB Posts

Iceberg related Feedback Fridays (recordings)

  1. first half
  2. second half

Iceberg data @ Horntracker

Secondary

Iceberg related Feedback Friday Reviews

Iceberg Forum threads

Appendix B: Acknowledgments

This guide would not be what it is without Bill Comeau’s ongoing collaboration.

In addition, I would like to thank:

Appendix C: Original Deep Freeze base blueprints

Before being modified, the blueprints for the Deep Freeze base originally read:

The lettering on this blueprint is in an unfamiliar, shifting script that glows with an eerie light. Sometimes you feel you can make out meanings, but never words. There's something on here about un-meltable icebergs, but perhaps that could be turned to your advantage, if only you could figure out how to built it.

Two of the sections of the blueprints seem to refer to advanced power sources, and look familiar.

The next four sections seems[sic] to be talking about construction materials - familiar wires and oils, but a strange mixture of metals.

The next two sections are clearly about binding magic to the base, but the materials referred to are far less clear. Something about magic past its prime, and something about the essence of life itself.

The final section grows fainter as it progresses, ending in a long, downward scrawl and a splotch of ink.