You should get here on day four, or if you're speedy late on day three.
Start the level 11 MacGuffin
The Black Forest Quest
quest by going to the Black Forest. You'll want to increase item drops, since the sunken eyes and broken wings are not guaranteed drops. If you get an adder bladder or Black No. 2 here, save them in your closet for the NS quest. If you get a black picnic basket, see if there's black pepper in it, that is also an NS item. If you get equipment drops from the Black Knight, you can pulverize it into twinkly wads. Do the little dance with the Reassembled Blackbird, the map, the forged documents, the Shore, and the diary. Remember to get your regular familiar again. Don't forget to actually read the diary.
Start by doing the first part of the Arid Extra-Dry Desert -
just the initial bit where you get a bunch of negative effects. Then do the Hidden Temple, because the negative effects don't matter there and you can use them up. After these two bits you can do the rest of the level 11 side-quests in whatever order you like. Do the Spookyraven's Basement part. Spend a few +non-combat turns in the Haunted Ballroom until you get the We'll All Be Flat adventure. Head down into the basement. Look at the glyphs on the back wall and jot them down on a sheet of paper. Go to Hagnk's and use the magnifying glass icon to figure out which dusty bottle of wine has which glyph on it. Pull the three you need and pour them into the hole in the proper order: top, lower left, lower right. If you'd rather farm for the wine, the monsters here are vulnerable to hot and stench. Once you have opened up the summoning chamber, you can take the spectacles off. Now you get to fight Lord Spookyraven. His first attack is very powerful; elemental resistance will help you survive it, so cast Elemental Saucesphere or Astral Shell and maybe go get your exotic parrot or splash on some black paint. He too is vulnerable to hot and stench. cracked: mossy: rough: smooth: Do the Hidden City part. No particular shortcuts here. One of the pygmies is vulnerable to cold and spooky. If you get pygmy pygment or a pygmy blowgun, save them in your closet for the NS quest. To start the Palindome part of the MacGuffin quest you need to visit the pirates again. Your myst should be 60 by now, so you can use the pirate fledges instead of the Swashbuckling Getup. You are looking for two snakehead charrrms. If you have already done Barrrney's Barrr and The F'c'le back in level 9, then you can now proceed to The Poop Deck. Once you get the password there, head Belowdecks and look for the gaudy pirate, who is the only one that drops the snakehead charrrms. You don't need +item gear because the charrrms are 100% drops, but you may want to use it anyway to try and get an acoustic guitarrr from the grungy pirate in the same zone. Paste your two snakehead charrrms into a Talisman o' Nam and head for the Palindome. If you get the candy / photograph / ostrich egg but the ketchup hound and stunt nuts haven't dropped yet, go ahead and pull them. The correct order for putting the items on the shelves is: photograph of god hard rock candy ketchup hound hard-boiled ostrich egg When you go to the Laboratory to look for Mr. Alarm, you want +non-combat. When you go to Whitey's Grove, use +item stuff, since again the bird rib and lion oil are not guaranteed drops. If Whitey's Grove isn't there, go see the meatcar guy in your guild so he can ask you for some hamburgers, that'll make the Grove appear. Once you have cooked up the wet stunt nut stew, go back to the Lab and Mr. Alarm will appear immediately. I guess the smell attracts him. Then equip the Mega Gem and go back to the Palindome - Dr. Awkward appears immediately too. Once you beat him, you can pulverize the Drowsy Sword to get one or two wads. Do the rest of the Arid Extra-Dry Desert part. You want +non-combats here. The fire ants in the desert are vulnerable to stench and sleaze, while the scarab beatles in the Oasis are vulnerable to hot and stench; so, stench is your Flavour of Magic element of choice here. If you haven't found a drum machine by the time you need it, you could pull it. If you get a bronzed locust, save it in your closet for the NS quest. After using the worm-riding hooks, don't forget to re-equip your regular weapon. Do the pyramid part. You can get through this quite fast by pulling eleven tomb ratchets. The sequence to use them is: use four ratchets bucket on the left, empty room on the right, to get the token use four ratchets pile of rocks on the left, vending machine on the right, to get the bomb use three ratchets empty room on the left, and pile of rocks on the right, to open the chamber That is only three turns. Finally, fight Ed the Undying. He is a pretty good source of stats. In fact if you need to do some levelling up to get to 12, you can run away from Ed's seventh form and he resets. You can fight him as many times as you like, at a cost of one run-away for each six battles. And if you have the navel ring of navel gazing, the run-away doesn't cost a turn. You may want to save Lord Spookyraven / the Protector Spectre / Dr. Awkward / Ed the Undying for later - it can be useful to flyer them as part of the level 12 Arena side-quest.