The purification slime will cast Purifying to cleanse off your Muddy Mucus, removing it 10 (iirc) at a time. I think you can reach a cap of 50 with one of the local summons, which gives you a lot of time to wallop the boss.
Check out the challenge tables in this google spreadsheet. They're a bit old, so not entirely accurate, but they're a good baseline with a cheat sheet of challenge builds in the far right column. There's also C6 guides around the internet if you're not sure how to go about it. https://docs.google.com/spreadsheets/d/1tyMz4CLZNoJB3WMGBITmFlI4NpoPV8U4G6Zvkj5-6D8/edit#gid=0
@lewa If you get the Incrementy upgrade for 1e19, you can do C6 and C7 a bunch of times. You will get quick bursts of production each markup, you might need to click a bit (remember that clicking Increase Ordinal and then holding enter gives you quick clicks) but they're very quick runs so you will know if you can reach the goal in a matter of <5 min, because at a certain point you will hit a wall where your entire little burst of production gives you less than the cheapest upgrade costs. Booster upgrade 2x4 is key, and later on 3x4.
@WolfiePaws For some reason, Moczan only posts some updates in the Kong changelog. We're currently on .018 (you can see that in a corner of the main menu before loading your savefile), this is the update we got the quest revamp. .019 is teased on trello, but no ETA yet.
@pattyman27 Don't worry, it's supposed to be like that. The dev is planning features to put in those empty spots later. You will see more of those Coming Soon perks later on. It's a bit annoying, but just keep in mind that there will still be useful ones up until prestige level 88 (and 85 in particular is the last major one).
@ShawnL: You can increase your material drop % and farm the highest zone with world 1 mobs you can reach. Some zones in higher worlds offer two (or more) different types of world gems. Check the wiki for info on drops. https://idle-grindia.fandom.com/wiki/World_6 - for example, 6-15 drops world 1 and 6 gems, and 6-60 drops all worlds 1-6. There are similar pages for all worlds currently available.
@elioto20: Yeah, with Flash content getting shut down by the end of this year, the web part of Kongregate is being slowly shut down/abandoned. It's been going on for a while. Now we're pretty much getting no game uploads here and community features such as chats and forums are almost completely gone. Creators are moving on to other sites or independent hosting. I think Kong's going to focus on mobile and Kartridge from now on.
@Bortasz Pets' "active" skills are only active when you equip them, while passives work all the time. The cat's active is there to make leveling it an extra challenge. Ghost (tier 6 raid pet) is the same way. Once you're done leveling it, you can unequip the pet and keep enjoying the boost in drop rates.
@CmBxChaoticBoss: every class can use magic, as long as the weapon you equip on it is magic (in the forge's weapon category, you get two buttons: 1-H physical weapons or magic weapons). For W6, the recommended setup is a well-upgraded 5-5 weapon and then working on upgrading 6-1 armors. If you don't have tier 6 recipes unlocked yet, complete all available prestige quests to unlock them as soon as you can (if you have the required pets, you will unlock tier 6 recipes just before getting stuck with tier 6 prestige challenges).
So many 'coming soon' prestige bonuses... Of the three upcoming prestige tiers for me, two are 'coming soon' now. Some stand-in bonuses would be welcome to make progress more meaningful, even if they're very weak.
When you're going for the flawless 120s, the best strategy is to restart your run if you get hit at any point. Soon after the first 120s, the line of fires appears and a bunny may spawn in the middle of it, forcing you to hit it or jump into the flaming skulls above you. The game's difficulty also goes up significantly after that point, making your chances of not getting hit slimmer. If you have trouble discerning if you missed the attack bar and need to jump over a fox/wolf/bear, look at your sword. It will glow if you hit it right.
The only challenge that's easier to do if you pre-plan before getting all upgrades is the recover all health one. With 2 or 3 full hearts (1 or 3 upgrades), high recovery skill and high jump skill (some level of sword is helpful but not required), it's easy to intentionally take damage from the first two or three 'shrooms and then avoid as much damage as you can until regeneration does its job. You can take damage between falling very low and filling your health, it doesn't have to be flawless regeneration.
You win by unlocking all medals (full upgrades, 500m ran in one run, 120s flawless time, recover from near-death to full health in a run and other, easier challenges you can see from the main menu) and then letting death catch you one final time.
I have so many skills that for a while auto-play outperformed me manually picking targets and I have no idea why that happened. The final area Exploding Galaxy was throw-your-hands-in-the-air satysfying to complete. I really liked the combination of different mechanics in the last stages there, and the tier 2 active abilities made the game more tactical during the actual fights. Finding the perfect enemies to use active abilities on to manage damage taken and trigger goblets in the right moment was more engaging than I expected. I wish I could say I had a solid build I could share here, but all I did was prioritize speed>damage>armor>health. Final stats 345k/284k/200k/620. I used fireball a lot throughout the game, but for the last area I removed it to burst debuffers.
The sense of melancholy and old, lost stories that hangs over your head is really powerful. Despite the simplistic artstyle, the visual details are stunning and the stop-motion comes to life with the little interactions with critters and dynamic poses of the character. This was a real treat and I'm glad I decided to replay it.