Guide on Kensington Park - Wizard101 Forum and Wizard101 Fansite
   
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    1. #1
      Giggitygiggitygoo's Avatar
        Giggitygiggitygoo is offline Journeyman Wizard

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      Guide on Kensington Park

      KENSINGTON PARK

      Note: Before I continue I need to reiterate that unfortunately I died after killing Stoker but before killing the Creepers. It was by the last attack of a Storm Elf no less (LOL!). However, since I basically have all the info,tips, and drawn out configuration maps drawn out, I might as well post this up for anyone else to see in hopes it will help them out. I'm extremely confident that I can, when I have more time, indeed wrap this up very soon. Just take this guide for what it's worth.









      GENERAL NOTES
      1. I did this when I was level 46.
      2. I am a Pyromancer.
      3. In an attempt to make this guide, I have done Kensington Park approximately 30 times. However, only 3 times did I get to Stoker. Defeating every monster up to Ratchet is relatively simple.
      4. Contrary to public opinion it does not take 3-5 hours to solo. When I had gotten and almost defeated Stoker's minions (Stoker was dead 1st time), I had spent 1hr and 30min. I reckon that at most it would take someone 2 to 2.5 hours to solo.
      MAP















      MAJOR GENERAL TIPS
      1. One of the two MAJOR tips that I believe is crucial to soloing this instance on your own is timing the entrance of each boss battle. I will explain in each boss battle.
      2. The second MAJOR tip is deck efficiency. Don't OVERSTACK your deck. I can't emphasis this enough. You must come into Kensington Park knowing exactly how many buffs it takes you to take down a boss and it's minions.
      MINOR GENERAL TIPS
      1. Don't cast a shield the first round. Instead wait until the 2nd (or 3rd round if you feel lucky). The reason for this is because at 1 pip, these guys can't do much damage, but a storm blade and trap cast, plus either a lightning bat or storm shark, we are talking about 500 damage potentially.
      2. Equip a Sword. You start off with one extra POWER pip. This is as opposed to a regular level 35 wand which only starts you off with one REGULAR pip.
      3. Equip a Myth Sword if possible. Myth is a boost against Storm enemies and almost every single Boss and/or minion is Storm school.
      4. I've experimented both with fighting Kensington Park with and without a Minion. A minion is especially useful when fighting Clonky and Ratchet. Otherwise, you can defeat the other bosses without a minion.
      5. Don't ever waste any turns! In this instance, each turn can decide between losing or winning a battle.
      6. Treasure cards are your friends. Otherwise, use 'Tough' to toughen up your primary attack spells. I'll give you an example: 75 damage * 1.18 boost from Crown gear * 1.35 fire blade * 1.25 wyldfire * 1.25 * fire trap * 1.70 feint = 317 additional damage off the bat.
      7. Try not to discard your wand spells as you'll need them to get rid of the Weakness spells that get cast with extreme frequency.
      8. The following is how I rate from most difficult to easiest battle: Stoker, Skritch, Rachet, Skratch, Clonky.
        • Stoker - You are fighting a more difficult version of Skritch and with two slightly amped up Jitterbugs (aka Creepers).














        • Skritch - You are effectively fighting two duplicates of Skritch in addition to it, albeit with slightly less HP and minus it's personal attack. However, they are all Storm, which makes their spells particularly damaging still.
        • Rachet - You are fighting a powered up version of Skritch but instead, it has two Life school minions as bodyguards.
        • Skratch - More than likely you will either defeat it by itself, but sometimes, with bad luck and an extended battle, you will face 2 Minutemen.
        • Clonky - You face a higher HP version of Skritch but it's minions are an absolute joke.
      9. Pray that you start off going first AND that you start off with two power pips. Of course you can't control this.





      SPELL DECKS USED






      QUESTS



      War of the Weird
      Given by: Officer Terry
      Gold Given: ?
      Description: Collect Helical Gear (Skritch), Collect Sprocket Idler (Clonky), Collect Piston Rod (Skratch).


      I've attached below a map of the movements of the Splinterbots. To avoid them, simply walk 50% in between them. You will not get into any battles that way.


      1st Battle - Skritch
      Boss: Skritch (2,500hp, Storm) + 2x Jitterbugs (2,000hp Storm)
      Skritch Casts: Kraken, Lightning Bat, Storm Snowman, Storm Blade, Storm Trap, Leprechaun, Storm Shark, Wraith, Phoenix, Weakness, Primary Attack (2,3,4,5 pip; Life)
      Jitterbugs Casts: Weakness, Leprechaun, Storm Shark, Lightning Bat, Primary Attack (1 pip; Myth), Cyclops








      Tips:
      1. Wait until all the Jitterbugs clear out. You'll get 1 MAYBE 2 free turns just to buff up against Skritch.
      2. There are many ways to go about this. You can either concentrate and defeat Skritch first, summon a minion to concentrate on one of the Jitterbugs while you concentrate on Skritch or the other Jitterbug, or you can simply defeat a Jitterbug off the bat. All of this will depend on your deck setup and/or your draw.
      3. Personally I found it easiest to defeat Skritch at the beginning. It's faster and more efficient since you don't need to put in any shield spells against Life since the 5 pip personal attack of his does almost 500hp damage.
      4. If you can and are a Pyromancer, I'd suggest getting the Astral Hat of Helephant. You'll get an extremely upgraded version of Helephant (725-805 damage!). With this bad boy you can easily take out a Jitterbug EVEN if they cast a weakness on you. Just simply buff up the following (assuming you have 18% bonus from Crown gear): Feint, Fire Blade, Fire Trap, and Wyldfire (or substitute with Elemental Blade if you want to take out Skritch). If no Weakness is cast then all you need to cast is Feint, Fire Blade, and Fire Trap which is enough to take out either Skritch or a Jitterbug.
      5. In this battle you will get Weakness cast on you A LOT. Instead of wasting a precious turn casting a wand spell to get rid of it, I'd personally just use one of my 'Toughened' Helephants and buff up as stated above to take out 1 Jitterbug. However, if you have decided on taking out Skritch first, then by all means cast a wand spell on a Jitterbug BEFORE defeating Skritch IF you haven't cast an Elemental Blade to compensate.
      6. These guys are all pretty susceptible to Smokescreens or any such accuracy reduction spells. If you have cast a Minion and choose to go this route, I'd highly recommend this effective combination of Smokescreens cast often while your Minion attacks.
        • Going this route by using a Minion means you have to alter your gameplan. It is not as efficient but can be extremely devestating nonetheless.
        • You only need 2 minion cards. One backup just in case. However, you'll notice that 9.9 times out of 10, for whatever reason, your minion will never get attacked, period.
        • Fire Elf became my best friend whilst I used this method of attack. That is what a Fire Minion casts constantly. Plus, with it's buff AND if you cast Wyldfire, you are talking about a constant 280-350 damage per Fire Elf! It tends to cast multiple Fire Elves at a time, thus allowing me to concentrate on Skritch or a Jitterbug.
      7. Don't waste turns by wasting power pips on health unless ABSOLUTELY NECESSARY. Therefore, if you have 3 regular pips and 2 power pips, don't use one of them up to cast Satyr. Wait 1 or if possible, 2 turns to get another regular pip. Then cast Satyr.
      8. Use a potion AFTER this battle.









      I've attached a map below of the movement of the Jitterbug movements from Skritch to Clonky. Again, to avoid them, simply walk 50% in between them. You will not get into any battles that way. However, if you get dragged into battle, the very last box you have Jitterbugs in prior to Splinterbots, you can actually fight a Jitterbug 1-on-1.







      2nd Battle - Clonky

      Boss: Clonky (2,500hp, Storm) + 2x Splinterbots (2,000hp, Storm)

      Clonky Casts: Myth shield, Storm shark, Storm blade, Black mantle, Primary attack (1 or 4 pip, Storm)

      Splinterbots Casts: Primary Attack (1 pip; Life)









      Tips:


      1. No need to wait. You can if you want. However, the best you can do is maybe stave off one Splinterbot from attacking the first round.
      2. This battle is a piece of cake! The splinterbots only cast their primary attack period! It did a consistent 73 damage to me (I have max crown gear defense). Therefore, use this as a strategic healing battle.
      3. Summon a minion! It'll make things go much quicker here. Just use it to slowly defeat a Splinterbot.
      4. Attack and get rid of Clonky first! You'll most likely need an Elemental Blade in addition to the usual buffs to get rid of Clonky. Weakness isn't cast by Clonky if I remember correctly.
      5. Only start to strategically heal yourself when you are down to just 1 splinterbot.
      6. Use an Absorb shield strategically to max out your health. You can do this when you have say 7 pips (power or regular doesn't matter). Then simply cast an Absorb. That will take care of 5 rounds of attacks by that 1 Splinterbot. Afterwards use the remaining 4 pips immediately by casting a Satyr. You will have 3 turns left to save up pips to defeat the remaining Splinterbot.








      No map was provided as a walkthru in between Clonky and Skratch because it was so short.




      3rd Battle - Skratch

      Boss: Skratch (2,850 hp, Storm) + 0x Minutemen **(2x Minutemen)**

      Skratch casts: Storm Trap, Storm Blade, Black Mantle, Kraken, Storm Shark, Phoenix

      **Minutemen casts: Life blade, Life trap, Primary Attack (1 pip; Storm), Nature's Wrath, Storm Shark, Weakness, Leprechaun, Phoenix, Seraph, Imp, Evil Snowman









      Tips:


      1. Definately wait until all enemies have cleared out of Skratch's box. This way you are almost guaranteed of just facing Skratch alone 1-on-1 for 95% of the time. I've personally had the following happen: Skratch 1-on-1, Skratch + 1 Minuteman, Skratch dead then 2 Minutement.
      2. The setup for this particular deck should be done with EFFICIENCY in mind. You don't want this battle to be dragged out too long. The longer it is dragged out, the higher chance (for whatever reason?) that a Minuteman will eventually come into battle. Therefore, to properly prepare, use a simply deck of just buffs, traps and feints and of course 'TOUGHENED' attack spells. Just include 3 healing Pixies and/or Satyrs in case. Then you'll need perhaps 2 Reshuffle cards just in case you get an additional minuteman.
      3. Since the battle will be short, only 3-4 Storm shields will be necessary.




      Defeat the Invincible

      Given by: Officer Terry

      Gold Given: ?

      Description: Defeat Ratchet and activate Gyros.







      I've attached a map below of the movement of the Minuteman movements from Skratch to Ratchet. To avoid them the easiest suggestion is to follow them from behind. You will not get into any battles that way.




      4th Battle - Ratchet

      Boss: Ratchet (3,000 hp, Storm) + 0x Minutemen **(2x Minutemen: 2,200 hp, Life)**

      Ratchet casts: Storm Blade, Kraken, Storm Snake, Weakness, Lightning Bats, Myth Shield, Storm Trap, Primary Attack (4 or 5 pip, Myth), Leprechaun, Wraith, Storm Shark, Black Mantle, Phoenix

      **Minutemen casts: Life blade, Life trap, Primary Attack (1 pip; Storm), Nature's Wrath, Storm Shark, Weakness, Leprechaun, Phoenix, Seraph, Imp, Evil Snowman**









      Tips:


      1. Again, wait to time your entrance into this battle. You'll sneak in 1, possibly 2 free turns this way.
      2. Summon a minion whenever you can to help weaken a Minuteman.
      3. Concentrate on killing Ratchet first only because the Life spells cast on you do less damage than the Storm spells.
      4. For this battle consider stocking up on at least 4 Life shields since the minutement often cast a life blade and trap before they cast Nature's Wrath. However, always include storm shield cards since they do cast Storm Shark.
      5. After you defeat Ratchet talk to Gyro who tells you to go and rescue his creator and how Stoker was intent on creating other robots to rule the world, etc.



      Rescue Creator (H.G. Waggs) / Defeat Stoker

      Given by: Gyros

      Gold Given: ?

      Description: Defeat Stoker and stop him from creating his army of machines and rescue H.G. Waggs.






      Below is a walkthru of the Creepers and Jitterbugs that exist in the warehouse.




      5th Battle - Stoker (1st Form)

      Boss: Stoker (2,700 hp, Storm) + 2x Creepers (2,250 hp, Storm)

      Stoker casts: Storm Blade, Storm Trap, Lightning Bats, Storm Shark, Lightning Bats, Weakness, Primary Attack (5 pip; Storm), Storm Serpent, Leprechaun

      Creepers Casts: Storm Elf, Storm Trap, Storm Blade , Weakness, Lightning Bat, Storm Serpent, Cyclops, Primary Attack (1 pip; Storm)









      Tips:


      1. I remember using a minion against him. Unfortunately, my minion was defeated relatively early on. However, I do believe a minion is extremely useful in this battle, probably more so than any of the previous battles.
      I promise to have the spells up and more tips on how to fight Stoker but for now, I decided to just put up what I have. This last picture is of me defeating Stoker 1st time around, but then dying by the last attack of a Storm Elf [you won't see the storm elf rotating icon because I believe it was all the way to the right].








      Last edited by Giggitygiggitygoo; 1-21-09 at 6:54:29 AM. Reason: found my paper
      Introducing the David Stone Family:
      David Redstone, Level 48 Fire Wiz
      David Mythstone, Level 4 Myth Wiz
      David Deathstone, Level 1 Death Wiz
      David Lifestone, Level 9 Life Wiz
      David Stone, Level 4 Balance Wiz
      David Stormstone, Level 1 Storm Wiz

    2. #2
      Poi40504's Avatar
        Poi40504 is offline Legendary Wizard

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      Re: Guide on Kensington Park

      THANK YOU SO MUCH!
      Although I'm not using it....
      Love the way you format your guides so well. Thanks for doing this for all of us W101 players!

      You're an !

    3. #3
      Giggitygiggitygoo's Avatar
        Giggitygiggitygoo is offline Journeyman Wizard

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      Re: Guide on Kensington Park

      Thanks Poi

      Oh...just found my piece of paper. Stoker spells updated due to that along with Creeper spells. Also, I'll do a map of the inside of the warehouse on movements of the creepers and jitterbugs since it is on the same paper.
      Introducing the David Stone Family:
      David Redstone, Level 48 Fire Wiz
      David Mythstone, Level 4 Myth Wiz
      David Deathstone, Level 1 Death Wiz
      David Lifestone, Level 9 Life Wiz
      David Stone, Level 4 Balance Wiz
      David Stormstone, Level 1 Storm Wiz

    4. #4
      Evangeline's Avatar
        Evangeline is offline Adept Wizard
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      Re: Guide on Kensington Park

      You give some great tips and amazing detail. I think it's great that you go to so much trouble to help others. Thanks a million!

    5. #5
      Taran's Avatar
        Taran is offline Novice Wizard

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      Re: Guide on Kensington Park

      Wow, that's a great guide! I really like the detail you put into it.

      I soloed Kensington Park with my Life wizard a while ago, and used a slightly different strategy. I didn't have full crown gear or the Feint or Spirit Blade spells, so I couldn't kill the opponents as quickly and had to use more healing.

      Here was my basic strategy as a Life wizard:
      (1) Get your Sprite minion up quickly
      (2) Keep your minion alive. She usually won't get attacked unless she attacks someone with her Imp spell. When that happens, you usually want to try to attack that monster yourself. That way, the monster will continue to attack you and not your minion.
      (3) In the 3 vs. 1 battles, take out one of the enemy as quickly as possible (usually the weakest one). A 2 vs. 1 battle is much more manageable.
      (4) Put lots of healing spells into your deck. I found that Regenerate was most effective.
      (5) Use the Guiding Light amulet. It gives a 40% bonus to your healing spells, and also stacks with the Guiding Light spells that your minion casts on you. This makes your healing spells much more powerful. Alternatively, the Storm Shield amulet would probably also be useful.
      (6) Reshuffle was essential for me because it was possible to run out of cards in long battles.

      Here is an approximate version of the deck I used (it's been a while, so I can't remember it exactly):

      Deck
      6 Centaur
      2 Guiding Light
      1 Legend Shield
      1 Life Shield
      6 Life Trap
      6 Life Blade
      4 Sprite Guardian
      4 Regenerate
      3 Seraph
      3 Storm Shield (I would have used more, but my deck limited me to three)
      1 Thermic Shield
      2 Reshuffle

      Cards from items
      1 Dryad (boots)
      2 Guiding Light (amulet)
      1 Dragon Blade (pet)

      -Taran
      Attached Images Attached Images  
      Last edited by Taran; 1-21-09 at 2:47:33 AM.

    6. #6
      Taran's Avatar
        Taran is offline Novice Wizard

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      Re: Guide on Kensington Park

      One more thing: My memory is a bit sketchy, but aren't there two battles against Stoker in Kensington? There is the one against him and two minions, followed by a "tower" style series of encouters, and then another against him and one minion. I believe the screenshot in my previous post is from the second Stoker battle.

      Of course, it's been a while, so I may be misremembering.

      -Taran

    7. #7
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      Re: Guide on Kensington Park

      Quote Originally Posted by <strong>Taran View Post
      One more thing: My memory is a bit sketchy, but aren't there two battles against Stoker in Kensington? There is the one against him and two minions, followed by a "tower" style series of encouters, and then another against him and one minion. I believe the screenshot in my previous post is from the second Stoker battle.

      Of course, it's been a while, so I may be misremembering.

      -Taran
      You are indeed correct,there are 2 Stokers.

    8. #8
      Giggitygiggitygoo's Avatar
        Giggitygiggitygoo is offline Journeyman Wizard

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      Re: Guide on Kensington Park

      Yes Taran, there definately are two versions of him. I did note, although probably not big enough, that I only killed the 1st version of him (but not his minions). My apologies if I confused anyone.

      EDIT: I love your tip on Guiding Light amulet. I'm actually going to try that out from Ratchet onwards to see how much it helps me out. If it provides 2 cards, then even better. For me, a non-life wizard, I could really use casting a Pixie instead of a Satyr!

      Quote Originally Posted by <strong>Taran View Post
      One more thing: My memory is a bit sketchy, but aren't there two battles against Stoker in Kensington? There is the one against him and two minions, followed by a "tower" style series of encouters, and then another against him and one minion. I believe the screenshot in my previous post is from the second Stoker battle.

      Of course, it's been a while, so I may be misremembering.

      -Taran
      Last edited by Giggitygiggitygoo; 1-21-09 at 6:57:12 AM. Reason: added one note
      Introducing the David Stone Family:
      David Redstone, Level 48 Fire Wiz
      David Mythstone, Level 4 Myth Wiz
      David Deathstone, Level 1 Death Wiz
      David Lifestone, Level 9 Life Wiz
      David Stone, Level 4 Balance Wiz
      David Stormstone, Level 1 Storm Wiz

    9. #9
      camran101's Avatar
        camran101 is offline Novice Wizard

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      Re: Guide on Kensington Park

      Cool guide i did it with a friend and when we did died we would port back real fast it was easier like that but yea still great guide
      Balance Storm Myth Life Death Ice Fire

    10. #10
      Taran's Avatar
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      Re: Guide on Kensington Park

      Quote Originally Posted by <strong>Giggitygiggitygoo View Post
      EDIT: I love your tip on Guiding Light amulet. I'm actually going to try that out from Ratchet onwards to see how much it helps me out. If it provides 2 cards, then even better. For me, a non-life wizard, I could really use casting a Pixie instead of a Satyr!
      As a Life wizard, I love the Guiding Light amulet. I imagine it would be useful for your build too. To get the most out of it, I recommend using it on your Satyrs rather than the Pixies (it's worth about 340 extra healing when used on a Satyr, and only 160 when used on a Pixie).

      -Taran

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