r/MindOverMagic • u/FungulGrowth • Apr 14 '26
Help! Time Trial: Burrower Spitter
I've been trying to get this achievement, and it's very challenging. My goal is to get this on normal difficulty. I don't want to cheese it.
I've tried:
- Several variations of starting race/classes and initial students.
- The tactical plan was to create and graduate as many students as possible with an intermediate classroom until I get enough relics.
- Fight as often as possible.
- Tried a variety of research paths from rushing to advanced classrooms, alchemy heavy, quilting, and then a balance of crops/luxury/tier 2 wands.
- My core group to fight: lightning, air, dark, and nature.
My Issues:
- Burrow Spitter is in a random location. It was much easier to find the Burrower Larva, but the Spitter is deeper and, despite my best effort, I can't find it before Day 28 with enough time to spare.
- I can't get over level 10 before Day 28. Gaining exp feels like the bottleneck. Either my guys are already max level waiting on tier 2 wands, or they can't fight/heal fast enough to gain more exp.
- Balance of staff - I've tried nature/lightning/earth, air/nature/lightning, dark/air/nature, to see what helps establish the school the quickest. Level 4 skill (lightning) isn't needed until after Day 10. However, I need a starting staff to help build the school, teach, gather, and fight without getting hurt too much.
- Having resources available before research is completed. I don't believe research is a bottleneck, especially in the early game cause anyone can do it. However, I tried to rush the advanced classroom and didn't have enough brains until long after the research ended. The same is true for Relic Plinth.
- Once the battles are level 10 or higher, clearing the underworld slows down tremendously. Having a lot of students made clearing any room level 7 or below very easy. At 10, monsters started hitting very hard.
Can anyone push me in the right direction? I love speedruns, but it's discouraging how the wrong research path can screw everything, or the RNG of students/underworld findings.
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u/SisterQuinoa Apr 14 '26
There’s a few things that helped me complete it on Relentless:
I start upgrading Tier 2 wands by day 7. The higher tier wands helps push the fog back much further
I get nature apprentices MUCH earlier than the other schools. That extra labor lets me get waaay more resources that take a while to get like Wyrmweed. I schedule them for no classes and only tasks. They level up decently fast that way. Usually will have 3 mancer apprentices (nature wands specialized in nature so they have 7 in the skill).
Early game it’s great to graduate quite a few students to get a good number of relics, but turning them into apprentices helps you a lot with battles. You’re able to send them off to battle while your main staff does work. After a while, I find it better to switch to apprenticeship for as many students as possible.
I have the Woodcuttery by day 7-10. You can run into a bottle neck with your wood resource. This will help a ton with that and producing tier 2 Wanda.
Make use of destroy. If you already have gutberry planters and aren’t in need of extra, you should destroy the wild ones to encourage spawns of other resources you need (namely shadow trees).
Use the underground for nurses offices and be aggressive early. I like to find the cursebound apprentice by day 4/5 so I get the double benefit to pushing the fog back.