User talk:TW George
- "Iceberg" redirects here. For other uses, see Iceberg (disambiguation).
TW George | |
---|---|
Region: Rodentia | |
Minimum Rank: | Lord/Lady |
Travel Requirement: | Icebreaker License |
Required Power Types: | Hydro |
Required Base: | Deep Freeze Base |
Number of Mice: | 28 |
Shops: | Charm Shoppe Cheese Shoppe General Store Trapsmith |
Lose Gold: | Yes |
Lose Points: | Yes |
Lose Cheese: | Yes |
Release Date: | 24 May 2012 |
Iceberg, dead ahead! Teeming with mice, and on a collision course with the beaches directly outside Gnawnia's castle, this Iceberg must be stopped at all costs! You must be the rank of Lord/Lady to travel to this dangerous area. |
Overview
The Iceberg is a location in the Rodentia region requiring a minimum rank of Lord or Lady and the Icebreaker License to enter. Mice in this location may steal points, gold, or multiple pieces of cheese if not captured.
Hunters with 25,000,000 points can obtain the Icebreaker License from the Harbour Cartographer or S.S. Huntington III Cartographer for 145,000 gold.
All mice found in the Iceberg are part of the Icewing's Invasion group and are weak only to Hydro weapons.
Traveling from this location does not reset the Hunter's progress.
The hunter is automatically transported to the Slushy Shoreline after successfully fighting through the iceberg, or when 250 hunts expire after entering the Hidden Depths.
Iceberg Zones
The Iceberg is divided into zones and Hunters must complete each zone before being able to move on to the next zone. Some zones of the Iceberg must be completed under a certain number of hunts to access additional zones.
Hunters must navigate each zone and then defeat a General to gain access to the following zone. Capturing mice in these zones will move the Hunter through the Iceberg. Failing to capture mice in these zones will sometimes cause Hunters to lose progress.
Each zone has a set length and when Hunters complete their move through a zone they will encounter one of four Generals which must be captured before the Hunter can move into the following zone.
- Treacherous Tunnels - 300 feet
- Iceberg General encounter
- Brutal Bulwark - 300 feet
- Iceberg General encounter
- Bombing Run - 1,000 feet
- Iceberg General encounter
- Mad Depths - 200 feet
- Iceberg General encounter
Accessing Icewing's Lair
Hunters will enter Icewing's Lair after successfully navigating all 1,800 feet of the Iceberg and capturing a final Iceberg General. The first time Hunters enter Icewing's Lair, Icewing will not be present and Hunters will need to capture the Frostwing Commander. On all subsequent runs, whether Icewing is present depends on how many hunts Hunters needed to reach Icewing's Lair.
- 425 Hunts and Under:
- Frostwing Commander is present only during first run through the Iceberg
- Icewing is present during all runs through Iceberg, except the first
- Over 425 Hunts:
- Frostwing Commander is always present
- Icewing is never present
Reaching Icewing's Lair and successfully capturing either the Frostwing Commander or Icewing will move the Hunter to the Slushy Shoreline and award the Hunter with reward chests based on the number of hunts taken:
- 275 hunts or fewer rewards three chests: Iceberg Treasure Chest, Iceberg Strongbox and Iceberg Supply Chest
- After 275 hunts, hunters have an option to retreat back to the start, and the following message is displayed in the Hunter's Journal:
- The Iceberg has smashed the first of the bonus chests! Two more still remain, so keep hunting!
- 276 through 350 hunts rewards two chests: Iceberg Strongbox and Iceberg Supply Chest
- After 350 hunts elapse, the following message is displayed in the Journal:
- The Iceberg has smashed the second of the bonus chests! There is still one more chest to claim!
- 351 through 425 hunts rewards one chest: Iceberg Supply Chest
- After 425 hunts elapse, the following message is displayed in the Journal:
- 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.
With most of the fighting mice leaving the Iceberg, the Living Salt mouse can finally roam free, making progress significantly easier.
Reaching the Hidden Depths
To access the Hidden Depths Hunters must capture Icewing in fewer than 250 hunts and with the Deep Freeze Base armed. It will take a minimum of ten hunts to travel through the 200 feet of the Hidden Depths and reach the Deep Lair, so Hunters must have at least eleven hunts (10 for Hidden Depths, 1 for The Deep Lair) remaining after defeating Icewing and entering the Hidden Depths if they wish to reach The Deep Lair and capture the Deep Mouse.
- Hidden Depths - 200 feet
- At hunt number 249, the following message is displayed in the 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!
- At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the 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!
Accessing The Deep Lair
To reach The Deep Lair, Hunter's must travel through the Hidden Depths before reaching 250 hunts. The Deep Mouse is a guaranteed catch on hunt 250 unless Hunters fail to attract the mouse, it is therefore recommended that Hunters arm SUPER|brie+ if they have not captured the Deep Mouse by hunt 249.
- After defeating the Deep Mouse, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:
- 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!
Treacherous Tunnels
The Treacherous Tunnels are the first section of the Iceberg that Hunters will encounter.
Upon entering the Iceberg, the following message is displayed on the Journal:
- I entered the Iceberg. Busily burrowing Tunnel Rats roam the corridors, carving new pathways in the fragile ice!
The Treacherous Tunnels have a distance of 300 feet.
Mouse |
Points |
Gold |
Catch |
Catch with Wax Charm |
Failure To Catch |
Failure To Catch with Sticky Charm |
Loot |
---|---|---|---|---|---|---|---|
Movement (in feet) | |||||||
Chipper | 4,525 | 1,235 | +16 | +16 | 0 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Icebreaker | 5,850 | 1,320 | +16 | +16 | 0 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Incompetent Ice Climber | 5,230 | 750 | +4 | +5 | -4 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Living Salt | 1,525 | 550 | +20 | +20 | 0 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Polar Bear | 6,760 | 1,865 | +8 | +9 | -4 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Slinger | 7,825 | 2,450 | +8 | +9 | -4 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Soldier | 6,430 | 2,230 | +4 | +5 | -4 | 0 | Hunting Research (5,000 points) Satchel of Gold (2,000) Sticky Charm Wax Charm |
Brutal Bulwark
The Brutal Bulwark's distance runs from 301 to 600 feet. Upon entering this zone, the following message is displayed on the Journal:
- I entered Brutal Bulwark. Massively strong Brute mice knock back all who approach!
Mouse |
Points |
Gold |
Catch |
Catch with Wax Charm |
Failure To Catch |
Failure To Catch with Sticky Charm |
Catch |
Failure To Catch |
Loot |
---|---|---|---|---|---|---|---|---|---|
Movement (in feet) | Spiked Base effect | ||||||||
Iceblock | 7,425 | 1,265 | +8 | +9 | -4 | 0 | No Effect | No Effect | Frozen Sealed Bottle Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Living Salt | 1,525 | 550 | +20 | +20 | 0 | 0 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Mammoth | 10,250 | 2,020 | -6 | -6 | -20 | -20 | No Loss Of Progress |
No Loss Of Progress |
Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Polar Bear | 6,760 | 1,865 | +8 | +9 | -4 | 0 | No Effect | No Effect | Frozen Sealed Bottle Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Bowler | 11,650 | 3,845 | -4 | -4 | -16 | -16 | No Loss Of Progress |
No Loss Of Progress |
Frozen Sealed Bottle Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Slinger | 7,825 | 2,450 | +8 | +9 | -4 | 0 | No Effect | No Effect | Frozen Sealed Bottle Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Yeti | 9,850 | 1,245 | -4 | -4 | -16 | -16 | No Loss Of Progress |
No Loss Of Progress |
Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Bombing Run
The Bombing Run's distance runs from 601 to 1,600 feet. Upon entering this zone, the following message is displayed on the Journal:
- I entered Bombing Run. Explosions echo off the walls - surely the work of the Bomb Squad!
Mouse |
Points |
Gold |
Catch |
Catch with Wax Charm |
Failure To Catch |
Failure To Catch with Sticky Charm |
Catch |
Failure To Catch |
Catch |
Failure To Catch |
Loot |
---|---|---|---|---|---|---|---|---|---|---|---|
Movement (in feet) | Spiked Base effect |
Remote Detonator Base effect | |||||||||
Chipper | 4,525 | 1,235 | +16 | +16 | 0 | 0 | No Effect | No Effect | No Effect | No Effect | Frozen Sealed Bottle Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Heavy Blaster | 7,200 | 1,150 | +10 | +10 | -6 | -6 | No Effect | No Effect | Advance 20 feet |
No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Iceblock | 7,425 | 1,265 | +8 | +9 | -4 | 0 | No Effect | No Effect | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Icebreaker | 5,850 | 1,320 | +16 | +16 | 0 | 0 | No Effect | No Effect | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Living Salt | 1,525 | 550 | +20 | +20 | 0 | 0 | No Effect | No Effect | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Saboteur | 6,800 | 850 | +8 | +8 | -4 | -4 | No Effect | No Effect | Advance 20 feet |
No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Bowler | 11,650 | 3,845 | -4 | -4 | -16 | -16 | No Loss Of Progress | No Loss Of Progress | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Slinger | 7,825 | 2,450 | +8 | +9 | -4 | 0 | No Effect | No Effect | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Stickybomber | 6,850 | 725 | +9 | +9 | -5 | -5 | No Effect | No Effect | Advance 20 feet |
No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Wolfskie | 8,250 | 1,100 | +4 | +5 | -4 | 0 | No Effect | No Effect | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
The Mad Depths
The Mad Depth's distance runs from 1,601 to 1,800 feet. Upon entering this zone, the following message is displayed on the Journal:
- I entered The Mad Depths. The mad cackles of the Zealot Mice cause goose pimples to form!
Mouse |
Points |
Gold |
Catch |
Catch with Wax Charm |
Failure To Catch |
Failure To Catch with Sticky Charm |
Catch |
Failure To Catch |
Loot |
---|---|---|---|---|---|---|---|---|---|
Movement (in feet) | Spiked Base effect | ||||||||
Chipper | 4,525 | 1,235 | +16 | +16 | 0 | 0 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Iceblade | 14,560 | 3,850 | 0 | 0 | -5 | -5 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Iceblock | 7,425 | 1,265 | 8 | 9 | -4 | 0 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Living Salt | 1,525 | 550 | +20 | +20 | 0 | 0 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snow Bowler | 11,650 | 3,845 | -4 | -4 | -16 | -16 | No Loss Of Progress |
No Loss Of Progress |
Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Snowblind | 8,835 | 850 | +4 | +5 | -4 | 0 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Water Wielder | 13,250 | 4,920 | 0 | 0 | -5 | -5 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Wolfskie | 8,250 | 1,100 | +4 | +5 | -4 | 0 | No Effect | No Effect | Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Generals
Generals appear at the end of each zone and catching one allows a hunter to proceed further. They can alternatively be bypassed if a hunter uses a Drill Charge to enter the next zone. Failure to catch a General 'locks' that mouse for the following two General hunts, so only that particular General is available to be encountered. Failure to attract does not count against the three hunts. Missing General Drheller forces the hunter back to the previous zone, but the intermediate hunts used to get back to the General level do not count against the two remaining locked hunts on General Drheller. After three failures the mouse population includes all 4 Generals once more, and hunters may encounter a different General. Upon the capture of a General, hunters' progress in the Iceberg is saved, and they cannot be pushed back to a previous zone.
If a mouse is caught near the end of a zone that would advance a hunter beyond the start of the next zone, the following message is displayed on the Journal:
- I caught an X Mouse and advanced through the Iceberg, but was stopped by a General! A challenge awaits!
If a mouse is caught near the end of a zone that advances a hunter perfectly to the end of their current zone, the above message is not displayed.
Mouse |
Points |
Gold |
Catch |
Failure To Catch |
Loot |
---|---|---|---|---|---|
Movement (in feet) | |||||
General Drheller | 36,545 | 7,595 | +50 | -6 | Ancient Relic Bottled Cold Fusion Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Lady Coldsnap | 27,580 | 3,745 | +8 | 0 | Bottled Cold Fusion Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Lord Splodington | 21,450 | 3,295 | +4 | 0 | Bottled Cold Fusion Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Princess Fist | 23,125 | 3,550 | +12 | 0 | Bottled Cold Fusion Hunting Research (5,000) points Satchel of Gold (2,000) Sticky Charm Wax Charm |
Icewing's Lair
Upon entering this final zone for the first time or after 425 hunts, the following message is displayed on the Journal:
- 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!
On subsequent runs for those who reach Icewing's Lair within 425 hunts, the following message is displayed on the Journal:
- I entered Icewing's Lair. This is it – the big showdown!
Upon entering this zone within 250 hunts and with the Deep Freeze base available to arm, the following message is displayed:
- I entered Icewing's Lair and my Deep Freeze Base began glowing! Something's happening!
Mouse |
Points |
Gold |
Loot |
---|---|---|---|
Frostlance Guard Always Present |
7,435 | 935 | Hunting Research (5,000) points Hunting Research (10,000) points Satchel of Gold (1,000) Satchel of Gold (2,000) Satchel of Gold (5,000) Sticky Charm Wax Charm |
Frostwing Commander 425 Hunts and Under: Present only during first run through Iceberg Over 425 Hunts: Always Present |
22,550 | 7,525 | Drill Charge Hunting Research (5,000) points Hunting Research (10,000) points Satchel of Gold (2,000) Satchel of Gold (5,000) Sticky Charm War Scrap Wax Charm Well-sealed Canister |
Icewing 425 Hunts and Under: Present during all runs through Iceberg, except the first Over 425 Hunts: Never Present |
51,250 | 11,295 | Ancient Relic Deep Freeze Base Blueprints Drill Charge Hunting Research (5,000) points Satchel of Gold (2,000) Steam Nine Sticky Charm War Scrap Wax Charm Zugzwang's Scarf |
Hunters complete the Iceberg by catching Frostwing Commander or Icewing; given the above rules, only one of those two mice is ever present, depending on the number of times through the Iceberg and number of hunts taken so far.
After the first invasion defeat, the following message is displayed in the journal if completed within 425 hunts:
- I successfully fought through the Iceberg in X hunts, saving the good people of Gnawnia from the wrath of Icewing's invasion! In amongst the Iceberg's wreckage is X bonus chests!
If too many hunts were taken, the message is shorter:
- I successfully fought through the Iceberg in X hunts, saving the good people of Gnawnia from the wrath of Icewing's invasion!
After defeating Icewing using Steam Laser Mk. II, the hunter's weapon is converted to Steam Laser Mk. II (Broken!), with this message in the journal:
- 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!
After the second defeat of Icewing, the following message is displayed in the journal:
- 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.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!
After defeating Icewing using Deep Freeze Base within 249 hunts, the following message is displayed in the journal (except when Steam Laser Mk. II was also armed), as the hunter enters the Hidden Depths:
- 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. 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 (250-X) hunts remaining to explore.
Hidden Depths
The Hidden Depths has a distance of 200 feet, and can only be reached by defeating Icewing with the Deep Freeze Base armed, prior to hunt 250. While in this area, the heads-up display adds an additional progress meter, with the following hint:
- The Iceberg is crumbling! You have only until Hunt #250 to defeat the Deep Mouse!
Mouse |
Points |
Gold |
Catch |
Failure To Catch |
Loot |
---|---|---|---|---|---|
Movement (in feet) | |||||
Frostlance Guard | 7,435 | 935 | +15 | 0 | Hunting Research (10,000) points Satchel of Gold (1,000) Satchel of Gold (2,000) Satchel of Gold (5,000) |
Frostwing Commander | 22,550 | 7,525 | +10 | 0 | Hunting Research (10,000) points Satchel of Gold (5,000) Well-sealed Canister |
Living Salt | 1,525 | 550 | +20 | 0 | Hunting Research (10,000) points Satchel of Gold (5,000) |
At hunt number 249, the following message is displayed in the 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!
At hunt number 250, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the 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!
The Deep Lair
The Deep Mouse is the only mouse that can be attracted at the end of the 200 feet.
Mouse |
Points |
Gold |
Loot |
---|---|---|---|
Deep | 142,550 | 24,525 | Ancient Relic Deep Thought (25,000) points Plankrun's Iceberg Notes Satchel of Gold (10,000) |
After defeating Deep Mouse, the hunter is automatically transported to Slushy Shoreline and the following message is displayed in the journal:
- 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!
Hunting Strategy
Standard cheese such as Brie or Gouda may be used in this location. The mice in this location are weak to Hydro-type weapons. Hunters can purchase bags of Sticky or Wax charms in the General Store, which have special effects on Bergling mouse subclass. Sticky charms tend to average a higher overall foot-per-hunt rate than Wax charms. After obtaining sufficient amount of Bottled Cold Fusion, hunters may craft bases with special effects on other subclasses: Magnet Base, Spiked Base, Remote Detonator Base, Hearthstone Base, and Deep Freeze Base.
Hunters can use a Drill Charge to advance additional distance; for the best effect, the hunters may wish to wait on drilling until they have obtained all the craftable bases, and make the attempt for the Treasure Chest. Since the Mad Depths has the lowest average feet per hunt, saving the Drill Charges for that region will minimize the hunts required to reach Icewing's Lair.
Prior to obtaining Deep Freeze Base and entering Hidden Depths, only one Icewing or Frostwing Commander can be caught per run, and which one is encountered is determined by the number of hunts taken. Additional Frostwing Commanders can be caught in the Hidden Depths, but not more Icewing. Hunters desiring to maximize the number of Living Salt mice attracted can intentionally stale cheese by arming a non-Hydro weapon while waiting for the required number of hunts to elapse. Hunters desiring to catch a specific General can intentionally arm a non-Hydro weapon until the first time the desired general is attracted, then use the next two locked hunts to catch that mouse. Mice in this area can steal cheese (including White Cheddar), gold, or points, but if a hunter arms only one piece of cheese at a time, and converts gold into standard cheese (which can be refunded for the same amount of gold later on), then intentionally missing mice can be limited to only risking the loss of points.
While it is possible to reach the Deep Mouse using Gouda cheese, it is extremely rare without the use of the School of Sharks weapon. Use of SUPER|brie+, or waiting for high-attraction Event cheese (such as Runny cheese during the Great Gnawnian Games), makes it easier to minimize hunts when using only the Steam Laser Mk. III or Phantasmic Oasis Trap. When hunting for the Deep Mouse, the Deep Freeze Base must be used to catch Icewing, but other bases can be used on all other hunts. While the Deep Mouse is difficult to catch before hunt 250, the final hunt is a guaranteed catch if the mouse is attracted (even with a wrong power type), so hunters are advised to use SUPER|brie+ if they reach the final hunt, to avoid a failure to attract.
Location-Specific Effects
Charms
- The Wax Charm provides a progress bonus of 1 foot upon catching a Bergling in the Iceberg.
- The Sticky Charm prevents losing progress when failing to catch a Bergling in the Iceberg.
Traps
- The Steam Laser Mk. I receives a bonus of 1,750 power and 3 luck in the Iceberg.
- The Steam Laser Mk. II receives a bonus of 1,250 power and 2 luck in the Iceberg.
- The Steam Laser Mk. II (Broken!) results from catching Icewing with Steam Laser Mk. II.
- The Steam Laser Mk. III receives a bonus of 1,500 power and 2 luck in the Iceberg.
Bases
- The Magnet Base attracts Tunnel Rat mice when equipped in the Treacherous Tunnels zone of the Iceberg.
- The Spiked Base prevents losing progress when encountering Brute mice in the Brutal Bulwark zone of the Iceberg.
- The Remote Detonator Base provides a progress bonus upon catching Bomb Squad mice in the Bombing Run zone of the Iceberg.
- The Hearthstone Base repels Zealot mice when equipped in The Mad Depths zone of the Iceberg.
- The Deep Freeze Base grants access to Hidden Depths upon catching Icewing and receives a bonus of 665 power and 9 luck before hunt 250 in Icewing's Lair, Hidden Depths and The Deep Lair of the Iceberg.
Adventure Book
Hunters can complete the Hunt for Icewing by catching Icewing in the Iceberg using the Steam Laser Mk. II to recover Zugzwang's Scarf.
Hunting tips by Larry
Our brave and daring scouts have reported that the Iceberg is broken up into five distinct zones with different mice in each. The further down you go, the more dangerous it becomes!
Treacherous Tunnels: Tunnel Rats roam these halls, ever-expanding the Iceberg's tunnel network. Their tools can be put to use making your own tunnels, so catch as many of them as you can!
Brutal Bulwark: Dangerous Brutes live here, and they'll knock you silly! At the very least, they'll knock you back a few paces, slowing you drastically. If only you could find a way to stop them...
Bombing Run: Bomb Squad mice use high explosives to carve huge caverns and trip up intruders. But if you could turn their bombs against them, you could certainly speed up your descent.
The Mad Depths: Mad Zealot mice prowl here. They are both hard to catch and powerful – they will knock you back if you don't catch them. Avoiding them would be best.
Icewing's Lair: Icewing herself commands the Iceberg's deployment from here, deep in the heart of the Iceberg. Be brave in facing her, hunter, as she will give no quarter!
If you check the shops, there's loads of new gear to help you combat these new dangers, including Wax Charms and Sticky Charms, which have specific uses against Bergling mice, whom you'll find in every zone.
Floating in the path of the Iceberg are three bonus chests holding supplies for the icy invasion. If you can defeat the Iceberg before it reaches them, their contents will be yours! If the Iceberg crashes into them, their contents will be lost to you as they float ashore to be used by the invaders, so work quickly for the most rewards!
Shops
These are the shops that can be found in the Iceberg:
Links