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Frostlust

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Aug 4th, 2019
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  1. Breaking Infinity to 1e7 IP
  2. Breaking Infinity: You have just unlocked the basis for the entire rest of the game. This opens up so many new possibilities, and opens the game up more. You should now see that you can go over 1.8e308 Antimatter, which allows you to get more Infinity Points per run. The complexity has shot up dramatically now. Setting your autobuyers correctly becomes more important than ever, and I will go over that later in the pin.
  3. Upgrades: There should be multiple upgrades within the Break Infinity screen. There are 3 repeatable upgrades (Tickspeed multiplier, Dimension multiplier, and IPGen), and 9 non-repeatable upgrades that you can buy with your IP. There is an order for the non-repeatable upgrades that I will go over later on.
  4. How to Set Your Autobuyers: There are a few optimal priorities for your dimension and tickspeed autobuyers, but if you use 1/5/6/8/4/7/3/2/2, you gain an immense boost. Right now, you want to do 4 galaxy runs. These are extremely quick and effective early on post-break. To do them, set AutoBoost to 0/10 (0 in the first field, 10 in the second), AutoGalaxy to 4, and AutoCrunch to how much you make in about 0.5 to 1.5 seconds after you buy the 4th galaxy (also watch for peak IP/Min and use that to help with setting Auto Big Crunch). Later on you'll raise it to 5 galaxy runs, and eventually to 6 galaxy runs.
  5. When to up the Number of Galaxies/run: 4 for early break, 5 for post first 2 break upgrades, and 6 for first 4 break upgrades.
  6. Optimal Upgrade Order: This is essentially an upgrade order I pulled out of a hat based on my memory of this section. But, this is what I got: Total AM Multiplier, Current AM Multiplier, Infinitied Multiplier, Achievement Multiplier, Challenge Multiplier. Of course mix in the tickspeed multiplier when it is cheap (tbh I can't remember when I bought it).
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