Now that the S.S. Huntington II has been upgraded and rechristened the S.S. Huntington III, hunters can now access the Iceberg.
Gouda or Super Brie is recommended here. Gouda can be bought from the Cheese Shoppe here.
There are five zones in the Iceberg. Your progress is represented by your depth, shown in the heads-up display.
As you catch mice, you advance through the Iceberg. Missing mice might move you backwards.
Leaving the Iceberg will not reset your progress.
Mice in the Iceberg are divided into six classes: Berglings, Tunnel Rats, Brutes, Bomb Squad, Zealots, and Generals. Additionally, the mice in Icewing's Lair do not have a class. You can view a mouse's class by looking it up in the Mice page.
Generals: Lord Splodington, Princess Fist, Lady Coldsnap, General Drheller
(no listed class): Frostlance Guard, Frostwing Commander, Icewing
Berglings are the most common class, found in all zones of the Iceberg.
War Scraps can be traded in the Slushy Shoreline and Iceberg Charm Shoppes for Wax Charms and Sticky Charms. One bag of 5 charms is worth 1 War Scrap.
Equipping Wax Charms give you a progress bonus of 1 foot whenever you catch a Bergling.
Equipping Sticky Charms will prevent you from moving backward when you miss a Bergling.
The stages are as follows:
Treacherous Tunnels (0~300 feet)
Tunnel Rats and Berglings abound here. Tunnel Rats provide a very good progress bonus for catching them.
The Magnet Base is recommended here, as it increases the attraction of Tunnel Rats.
After this stage, you will encounter a General. You will not be able to progress until you have caught it.
Generals drop Bottled Cold Fusion when caught. Save these.
Brutal Bulwark (301~600 feet)
Brutes and Berglings thrive here. Brutes are very strong; they'd push you backward even if you catch them!
The Spiked Base is recommended here, as it prevents backward movement from Brute mice, regardless of whether you catch or miss them.
After this stage, you will encounter another General.
Bombing Run (601~1600 feet)
Bomb Squad mice are abundant here. You will also see some Tunnel Rats and Berglings. Brutes exist, but are rare.
The Remote Detonator Base is recommended here, as they give you a huge progress bonus upon catching Bomb Squad mice.
If you don't have that, the Magnet Base is still helpful.
This zone has the smallest Bergling population; so if you're short on War Scraps, you can save on charms here.
After this stage, you will encounter yet another General.
The Mad Depths (1601~1800 feet)
Zealot mice are common here. Zealots are annoying, as they do not provide any progress bonus for catching them. If you miss them, you will be pushed back slightly, and likely will have gold, points, or extra cheese stolen. You will also see some Berglings. Brutes and Tunnel Rats exist, but are rare.
The Hearthstone Base is recommended here, as they reduce the attraction of Zealot mice.
Progress tends to be slowest in the Mad Depths. If you wish to use Drill Charges (details below), this is the best place to use them.
After this stage, you will encounter yet another General.
Icewing's Lair (1800 feet)
Frostlance Guard mice are abundant here.
On your first run, you won't find the Icewing mouse. In subsequent runs, she will be here if you have crafted the Steam Laser Mk. II or III and you haven't reached hunt #425.
If the Icewing isn't here, you will have to defeat the Frostwing Commander. He drops a Well-Sealed Canister, a Drill Charge, and 4 War Scraps.
If the Icewing is here, she drops a Steam Nine, the Deep Freeze Base Blueprints, a Drill Charge, and 10 War Scraps.
Be warned that when you catch the Icewing with the Steam Laser Mk. II, she'll break your trap! Don't fret though; just smash it, then craft the parts with the Steam Nine to get the Steam Laser Mk. III!
You will be sent back to the Slushy Shoreline each time you complete a run.
The Deep Freeze Base provides good power and luck bonus here, and offers you the chance to access:
The Hidden Depths (1801~2000 feet)
You can only access this area by defeating Icewing with the Deep Freeze Base before hunt #250.
The Deep Freeze Base continues to provide its bonus here, but you may switch to a different base without penalty.
Frostlance Guards and Frostwing Commanders reside here.
You only have until hunt #250 to explore this region, before the Iceberg destabilizes and you automatically retreat to the Slushy Shoreline.
If you do reach the end, you will find the Deep Lair, where you may be able to catch the elusive Deep Mouse. He drops Plankrun's Iceberg Notes, which may be read from Inventory → Torn Pages.
How do you craft those new bases? The recipes are as follows:
1 Magnet Base = 1 Magnet Base Blueprints + 3 Bottled Cold Fusion + 5 Wire Spools + 5 Frosty Metal + 2 Heating Oil
1 Remote Detonator Base = 1 Remote Detonator Base Blueprints + 3 Bottled Cold Fusion + 8 Wire Spools + 2 Frosty Metal + 1 Heating Oil
1 Spiked Base = 1 Spiked Base Blueprints + 6 Bottled Cold Fusion + 5 Wire Spools + 5 Frosty Metal + 10 Heating Oil + 50 Splintered Wood
1 Hearthstone Base = 1 Hearthstone Base Blueprints + 10 Bottled Cold Fusion + 14 Wire Spools + 8 Frosty Metal + 8 Heating Oil
You must have at least 25 million points to craft these bases.
Reminder: The blueprints can be obtained from the Slushy Shoreline general store. For information on Wire Spools, Frosty Metal, and Heating Oil, refer to the Slushy Shoreline chapter.
To craft a Deep Freeze Base, you must have first acquired the Deep Freeze Base Blueprints from the Icewing mouse. You also must have at least 25.5 million points. The recipe is as follows (est. cost: 400,400 gold):
The Deep Freeze Base is almost useless in most circumstances, having only 35 power and 0 luck, but it increases to a healthy 700 power and 9 luck in the Icewing's Lair, Hidden Depths and The Deep Lair regions.
You can also upgrade your Steam Laser. The recipes are as follows:
1 Steam Laser Mk. II = 1 Well-sealed Canister + 4 Bottled Cold Fusion + 15 Wire Spools + 15 Frosty Metal + 15 Heating Oil + 1 Steam Laser Mk. I Parts
It has 4800 base power, 12% power bonus, and 18 luck. It gains a bonus of 1250 base power and 2 luck in the Slushy Shoreline and Iceberg.
1 Steam Laser Mk. III = 1 Steam Nine + 1 Steam Laser Mk. II Parts
It has the same stats as Mk. II, except that it gets a bonus of 1500 base power and 2 luck in the Slushy Shoreline and Iceberg instead.
Time is of the essence when hunting in the Iceberg; the faster you complete your run, the more chests you will receive at the end! The chests (and the number of hunts you need to complete the Iceberg under to receive them) are as follows:
If you lose all the chests before reaching Icewing's Lair, the Living Salt mouse will start to appear. They give you 20 feet of progress upon capture, and act as a "mercy feature" to prevent you from getting stuck. Living Salt mice may rarely appear before then.
As such, you may find it helpful to purchase an Ice Drill Mk. I from the Iceberg General Store (cost: 50,000 gold + 10 War Scraps). This uses a Drill Charge for each use. 3 are given to you free with your first purchase, and you can use it a maximum of 5 times per run.
Click the Drill button to use up a charge and drill 20 feet deeper through the ice. Note that you are limited to a number of uses for each run, and that drilling past Generals will skip them and their loot.
The Ice Drill can also be upgraded at the General Store. Keep in mind that these only appear when you have the required Steam Laser upgrade.
Ice Drill Mk. II
Requirement: Steam Laser Mk. II
Cost: 100,000 gold, 25 War Scraps, and 1 Ice Drill Mk. I
3 free Drill Charges, max 6 uses per run
Ice Drill Mk. III
Requirement: Steam Laser Mk. III
Cost: 150,000 gold, 50 War Scraps, and 1 Ice Drill Mk. II
4 free Drill Charges, max 7 uses per run
Diamond Ice Drill
Requirement: Steam Laser Mk. III
Cost: 300,000 gold, 100 War Scraps, 1 Ice Drill Mk. III, and 1 Diamond Drill Bits
5 free Drill Charges, max 8 uses per run
Additional charges can be bought at the General Store. They cost 5,000 gold, 5 War Scraps, and 2 Bottled Cold Fusion each.
To reset your progress, you can either use the "Retreat!" link that appears when you reach hunt #275 (and thereby lose the first chest), or use a Cold Fusion Bomb (25,000 gold + 1 Bottled Cold Fusion), available from the General Store. This is generally not recommended, unless you've already gotten most of the loot and want to just abandon runs that don't look like they'll reach the Hidden Depths / Deep Lair.
A lot of things use Bottled Cold Fusion. What should you use it on first? Here is my recommendation:
After your first run, craft the Remote Detonator Base.
If you have gotten 2 or more chests on your first run (lucky you!), craft the Magnet Base before you start your second run, then craft the Steam Laser Mk. II before you meet Icewing (it's OK to craft it once you're in the lair).
Otherwise, craft the Steam Laser Mk. II first before the Magnet Base.
Next comes the Spiked Base, then the Hearthstone Base.
The Deep Freeze Base should probably be saved till last to increase your chances of speeding through the Iceberg within 250 hunts; however, if you find yourself in a very good position and with the Bottled Cold Fusion to craft it, you may want to craft it early.
Avoid spending Cold Fusion on Drill Charges until you have completed your set; the charges you get as loot, and the free charges you receive whenever you upgrade your Ice Drill should be sufficient.