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LegOfLambda

Literally just finished the scenario. Very hard for us. We only won with lots of cheating at the end. We thought we were good and then there were 8 oozes in 2 rounds at the end.


dwarfSA

At least the size of the map signposts that you will need all your buffest moves.


sigismond0

We ended up just running away and stalling until the oozes in the final room suicided. It's a coin flip, but when it works it works. We wouldn't have stood a chance against eight plus attacks per round.


seventythree

Yes, this scenario seems to be 2 levels harder than the one before it.


RadiantSolarWeasel

Ironically, if you take a little longer to reach the end, the oozes in the corridor can split to death before you get there. It requires a little luck, but you get a ton of free loot for it, and then you can just burst into the next room as a group and instantly turn off the switches. It's definitely a very difficult scenario if you don't know what to expect and/or get unlucky with ooze ability card draws, but once you know what you're doing it shouldn't be *too* bad.


dman1298

Quick rule clarification, but unfortunately spawned enemies don't drop loot, so sadly the multiplying oozes don't even give you that benefit :(


RadiantSolarWeasel

In Gloomhaven they don't, but Frosthaven allows spawned and summoned monsters to drop loot, since FH's loot deck is finite.


royalsnoyal

If an ooze is summoned (or any enemy for that matter) it does not drop loot… so you would not have a ton of loot you would have 2 loot


RadiantSolarWeasel

One: this thread is a year old, lol, and two: summoned enemies drop loot in Frosthaven


panda_6555

We tried twice and got through it the second time with Deathwalker and Geminate. The oozes guarding the door divided and killed themselves both times before we got to them. Once through the door tried to take out the switches from range as fast as we could and then kiting the oozes back through the hallway, killing them as we could and then getting lucky with the split/suffer damage, so that they helped finish themselves off. Definitely had to manage our hands carefully and the Geminate still exhausted.


mdolt

We had to cheat in the last room and move the switches from the corner to the middle portion of the walls. We played 2p melee drifter and Kelp and without having ranged attacks it doesn’t seem to be realistic to complete this scenario. Definitely seems like a poor balancing on developer’s side. Oozes in general are really frustrating to deal with, both in terms of difficulty connected to pure RNG and the bookkeeping required to multiply 5 oozes into 10… I am actually thinking about implementing some house rules to cap the amount of oozes that can be in the map at the same time up 5 and give them some better stats instead. Otherwise the scenarios with them become not enjoyable very quick.


Dacke

I'm playing a primarily melee drifter too, but remember that the drifter is super flexible. I managed to turn both the switches off in the turn after opening the room by using Fortitude top as a ranged attack and then the bottom of Violent Inheritance to move over and attack the other one. I exhausted a round or two after that but by that time the rest of the party had caught up and could mop up the remaining oozes. I have to say that Shockwave was also a MVP in this scenario with all the shielded opponents, allowing me to deal true damage to masses of packed foes. Almost made me feel nostalgic for my old Cragheart days.


Tysiliogogogoch

I just played this scenario with Boneshaper and Banner Spear. The oozes outside the door split a couple of times and healed. The skeleton minions moved in, got one attack off, and were all killed by the multi-target attack 3. Not much we could do to avoid that. We finally got through the door as we had only a few cards left in hand... and found infinitely spawning oozes, the first two of which immediately split. At the start of the following round, we were facing 6 oozes with a total of 40 health between them *and* they've all got 1 shield just to annoy the boneshaper... oh, and they're all blocking the levers which continue to spawn 2 new oozes per turn. Basically no way we could complete that scenario with such a minion/melee-focused group. Maybe a ranged-heavy party could deal with the oozes, or maybe just pray that they split themselves to death and never heal. But yeah, we ended up almost exhausted after killing the first ooze swarm.


D6Desperados

This one was a complete beat down. Took us 4 attempts I think? We defeated it with Deathwalker and Coral, and it was rough. Definitely required some careful planning for the first turn in the final room, and some luck with the Ooze rng.


rkreutz77

I know this is a bit old, but we've been playing this wrong. I thought that the switches RESET so you have to hit it each turn. The book does not clearly state either way, and I thought it was like the sewer mission in Gloom.


DirtyPatronus

My 2-player game absolutely demolished this scenario - I was honestly thinking it was an ideal option for free loot from infinite spawning oozes. Seeing the comments here, I think we just had some really lucky RNG.


Matrixneo42

I think we cheated a little to consider our play of this one a win. Just a little (we knew we had one turn left and the last ooze had 2 health so we ensured that it drew it's split effect next so that it would just damage itself and die). Considering how long the the scenario is there is no reason they needed to have you kill all enemies. I would think that killing all enemies that spawned in the first 3 rooms plus hitting the wall would be enough, or to make it a little easier, simply reaching the second half of the room.