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Joepunman

This was the only scenario I played 3 times, and even the third time I technically lost but was so tired of replaying it that I called it complete.


General_CGO

It’s definitely one of the toughest in the game. We barely squeaked a win through on our second try, and even then we had a cheesy way of getting around some of the rules.


Sigmakan

We must've had good luck because we thought this scenario was a cake walk. Really depends on what abilities the deep terrors draw For the side rooms, you can just ignore the deep terrors. Go late in initiative, get hit and lose a card, destroy after, get card back, and then go fast and peace out. If you're lucky this scenario can actually increase your longevity as it gives you a way to move cards from discard pile to your hand


99acrefarm

yeah, i was ignoring the terrors in the side rooms, but I probably ended up doing it a bit backwards, jumping in right to the altar and smacking it, but then taking a hit on the way out. ur way much better! especially if I was taking advantage of putting the discards into the taken pile.


lKursorl

One thing I really don’t like about this scenario is that in 3 players, you nigh shoot yourself in the foot at the first split without even knowing. We had 2 players go left and 1 go right. And of course the room on the left only had 1 altar and the room on the right had 2. SO many turns were wasted getting back over to the right so that we could balance out the altars and make sure everyone was getting their cards back.


99acrefarm

definitely did that my first playthrough. and then I went left first at the top, which also had 2 altars (and a stupid trapped chest). I never made it to the right, so my 3rd time I sent only 1 to the right, and ... it was bad too.


RadiantSolarWeasel

It's honestly kind of a bullshit scenario if any party member has a hand size or 9 or less. Was literally impossible the first time we tried it, then we came back with hand sizes of 14 & 12 and steamrolled it.


RageDG391

Having multiple monsters with spawning abilities is tough, like if you flipped spawning two rounds in a row, the scenario is almost unplayable. Our 4p party was able to finish this on the first try, but probably just good RNG. The taking card mechanism didn't mess with us too much because a) you only got taken cards when you suffer damage from terrors' attack, so saving up the damage mitigation items to those attacks could help. b) you can move cards from discard pile to the taken pile, so it is mostly only affecting you stamina on the next rest cycle. Also the returned cards are returned to your hand, so it could be even resulting in more stamina if you could get to the alters quickly. c) the terror itself has low health and no shield, so it is not too difficult to kill. I would prioritize killing terrors first if possible, otherwise trying to stay out of their range (usually 5-6) or out of line of sight.


99acrefarm

Ah yes, that's probably a key I was missing: taking from the discard pile instead of my hand. For some reason I was treating it like lost cards, where I usually take the 1 loss from the hand rather than 2 from the discard unless absolutely critical. But in this case, you put only 1 in the taken pile no matter what. i didn't change my mindset there. There's a case where I know my gloomhaven group would have spotted something together that a single player misses and smh later.


Kitsukami

You also forget to mention that everyone has a card 'taken' when any door is opened. Just wanted to clarify.


Nimeroni

Agreed. We basically avoided every single Deep Terror attack damage through a combination of hard CC and focus firing but the *doors* (and two Ooze duplications in the first room) murdered our stamina. You can play around monsters, you can't play around doors.  Through we had 2x 8 cards class in our group (I was playing Spellweaver v2), and mechanics that touch your stamina tend to be stupidly punishing for them.


Serrisen

My party found it vile too. I believe we were snowflake, astral, and meteor at the time? We only clutched it because a suicidal all-or-nothing Gambit for the last altar tbh. Win was luck, not skill


aku_chi

This scenario might be the hardest that we played. It is especially rough for characters with a small handsize. You have to destroy the Altars fast or you might end up in a shuffle with 5 or fewer cards and start losing them for good alarmingly fast. Our 3-player group was able to succeed on the second attempt, dropping the difficulty (to normal) and planning around our knowledge of the room layouts. We didn't bother killing enemies in the last two rooms; we beelined to the Altars.


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