Darkest Dungeon Walkthrough - We Are The Flame Quest

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Darkest Dungeon Walkthrough - We Are The Flame Quest
Darkest Dungeon Walkthrough - We Are The Flame Quest

Video: Darkest Dungeon Walkthrough - We Are The Flame Quest

Video: Darkest Dungeon Walkthrough - We Are The Flame Quest
Video: Darkest Dungeon We are the flame quick run 2024, May
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The computer game Darkest dungeon was released on January 19, 2016. In the game, you have to manage a group of adventurers who explore dungeons. In the article you will find out what difficulties you have to face in one of the most difficult quests - We Are The Flame.

Darkest dungeon
Darkest dungeon

1 dungeons

One of the features of the last tasks is the "fog of war", which prevents you from seeing the entire map. At first, all rooms will be hidden and the passive intelligence skill here does not work like in other tasks, and no different decorations on your characters will help. But as soon as you enter a new room, a corridor leading to the next room becomes available to you, and so on. This is rather inconvenient: you do not know how long to go to the end, and it is important not to get stuck, it is difficult to choose the best place for rest, and the like. Also, just before the campaign, you are warned if you decide to retreat - you will lose one character from the group, chosen at random. You should also know - there will be no traps here, neither your nor the enemy group will be surprised by the subtle surprises that might occur in the dungeons. There are no interaction items here, except for one bag. So prepare yourself well!

1.1 Level Map

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This is what a fully explored level looks like - you start at the left edge, and the boss is at the very end.

The difficulty level in the game never changes! Therefore, the number of battles, their location and the composition of the enemies remain constant. Check out and choose the best route for yourself. Remember that enemies after defeat do not give a reward (but Ancestral trinket is knocked out from the boss, the "Ancestral Backpack" basically drops out). That is why it is better to keep the number of collisions to a minimum. When choosing a place to stay (camp), consider the duration of buffs (unless, of course, you have buffers in the group), so as not to come to the boss without useful buffs.

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1.2 Enemies

Know your enemies by sight. There will be plenty of enemies in We Are The Flame, so this mission will just have liters of blood and a ton of stress! Most enemies hang Bleed with their attacks or do a fair amount of damage to mental health. In total, you can meet 6-7 types of monsters (this is together with the boss).

Enthusiastic Cultist Enemy type: Unholy / Human Behavior: itself is safe and has no attack skills; but it has two defensive skills: - Flesh Wall - cover an ally with your body. - Flesh to Flesh - heal yourself or an ally for a random amount of health units. It can sometimes heal an already completely healthy target. Low priority, better give him Stun and take on dangerous targets.

Cultist priest Enemy type: Eldritch / Beast Behavior: quite a dangerous foe, in the arsenal has two attacking skills: - Death Lash - attacks 1, 2 positions at the same time. The power is negligible, but the attack weakens the resistance to the effects of bleeding, and also increases the stress score. - The Finger - an attack on a single target at 2, 3 or 4 positions, which causes significant damage to health, can cause bleeding, increases stress. Above average priority.

Ascended Dragon Enemy type: Human Behavior: has two attacking skills: - Rend for the New God - attack on a single target at 1, 2 positions with a chance to add bleeding and a debuff to increase the received stress. Deals more damage if the target is under the mark. - Stumbling Scratch - This attack is weaker than Rend for the New God, with no chance of bleeding or debuff. It is applied when the fighter is in 3, 4 positions. Medium priority, this enemy does moderate damage and only tagged targets should be wary of.

Ascended witch Enemy type: Human Behavior: has three skills: - Fate’s reveal - minuscule damage, but hangs a mark and causes a lot of stress. High chance of using this skill on the most stressed target. - Fate's push - applied at 1, 2 positions, slight stress, pushes the target back by 2 positions. - Fate's pull - applied at 3, 4 positions, slight stress, pulls the target forward by 2 positions. More often pulls targets under the mark effect. High priority, distributes tags, strong stress attacks, can disrupt group formation.

Malignant growth Enemy type: Eldritch Behavior: can apply the following skills: - Daze the Mind - deals moderate damage to a single target at 1, 2, 3, 4 positions with a chance to inflict Stun effect. - Maul the Flesh - Deals significant damage to a single target at 1, 2, 3, 4 positions with a chance to cause bleeding. Above average priority.

Defensive growth Enemy type: Eldritch Behavior: support enemy, does everything to protect allies: - Grand Guard - covers a chosen ally, while receiving a buff on Protection. - Bolster - gives an ally or self a boost for accuracy and critical hit chance. - Ritualic Restoration - restores a significant amount of health to an ally. - Unberable Tremors - Massive stress attack. She is rarely used, as a rule, when he is left alone on the battlefield. Medium priority. Give Stun to him to knock down the defense, or to the target he gave the attack buffs to. Important! This enemy will not happen to you on your first campaign. If you kill the Cultist Priest during the battle. Shuffling Horror, this is the main boss, he can summon Cultist Priest or Defensive Growth to his aid.

Boss - Shuffling Horror Outwardly very similar to the boss that is summoned by the Shambler. Its features: The type of enemy - Eldritch. It takes up three cells (1, 2, 3, respectively) - therefore, most classes will be able to get abilities from him. Characteristics: - 162 units of health; - Dodge evasion rate 24%; - has 33% Protection; - good resistance against Stun 147, 5%; - above average resistance against poisoning Blight 107, 5%; - average resistance to bleeding Bleed 67, 5%; - the ability to withstand the negative effects of Debuff 87, 5%; - resistance to movement Move 98%.

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As you might have guessed from the boss name, Shuffling Horror can and will shuffle your party members every round. Consider this when choosing classes and their skills. Shuffling Horror moves twice per round - Undulations always mixes (if each member of the group dodges, there will be no mixing), the other action depends on whether his assistant is alive: - the assistant is alive - Lacerate attack, which hits two randomly selected heroes, inflicts insignificant damage and hang bleeding (high chance). - the helper is dead - Echoing Disassembly, stress to the whole group, makes the torch light darker, summons a new monster Cultist Priest or Defensive Growth.

In battle, he is always helped by the Cultist Priest, which stands at 4 positions. There is no point in killing him, because the boss can summon a new assistant. It is recommended to give the assistant a Stun, or a damage reduction debuff, or simply ignore it.

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2. Characters

Not all classes and characters are suitable for completing the We Are The Flame quest, only a few have real priority over the enemy, so it is important to choose the right bunch of those who will go down into the dungeon.

2.1 Selecting Classes

Only 10 characters are able to go down into the dungeons: Bounty hunter - good damage against marked enemies and humanoids, effective in most positions, has a skill that hangs Bleed, Stun, can "cut" enemy Protection. Crusader is a tough nut to crack, has a lot of damage, has a stun, can relieve stress, and has little healing. At 3, 4 positions can use "Holy Lance" to return to the first rows. Grave Robber - survives by dodging, effective in any position. Hellion - there is a skill for any occasion, among which: Stun, Bleed, AOE is a pity to use. The Highwayman is a great choice for both ranged attacks and melee attacks. Can hang Bleed, effective in any position. Hound Master is perfect against marked enemies, is effective in most positions, has a skill that hangs Bleed, Stun, can weaken enemy Protection, there is a skill to relieve stress for the whole group, can cover up another hero. Jester is a good buff for the whole group, is a Bleed attack, heals stress very well. Man-at-Arms - gives buffs for the group in defense and attack, can cover a thin / wounded / dying hero, has Stun, has the ability to counterattack / attract enemy attention. Occultist - strong debuffs for enemies, has the famous heal-roulette, additional damage against enemies like "Eldrich". Vestal is a stable single or group healing, has a skill that makes enemy attacks and dodges weaker. As you can see, there is someone to choose from. The skill of each of the listed characters is unique, and they are best suited for a boss fight.

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A list of characters who are less suited to the task. More: Abomination - this werewolf cannot cope with the boss, so we don't take him. He can only spit acid and hang Stun, which will be ineffective against a specific boss. Having transformed, it risks quickly collecting a full scale of stress, and it will happen if there is no Jester or Hound Master in the group. You cannot take religious characters with him, that is, Vestal, Crusader, Leper. Leper - effective only in 1, 2 positions. Most of the priority targets in the dungeon are ranked 3rd and 4th. In a boss fight, being behind the group after shuffling simply won't be able to provide decent resistance. Has no group buffs. And without the right trinkets and buffs, he often misses. Arbalest is a strong shooter, has good group buffs, additional damage through the mark, but in the battle with the boss, being in the forefront will be ballast for the whole team. Plague Doctor - has a strong Blight dot, deals damage to most enemies that are not even vulnerable to poisoning, but on bosses it sharply loses its effectiveness due to a change in position and due to the increased resistance of the boss to poison. And it's better not to drag out the battles with dot sketches.

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Provisions and useful little things

Passing the We Are The Flame quest, we need to purchase provisions, as in any mission of the game. So what you need and what you don’t need. Take all the food that will be. Take all the bandages, you won't regret it. 16 torches will suffice. If you try hard, then 10 will be enough, but the more the better. To fight the boss, take 4-6 pieces of torches to improve resistance. 6 is enough, no more needed. Be sure to take all the herbs if you plan to use the skills of the character Hellion, because the use of skills hangs on her a debuff that can only be removed using herbs and returning it to normal. You don't need an antidote to fight. There will be no chests / secrets in the dungeon, so keys are not needed.

Outcome

All characters before descending into the dungeon must be healthy, that is, free of diseases. Your stress score should be zero! Before descending, make sure that the abilities are pumped to the maximum, weapons and armor are also pumped to the maximum. Get ready to fight bleeding from characters (buy all bandages, take Bleed resist, for example, the Blood Charm keychain). It is advisable to have a character or Camp skill to relieve stress. If you feel that you will not reach the end, retreat, it is better to lose 1 soldier than 2, or even more.

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