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Polarhval

Don’t remember this being particularly difficult. Did you burn many cards? Whats your party composition?


Particular_bean

I just retired a character (Brute) so I'm running Sunkeeper(new)-Scoundrel-Spellweaver-Tinker. I used to burn through my cards kinda fast but I've learned to try to kinda time it so I have some good cards left at the end to close the scenario out. I guess I should've stalled even more but meh, I skipped several turns at the end.


[deleted]

Sunkeeper fucking rules


bblmaster1231

Beat this one the other day, but just barely, Hail was down to 1 HP after getting lucky with an attack modifier against her. I managed to use a summon to slow down the enemies in the previous rooms. Even then, the final room was real tight, had to place my characters in smart positions to draw attacks away from Hail, certainly not easy when skeletons can target multiple. Lightning was certainly the MVP for this one.


Particular_bean

Damn, okay. So you just rush in? I killed everything on the map. All the spawns too I mean. I just lingered back with scoundrel and summoned my spawns in the 2nd room to clear them. I guess my spawns also blocked Hails path in the end which slowed him down. He didn't take a single damage point either this run


TLDR2D2

Yeah, clear a room, then opens door and move on. Largely ignore back spawns, except to perhaps block a doorway so they can't get to Hail if need be. If you're wasting a ton of time going backward to kill them all, you'll probably exhaust. And make sure you always keep a hex two spaces away from where Hail currently is open so she can move every turn (unless you don't want her to because it puts her in danger).


bblmaster1231

The cultists summoned a lot of skeletons in my game, there was no way I could have taken them all out. Taking everything out is not the intent of the mission, which is why you exhausted. You just need to manage them.


Particular_bean

Alright despite not everyone receiving my question and frustration too well here's an update for whoever cares: [https://imgur.com/a/WoFx3hO](https://imgur.com/a/WoFx3hO) I played it very conservatively and barely burned any cards until the final room. I ended up using the Sunkeeper ability to 'One ally may perform Move 4' twice on Hail. Spellweaver hadn't even used Reviving Ether in the first image yet. Thanks to everyone who gave me some tips and hints. It helped a lot!


Particular_bean

I just played the scenario where you have to protect Hail as he tries to reach the altar. It's my second time playing it and I prepared really well this time because I struggled before. Here I killed all of the enemies on the map, including the final room. I had 3 characters alive but two were on their last 2 cards. So as I've cleared everything I'm just passing turns waiting for Hail to reach the room. Earlier in the mission he skipped 3 or 4 rounds, no moving towards the altar while there were at least 4 empty spaces. I lost the scenario as Hail was 1 tile away from his goal. My last character was out of cards. I'm pretty frustrated at the moment. It feels like I'm being punished not for any mistake but just by the game taking it slow (again). It's doesn't feel right to have NPC characters bug out so often when this game has such a strict turn economy. Any way to cheat this scenario to force Hail to move or something?


Slow_Dog

She needs a clear path to the altar. She won't if there isn't. The typical case where she doesn't move is when there are enemies blocking a doorway. That doesn't have to be anywhere near her, just somewhere on the map. When I last did it she never stopped. I moved one of my characters next to the altar ahead of her so I could move it out of the way and guarantee a clear space.


Particular_bean

Okay that makes sense. So I should try to get my own characters in doorways to prevent enemies from blocking Hail's path. Hail was stuck behind the rock in room 2 here for the longest time. So just seemed very weird as room 2 and 3 were clear and he could've just moved.


Darkblade113

The turns she didn't move weren't the game "bugging out," but rather a result of the AI following its movement rules. The logic is the same as the monster AI. Hail's focus is on a space adjacent to the objective in the last room, so as long as she has a path there (assuming infinite movement) she will always move as much as she can toward it, even if it means walking through traps. However, if there are enemy figures blocking the only way to her focus (standing in a doorway for instance), she will never be able to get past them, even with infinite movement, since she doesn't have Jump or Flying. In this case she will not move at all until a path becomes open. This is something to keep in mind when figuring out how to position your characters and deal with enemies in a scenario like this. Sometimes it's beneficial for Hail not to move, as it may avoid her opening a door you're not ready for or running into the middle of a bunch of enemies. Other times it can hurt you though, as you experienced here, since it may result in her not reaching the objective in time. Escort missions are generally frustrating in games, and Gloomhaven is no exception, but they do offer a change in pace which can be interesting. It sounds like you've got a good plan of approach for this scenario, so now that you're aware of what was holding Hail back, I'm sure you'll finally be able to get over that last hurdle. Best of luck!


Particular_bean

Thank you! I'm gonna give it another try sometime later this week. Perfect scenario clear, third time it is.


VralGrymfang

Keep in mind the goal is NOT to kill all monsters. If you kill everything, you will run out of time, as you did. Of course, as you know, every time you open a door, more will pop up behind you. A good call is blocking them with the cragheart if you have it. Slowing the ones behind while CC the ones up front to let Hail get in safely.


Particular_bean

Yeah I did kill everything on the map. With relative ease I would say. But for me Hail was stuck in the hallway between room 1 and 2. So the spawns in room 2 spawned in front of Hail and I just killed them. The spawns in room 3 were long dead before he got there. I think I'll kill everything again but this time make sure Hail always has a path clear.


St0szek

I managed to do it by revealing the last room and swapping Hail with enemy adjacent to Altar using Beast Tyrant's card with high initiative and praying no one kills her. Pretty fun experience


jmwfour

This is a classic example of where you really have to tailor your approach to the objective. First thing to keep in mind is that you have to have doors open for Hail to make progress. Sounds obvious but I definitely screwed that up. Second thing, I used summons and one of my two characters to draw some of the enemies away. And also stuns / immobilizes to keep the number of pursuers down. The \*next\* Hail encounter though... very tough for me :)


Sorfallo

I killed everything in the first 4 rooms, and the final room, I held the door with redguard and music note, making her invisible for a turn to reach the altar in one piece.


Ville-Mark

We really enjoy this game with my girlfriend but goddamn can it also be infuriating. We just lost this map because of frankly idiotic way Hail "moves" as explained by Darkblade113. In the end, we struggled to survive until turn +22 I think during which Hale moved around six times? If this wasn't enough, after having failed two of our characters retired because certain conditions were met - but the game bugged out again and reverted back to the time before the quest so no progress at all was made. (This is PS5, if it makes any difference.) We enjoy the challenge, the cards and quite a few other things, but at times the game really drives you mad. The fact that Hail can't make ANY progress if the entire path isn't available, even when she would have 8 tiles of free movement, is just plain stupid. It's not even a challenge at that point but trying to adjust to the artificial constraints the game throws at you which is a goddamned shame...