Home > Inscryption > Inscryption Basic tips and Act 1 Bosses Walkthrough Guide

Inscryption Basic tips and Act 1 Bosses Walkthrough Guide

A list of general good tips, as well as a walkthrough of each boss in Act 1. If I figure out Act 2 I may update

Basic Tips

  • If you are confused about the bottom-right shelf puzzle, think about what happens when your guy attacks a prickly dude.(hint, he dies)
  • If you are full on items when you go to a shop, you get a pack rat, a 2/2 that gives you an item each time it is summoned.
    General Good tips(and Act 1 bosses guide)
  • Diagonal attack is very strong, it basically allows you to hit enemies that can’t hit you, while at the same time dealing double damage if you are hitting empty tiles.
    General Good tips(and Act 1 bosses guide)-1
  • Search is very strong as a trait; always take it if you can. Looking through your deck to draw a card with impunity is amazing.
    General Good tips(and Act 1 bosses guide)-2
  • Always try to overkill an enemy. Overkilling gives you extra golden teeth, a currency that allows you to purchase pelts from the trapper
  • Squirrel in a bottle is OP. Always use this.
    General Good tips(and Act 1 bosses guide)-3
  • Squirrel in a bottle is OP. Always take this.
  • Enemies that use kingfishers(like the Angler) are basically damage races. Make sure to pick units that have high attack values. You cannot always rely on the tankiness of your units.General Good tips(and Act 1 bosses guide)-4
  • Overkill-Hitting enemies through other enemies can be very useful, as it breaks through their special abilities, like dive, or poison. This is why attack damage is very important
  • If you are planning on not winning/dying, take a urayuli with you. It’s cost is kind of ridiculous, but if you manage to get those stats onto a death card, at any other cost 7/7 in stats is amazing.
    General Good tips(and Act 1 bosses guide)-5
  • Totemswise, squirrel-sacrifice or squirrel-undying is very strong. Anything else pales in comparison.
  • Bone-cards are very strong in bosses, especially if you have multiple lives to turn into smoke at the start of the boss.
  • Bone-cards are very strong in bosses, especially if you have multiple lives to turn into smoke at the start of the boss.

Boss 1(Prospector)

General Good tips(and Act 1 bosses guide)-6
  • He summons a pack mule(which moves around like an elk)on the very left at the very start, as
    well as a 2/1 canine.
  • He continues to summon some monsters in other tiles if you do not kill his first life fast enough.
  • If you kill the pack mule, the mule will give you five random cards, I believe always including a
    squirrel.
  • After you take out his first life, he kills each of your monsters and replaces them with a gold
    nuggets. He then summons a 2/3 Bloodhound.
    General Good tips(and Act 1 bosses guide)-7
  • These gold nuggets are 0/2 and cannot be sacrificed.
    General Good tips(and Act 1 bosses guide)-8
  • He continues to summon adders(I believe up to 3?) until he dies.

Thus ends the prospector encounter.

Boss 2(Angler)

  • Angler summons multiple kingfishers to start, I believe 2-3. They have dive and flying, making
    them near impossible to kill and block.
  • Every other turn he will steal the most recently played creature you have. This will move all
    creatures in the column up, including his own.
  • This can be an excellent way to prevent him from dealing damage to you, if you let him drag
    squirrels onto his side.
  • After you knock out his first life, he will clear his side of the board and summon 3 bait buckets
    randomly.
  • After you knock out his first life, he will clear his side of the board and summon 3 bait buckets
    randomly.
    General Good tips(and Act 1 bosses guide)-9
  • These 0/1 buckets summon a 4/2 shark with dive after dying, making them extremely
    inadvisable to kill.
  • Best way to beat this guy at this stage is to sacrifice any normal creatures and use a flying
    creature to kill the boss without damaging the bait.
  • Barring this, you can brute-force the sharks, by blocking their damage with high health
    creatures and dealing damage in turn to the boss.

Boss 3(Trapper/Trader)

General Good tips(and Act 1 bosses guide)-10
  • The Trapper’s first phase involves summoning two strange frogs, leaving a space on the left 3
    columns empty to summon one the next turn.
    General Good tips(and Act 1 bosses guide)-11
  • There is also a Leaping Trap that is summoned on the very right(it’s been there all 6ish times
    for me) that kills anything that it defends against, as well as blocking flying units.
  • if you kill a frog, you will also summon a leaping trap in its place.
  • best way to go about finishing this one is to stall until you get your strong units in hand, then kill
    the traps and move on to the next phase.
  • You can also just try to rush to the next phase ASAP to avoid wasting resources on this section
    of the fight.
  • The main mechanic here is to sacrifice your creatures for pelts that will be used in the next
    phase, but honestly you’re sacrificing your creatures for random creatures essentially.
  • In the next phase, the trapper give you a pelt, and asks you to use all pelts in your hand to
    trade for cards on his side of the field. These will all be one-patch upgraded creatures.
    General Good tips(and Act 1 bosses guide)-12
  • Here you will have to adapt to your strategy, but if you set up your board before, then you just
    need to empty a column and one-shot him.
  • If you did not, then you need to make sure to take the creatures that will be your biggest
    problems and make them his biggest problems.
  • As an example of how I set it up, I had a 4 attack monster set up, and took all his creatures in
    that column, as well as the turkey vulture. Therefore I had enough to overkill him immediately
    without dealing with his crazy creatures.
    General Good tips(and Act 1 bosses guide)-13

Final Boss + Leadup

  • Before the final boss you will be given the option to pick several boons, if you can pass
    tests(similar to the creature den)
  • You can always pass one of them if you have the ring from the cuckoo clock(turn the clock to
    11:00)
  • These boons can be game changing, like starting with a black goat, or with 8 bones.
  • You always start with extra smoke(s), and the boss has 3 lives this time.
  • The boss can use other boss’s abilities, like the prospector’s gold-turning trick.
  • He can use the angler’s steal unit ability, with the same targeting logic as the angler(last unit
    played)
  • He can use the trapper’s pelt trade ability, and summon two super creatures that you get to pick
    one and the boss keeps the other.
  • In the next phase he will summon two death-cards in random columns. As you can see the ones
    he summoned for me are quite strong, but I got unlucky this round.
    General Good tips(and Act 1 bosses guide)-14
  • He can continue to use his three special abilities during this time.
  • after you deal with this next phase, he summons the moon on you.
  • The moon has 40 hp, attack all tiles, 1 attack, and creature orbit(pulls small creatures to death)
    General Good tips(and Act 1 bosses guide)-15
  • Essentially it’s a giant health mantis god.
  • The best way to deal with this crazy creature is to use stinky to lower its attack to 0.
    General Good tips(and Act 1 bosses guide)-16
  • At that point you just have to beat the creature down. Here, triple attacks or double attacks like
    the mantises are very powerful in dealing multiple hits to the moon.
  • Poison works on the moon.
  • After the moon dies, you just need to kill him; he is defenseless.General Good tips(and Act 1 bosses guide)-17

Congratulations you just beat the game… or did you? The secrets in this game… I am personally waiting for someone better than me to put a guide out on it 🙂

Thank you for reading!

All escape room things I found(I am bad at this so Expect few)

Spoilers below!

  • Safe code is 273(it’s in the guidebook), only works outside of tutorial round, gives you stinkbug.
  • There are four shelf puzzles to solve, with 4 rewards, including ants, caged wolf, skink? and one more that I forgot.
  • The three painting puzzles unlock the clover, a third candle, and bees(1/1 flying insects) instead of squirrels.
  • Turn the clock to 11:00 to unlock the ring.
  • You can get three teeth out of the skull every game.
  • You can get the knife item by taking the wolf statue to the squirrel statue and slotting it in.
  • The angler gives you his hook after you kill him once(it lets you steal an enemy once per game)
  • The trapper gives you discounts on his shop after you kill him once.
  • your triumph cards go on the door after you win.
  • Snuffing out the candles next to the shelf then clicking on the bulb gives you the “smoke” card.
Written by lacter543

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