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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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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)
- 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. - These gold nuggets are 0/2 and cannot be sacrificed.
- 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. - 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)
- 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. - 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. - 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.
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. - 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)
- 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.
- 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.
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.