Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are treasure chests in DD1 and DD2 as well (iirc, in DD1 it's if you go south and in DD2 it's in the square-shaped area in the 'north-east'.
No gold is gained from completing a mission, aside from the third mission having a treasure chest in it.
The first and second ones need alot of bandages due to Ascended Brawler and Cultist Priest. The third one (which I'm stuck on) requires lots of antivenom and food. I was looking at a guide's map and goofed / went to the treasure chest instead of the beacon. Oops.
And you're correct, no shovels are ever needed. Cures are handy if you're running Hellion, with her self-debuffing abilities. Btw, thank you for responding politely. Darkest Dungeon and Torchlight 2 are the communities that are very polarized when it comes to feedback on my guides. I was afraid to open this comment notification today x_x
That said, what about the darkest dungeon areas? For example, keys and shovels aren't needed. Bandages and cures are.
Also added some info on the Antiquarian since she became playable sometime after publishing this guide.
Classic darkest dungeon: send a level zero team in without supplies and dismiss them when they come back. You don't have to deal with the diseases they picked up or their negative quirks. This is not some hairbrained scheme of mine, it's a well-known tip around the community.
And btw - you and your friend are not at all polite - as you say. I quote you, "My god, a guide that *recommends* locking Compulsive as a negative quirk." ...which you also RUDELY underlined.
There are certainly worse things than having the Compulsive quirk locked, but I'm happy to change that example. It was merely something that came to the top of my head - I would have put a different example at the time if I'd remembered the name of a different quirk.
You are no longer welcome to make comments on this guide though - due to the fact you ranted for an entire comment page. This goes for all compliments and criticism - be concise.
"Leave the Negative Quirks that involve the Hamlet and let them become locked. Other quirks, like Compulsive (the need to interact with stuff) and the ones involving fascination with Dark Arts (the need to interact with Effigies and stacks of books) are also somewhat more desirable to be locked."
My god, a guide that *recommends* locking Compulsive as a negative quirk. Look, I'll go post on the forums this very moment and ask if players would want Compulsive as a locked negative quirk. I won't say anything in the OP about doing things one way or another.
Look, let's say that you're trying to be helpful and it isn't all about egoism. But then your guide really needs to *be* helpful, right? and you might not want to take the piss on commenters like Sojiro that post accurate, polite, contextually correct comments. Even if you don't see that someone could be right about something, they *could* be.
Aka harmless negative quirks."
Might have wanted to actually read Sojiro's comment, which I reproduce below.
" Having harmless negative quirks locked means less room for annoying ones. Who cares if you have Ruins Phobe and Satanophobia? Just don't send the hero in the ruins."
Those aren't Hamlet-specific negative quirks. They are negative quirks that can be worked around, though.