Death Howl
Hints and Tips:
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Submitted by: David K.
-= Spend the five-mana turn before moving =-
Ro normally starts a turn with five mana, and both movement and cards spend from that
same pool. Count the squares needed to leave retaliation range before playing an
attack. A strong card is wasted when its cost leaves Ro one tile short of safety or
one tile short of the target.
Movement is orthogonal, not diagonal. Cards such as Sprint, Frog Leap, Haze Rush, and
Hunter's Leap can reposition more efficiently than walking, but their card cost and
conditions still belong in the turn budget. Plan the final square first, then spend
the remaining mana.
-= Inspect an encounter before committing =-
Step onto an encounter grid to inspect every spirit, its health, movement, abilities,
and available starting tiles. You can leave before the battle starts. Walk around the
encounter when another approach offers a safer first row, a tall obstacle, or better
distance from a charger or ranged spirit.
-= Read movement as threat range =-
An enemy movement value is not its full reach because many spirits can attack after
moving. Leave an additional tile when the spirit attacks adjacent targets, and check
whether its attack moves through Ro, pulls her, fires at range, or creates another
unit. Recalculate after every reposition instead of trusting the opening distance.
Current enemies cannot charge through tall obstacles, and Aurorite cannot beam
through tall walls. Use those tiles to break a straight charge or beam lane, but do
not assume every obstacle blocks every attack. Select the enemy and confirm its
active ability before ending the turn beside cover.
-= Kill complete threats =-
A wounded spirit normally keeps its full attack pattern, so spreading damage leaves
several active threats. Focus one dangerous target until it dies unless a push,
freeze, block, or obstacle already removes its next attack. Summoners, pullers,
chargers, and ranged attackers deserve priority when their action breaks the planned
safe square.
-= Push for safety and damage =-
Push is a positioning tool before it is bonus damage. Quick Strike can move a nearby
spirit away, opening a ranged follow-up or denying an adjacent counterattack. Check
the landing tile first: pushing a spirit into a better line, beside Ro, or out of a
planned area effect can make the turn worse.
-= Use card order as a resource =-
First effects require the card to be the first card played that turn; normal movement
does not consume that position. Still effects require Ro not to move, including
movement from a card. Last effects resolve when the card remains the final card
played before the turn ends.
Discard and Sacrifice are not interchangeable. A card discarded to pay another effect
may trigger its discard text, while a Sacrifice effect uses the card's specific
sacrifice rule. Check the tooltip before building a chain, especially when
Nightmares, Repression, or a quest card changes which cards can leave the hand.
-= Remove Doomed before ending the turn =-
A Doomed card kills Ro at the end of her turn if it remains unresolved. Before
attacking, identify the discard, Sacrifice, or card-selection effect that will remove
it. If the hand cannot clear Doomed safely, use the remaining mana to escape or
abandon the battle rather than finish a normal damage sequence.
-= Craft before resting at a Sacred Grove =-
Death Howls are used both for crafting cards and for Teardrop progress. Resting at a
Sacred Grove heals Ro and converts carried Death Howls into Teardrop points. Open the
crafting list first and make any card needed for the next route; only then rest and
convert the remainder.
Resting also respawns defeated spirits. Treat a Grove as a route reset: heal when the
next encounter would otherwise be reckless, then use the respawned path to farm a
specific Death Howl or material. Do not rest during a side quest whose condition
explicitly requires clearing fights without returning to a Grove.
-= Recover dropped Death Howls carefully =-
Death leaves the carried Death Howls on the battle grid. Retrieve them before their
recovery window expires, but do not walk through a lethal lane only because the
marker is close. If a spirit reaches them first, it becomes stronger; rebuild the
opening position or deck before repeating the same failed rush.
-= Build one deck for each realm =-
A card used outside its home realm normally costs one additional mana. Keep separate
realm decks instead of carrying one successful list everywhere. Use Realmless cards
to cover missing movement, block, or range while the local card pool is still small.
The current settings can stop newly crafted cards from entering a deck automatically,
and a totem loadout can be saved with a specific deck. Use both options once several
realm decks exist; they prevent a newly crafted test card or the wrong totem set from
silently changing a proven boss setup.
-= Restart the skill plan in each realm =-
Each realm has its own Teardrop progression tree. A completed tree in one realm does
not provide the same unlocked powers in the next. Secure a reachable Sacred Grove,
collect local Death Howls and Nests, then buy the movement, survival, or spirit-card
branch that solves the current realm rather than recreating the previous build
blindly.
-= Match Totems to the deck =-
Totems change the whole combat plan, so equip them after the deck is chosen. Bird
Nest supports draw-heavy setups; Wing of Pelican supports movement; Frozen Fish Head
provides an emergency defensive tool; and Adder Stone supports Curse decks by
reducing Curse cost and converting them into random cards every other turn in the
current update.
Miniboss rewards changed in the Rebirth update. Defeating a miniboss now awards a
totem and a Teardrop, and an old save receives the matching totem when loaded if that
miniboss was already defeated. Reopen an old profile before searching every cave for
a supposedly missing reward.
-= Quest Cards are temporary route rules =-
Quest Cards do not count toward the normal deck-size limit, but carrying one disables
Sacred Grove teleportation. If a cave route or ambush is too difficult, remove the
Quest Card in the deck list. It returns to its original location and restores fast
travel, allowing a new deck and totem setup before another attempt.
-= Prepare consecutive fights =-
Some caves and quests require several battles without a Grove. Enter with healing,
block, and a low-cost movement answer already in the deck. Do not spend the first
encounter's health to preserve a perfect hand; the route is won by finishing every
fight with enough life and flexible cards for the next unknown arena.
-= Use the current enemy rules =-
The Rebirth update changed several threat patterns. Elder Gloom Croak moves three
tiles; Elder Crawling Terror no longer freezes with normal attacks and cannot freeze
Ro on consecutive turns; Wailing Wurm leaves temporary yellow slime; and Totemite's
Doom timer is six rounds. Do not apply values from launch-era guides to these fights.
-= Choose the mode deliberately =-
Finish the first playthrough before entering Rebirth. Rebirth gives enemies new
abilities and extra health, and it replaces the names and effects of Realmless cards.
Treat it as a separate build environment; do not copy a Normal-mode Realmless list
without reading every card.
Custom Mode unlocks after Rebirth. Its starting parameters can change enemy health,
Ro's health, Rebirth cards, Rebirth enemies, death return, minimum deck size,
crafting limits, and card-cost penalties. The chosen parameters can be viewed but not
changed after the run begins, so review the combination before confirming the
profile.
Secrets:
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-= Revisit The Hidden Vale =-
The Rebirth update added new small caves to The Hidden Vale. Re-sweep its outer edges
and side paths even on a completed Normal save. The current game also sends Ro to the
overworld map when a cave has no local map, so use that fallback instead of assuming
the route is trapped.
-= Flames of Vengeance =-
In Forest of Howling Shadows, speak to the burning tree near the upper part of the
map. The blue bird is southeast of it, below the rightmost Sacred Grove beside the
river. Picking it up starts the return battle route, so heal and set the deck before
collecting the bird.
-= Scattered Senses =-
Start the quest at the face in the lower-left part of Valley of Desolation. The
Tongue is in lower-left Dead Roots before the Elder Spirits; the Nose is near the
lower cave in Meadows of Delusion; the Eyes are below the upper Sacred Grove in The
Wailing Marshes. The Ear is in the left half of The Hidden Vale, but its exact cove
was not closed strongly enough for a narrower instruction.
Solutions:
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-= Compact route - First Sacred Grove foothold =-
1. Enter Forest of Howling Shadows and inspect each encounter before choosing a
starting tile.
2. Choose the path with the fewest overlapping attack lanes and reserve mana for
movement after the first attack.
3. Collect Stick, Slitstone, Dead Leaves, Spotted Bloodcap, Scattered Denilite, and
Tears of the Womb while moving toward the first Grove.
4. Craft a needed early card before activating the Sacred Grove, because resting
converts carried Death Howls to Teardrop progress.
5. After resting, unlock the map route and use the respawned encounters only when a
specific material or Death Howl is still missing.
-= Compact route - Enter a new realm =-
1. Reach and activate the nearest Sacred Grove before attempting long side routes.
2. Create a new deck slot and remove most cards whose realm penalty raises their mana
cost.
3. Keep Realmless movement, block, or range cards only where the local pool has no
replacement.
4. Farm the closest safe encounters for local materials, then craft a coherent local
damage engine instead of unrelated rare cards.
5. Spend the first Teardrops on the branch that solves the current route's movement,
healing, or spirit-card problem.
6. Save the matching totem loadout with the deck before entering an Elder Spirit,
miniboss, or Great Spirit encounter.
-= Recover dropped Death Howls =-
1. Inspect the recovery encounter and identify the dropped marker, nearest enemy, and
every lane covering it.
2. Approach from another side when the original starting row forces Ro through a
pull, charge, or ranged attack.
3. Use Sprint, Leap, push, block, or a tall obstacle to create a protected pickup
route rather than maximizing opening damage.
4. Collect the Death Howls before an enemy can take them, then retreat to the planned
safe square.
5. Abandon the battle and rebuild if the recovery requires surviving an unavoidable
lethal counterattack.
-= Breathing Chasm twin-rock fight =-
1. Combine the two quest spear cards during a battle, then take the resulting spear
to the wall carving northwest of the southwest Sacred Grove in The Breathing
Chasm.
2. Enter with ranged damage and several movement cards; the rocks punish a stationary
melee plan.
3. Keep Ro positioned so neither rock can dash through her and still end adjacent.
4. Damage both, but defeat the rock that revives its partner first; the survivor
becomes stronger and cannot revive the defeated rock again.
5. If the exact rock identity is unclear, lower both carefully and confirm which one
performs the revival before committing the killing turn.
-= Uninvited Sorrows =-
1. Speak to the thorned spirit near the central Sacred Grove in Moors of Withered
Memories and take its free healing Quest Card.
2. Build for endurance before starting the clear, because returning to a Sacred Grove
resets the required no-rest condition.
3. Clear the normal encounters across the map while using the Quest Card to preserve
health between difficult fights.
4. The hidden cave on the left is not required by the processed guide; avoid adding
that optional fight to the no-rest route.
5. Return to the thorned spirit without resting to complete the request.
-= Entangled Relationship =-
1. Speak to the beached whale in the upper-middle part of The Wailing Marshes and
enter its mouth.
2. Prepare the deck and totems before removing the seaweed, because that interaction
starts a forced sequence.
3. After removing the seaweed, defeat the first battle while preserving healing and
movement for the next arena.
4. Complete the second and third battles without a Sacred Grove, then leave the whale
to finish the quest automatically.
-= Compact route - Rebirth preparation =-
1. Complete the first playthrough and create a new Rebirth profile.
2. Read every Realmless card again because Rebirth changes their names, effects, and
colors.
3. Build a realm-specific deck around current card values instead of copying a
launch-era list.
4. Load an existing completed save once to collect retroactive miniboss totems before
deciding which rewards are missing.
5. Use the deck-linked totem loadout setting and test the first encounters before
committing to a long Grove-to-Grove route.
Unlockables:
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* Rebirth Mode - complete the first playthrough, then begin the harder mode with
enhanced enemies and reworked Realmless cards.
* Custom Mode - complete Rebirth Mode to unlock adjustable run parameters.
Reference:
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-= Modes =-
* First playthrough - standard progression and original realm rules.
* Rebirth - harder enemies and reworked Realmless cards.
* Custom - adjustable health, cards, penalties, and death rules.
-= Realms and regions =-
* Realm of Distorted Hollows - Forest of Howling Shadows, Meadows of Delusion, Creek
of Spectral Falls.
* Realm of Piercing Winds - The Breathing Chasm, The Hidden Vale, The Glacial Maw.
* Realm of Hostile Plains - Valley of Desolation, Moors of Withered Memories, Cadaver
Dunes.
* Realm of Gloomy Waters - Dead Roots, The Wailing Marshes, Shores of Darkness.
* The Howling Mountain - final region reached after the four Great Spirits.
-= Card keywords =-
* First - bonus applies when this is the first card played that turn.
* Still - bonus requires Ro not to move during the turn.
* Last - bonus applies when this is the final card played before ending.
* Keep - card remains available instead of leaving the hand normally.
* Echo - repeats or returns an effect according to the card text.
* Sacrifice - activates the card's stated sacrifice effect.
* Exhaust - removes the card from normal reuse for the battle.
-= Current high-impact card changes =-
* Quick Slash - 2 damage.
* Shell Breaker - removes 5 Block.
* Stone Body - costs 1 mana.
* Deadly Strike - backstab fills 3 mana.
* Frog Leap - First fills 2 mana and Sacrifice fills 1 mana.
* Nightmares - player chooses the discarded cards.
* Adder Stone - Curses cost 1 less and convert every other turn.
* Sister's Flute - applies 3 Weak.
-= Great Spirits and final bosses =-
* Cantharsis - Great Spirit of the Realm of Distorted Hollows.
* Tradontoz - Great Spirit of the Realm of Piercing Winds.
* Exorath - Great Spirit of the Realm of Hostile Plains.
* Cephagloom - Great Spirit of the Realm of Gloomy Waters.
* Moon Eel - first final encounter on The Howling Mountain.
* Sorg - final opponent after the Moon Eel encounter.
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