Monster Train
Cheat Codes:
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Submitted by: David K.
How to Obtain The Ragtag Bunch and Only Determination Achievements:
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Written by B A G E L
Guide to Getting The Ragtag Bunch and Only Determination Achievements
-=Introduction=-
First off, it's best to do this without any covenant since it will make it much
easier to accomplish. Additionally, I made sure to use the starting combination
of "Awoken" with "Hellhorned" although the cards you'll be primarily using is
just from "Awokened".
-=The Achievements=-
The Ragtag Bunch: Win a run with 10 or fewer cards at the end of the run.
Only Determination: Win a run without collecting any artifacts.
You can easily achieve both of these with this deck I thought of.
-=The Deck=-
- Means Vital to the deck.
Champion: The Sentient [Explosive III].
Animus of Will: [Any buffs but primarily in attack].
Train Steward: [Any Buffs but largestone, major refraction etc. are good].
Restore: (x3-5) [ Try to get Emberstone on a few of these].
Spreading Spores: [Emberstone x2].
Cycle of Life: (x1-2) [Emberstone with any other buffs].
-=Strategy=-
The idea here is that you solely rely on your Champion to kill everything. With
Explosive I,II,III, whenever you restore health (even at full), you deal 15,30,60
damage. Combo this with regenerate and you deal an additional 15,30,60 damage at
the end of a turn for a whopping 120 DMG.
Behind your champion, you want something that deals massive damage just to speed
things up. So certain Hellhorned units can be replaced for Animus of Will but it
depends on what you get early on.
The most important card in this deck is Spreading Spores. Being able to apply x2
spikes/ x2 regen on a monster isn't that powerful but the card allows you to
shuffle a copy of it into your discard pile allowing you to get multiple copies
of it at 0 EMBER!! So just spam this card onto your champion and it'll just be an
unkillable tank.
Note: This allows you to even counter the last boss' strategy of each spell played o
n the first turn having consume.
-=Milling=-
You'll want to mill often and spending gold to remove cards is perfectly fine!
This is why this strategy works well with the Only Determination Achievement. You
spend less money on buffing units or buying artifacts and you practically reject
new cards so you get an extra bit of gold doing that as well.
-=Tech Cards=-
Invigorating Solution: (Consume) Draw +3 next turn.
This card can be especially helpful since drawing is practically all you need
with this deck. The more you draw, the better. Make sure to remove the consume
if you can and bring the cost back down to 1 ember. You can substitute a copy of
Cycle of Life for this card.
Restoration Detonation: Restore 10 health to a friendly unit. Deal damage to the
front enemy equal to 5x the amount healed.
Just a good card to have. Although not as good as a bunch of 0 cost restores.
Focused Growth: Restore 25 health. Draw +2 next turn.
Same as Invigorating Solution listed above. It's this one or the other. Not a fan
of this one cause you have to get the cost down and your champion is at max health
almost every turn but the draw is nice if you do not get Invigorating Solution.
Dante’s Inferno: How to Beat All Bosses Before their Combat Phases:
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Written by lewdjan
This is a guide for easily earning the achievements to defeat each of the five bosses
before their respective combat phases:
* Dead-alus
* Ta-ta Talos
* Li-Fel-less
* Archpocalypse
* Sans Seraph
-=The Setup=-
For this run, you will want the following mutators:
* Dante’s Comedy
* Highly Reactive
* Fast Draw
The primary clan will be Umbra, with Primordium as champion.
My recommended allied clan is Awoken, with Rootseeds.
Covenant Rank 2 is recommended.
-=How It Works=-
Dante is the key to this run, with the goal of maximizing his multistrike by
increasing his damage.
Highly Reactive causes all triggered abilities on units to trigger a second time.
In particular, this affects the following:
* Dante’s Multistrike – Dante now receives 2x Multistrike for each blight card. As you
start with 3 Dante’s Candle and 1 Deadweight (for Covenant Rank 2), this adds up to
8x Multistrike for 9 total attacks.
* Eaten – All units (including Primordium) are eaten twice, for double the effects.
Due to Dante’s Intrinsic ability, he will always be in your starting hand, along
with Primordium. They should be played in the bottom row together, with no units
in front of Dante, ensuring he benefits from the eaten bonus.
-=Early Strategy=-
The Aggressive Edible track is the best upgrade option for Primordium, followed by
Superfood. With only the first Aggressive Edible upgrade, Dante can deal a total of
207 damage in the second round. Due to Fast Draw, this will take out almost any second
round wave before they can eliminate your glass cannon.
The biggest challenge is getting through that first round. Dante’s starting damage of
27 (plus 3 or 10 from Primordius) will get through some initial waves, but not all.
As long as they do not have the damage to kill Dante, you should be okay. Otherwise
you will need to try another option to keep him alive until round 2:
* Use a Train Steward as a blocker. This should ONLY be done if it will take enough
damage to die, as you do not want it to receive the eaten benefits in place of Dante.
Alternatively, you may be able to play the Train Steward behind Dante if it adds
enough damage to kill an enemy.
* KIll enemies with direct damage. Your starting Plinks are the most likely option
here, but depending on the random cards you received, you may have other options.
* Boosting damage. Again the starting Rootseeds are the best bet, but you may have
some additional options from your random cards. While it’s normally preferable to
apply the boosts to Primordius, you may need to apply directly to Dante the first
turn.
* Deploy Primordius and Dante to the middle row. If you are facing units with haste,
this will need to be the top row.
Your early game priorities should be routing toward a Merchant of Steel to upgrade
Dante. Ideally you will find a +10 damage upgrade, with which you should be set.
Only apply a defensive upgrade (+HP or Damage Shield) to him if you truly need it,
and be sure to save at least one slot for the damage upgrade. The expensive upgrades
are likely not worth it. He is already Quick, Endless will only come into play if
you’ve made a mistake, and an additional multistrike is not nearly as good as the
damage boost at this point.
Only draft cards if they will be helpful, as you are better off keeping the deck
small. You will only want 1-2 other units, as the plan is to duplicate Dante.
Morselmaker is one of your best options, as it will create a total of 4 morsels
per round, for a total increase of +24 Damage/HP each round for Dante. Morsels
created can exceed the floor limit, up to a maximum of 7 units. Morselmaster is
another good selection, particularly if you have a fair amount of morsel
generating spells.
Spells drafted should either provide a stat boost or morsels. Utility cards such
as Space Prism or Engine Upgrade can also be helpful.
-=Challenges=-
Once you have successfully upgraded Dante with +10 (or +20) Damage, and duplicated
him at least once, you should easily roll through Hell. The only real challenges
at this point come in two forms: Spikes and Stealth.
As this build is not dependent upon getting extensive upgrades or particular
artifacts, there is little need to take on any trials. Spikes should be avoided
at all costs, as should the trial that adds armor, particularly in earlier levels.
Trials that add damage or attacks are fairly easy to beat, as is the one that fills
all floors on turn one (you will need to deploy a Dante to the top level, however).
For the most part, spikes can be handled similarly to the early survival techniques.
In particular, deploying Dante/Primordium to higher levels of the train will allow
him the opportunity to gain strength before taking on enemies with spikes. Pursuing
the Superfood upgrade path with Primordium will also greatly alleviate this issue.
Discretionary use of direct damage spells will also limit spikes damage, as will
boosting Dante with Morsel Jewelers.
Many of these same strategies can be used to deal with stealth, particularly
deploying at higher levels in the train to allow enemy stealth to wear off. For
the boss with 8 levels of stealth, it is highly recommended to either use multiple
Dantes, with the expectation that the first one will die as the boss uses up its
stealth. Be sure that the attack for the higher one has been boosted through
either Primordium or morsels. Alternatively, you can succeed with a single Dante
by relying on damage shields through a Superfood Primordium or Morsel Jewelers.
Bear in mind that should you fail to anticipate either of these challenges, your
pyre may still be capable of eliminating the threat on its own.
-=General Guidelines=-
As stated, this build is fairly robust, and succeeds reliably without dependence
upon specific upgrades, cards, or artifacts. After you have upgraded and duplicated
Dante, here are some additional tips to consider:
* I recommend upgrading floor size first. The second upgrade can either be another
floor size upgrade, or an ember upgrade. Draw increase is not particularly helpful,
as your only critical cards (Dante & Primordium) will be in your initial hand.
* Remove your train stewards and non-upgraded starting cards as you can.
* Focus on spells that are easily played (i.e. low cost). Razorsharp Edge is good,
but Steel Enhancer is better. Packed Morsels and Making of a Morsel are also solid
spell choices. Holdover is great on Steel Enhancer, but also on Rootseeds or
Making of a Morsel if they have been dropped to 0 cost.
* Apply stat upgrades to Primordium rather than Dante in order to maximize the
boost.
* Upgrade your Plinks with increased magic power (even if it adds consume).
* Healing and Regen should not be needed.
* You only need 2-3 Dantes. Any additional duplications would be better used on
Deadweight (+2 Multistrike for all Dantes) or Morselmaker.
* Useful artifacts include Hammered Chestplates, Pyrestone Housing, and Commemorative
Spike.
* If you have to reserve a Dante’s Candle, it is not the end of the world. The damage
is minimal, and you are unlikely to have any enemies reach your pyre floor.
No particular strategy is needed to defeat the bosses before their combat phases.
With the boosts to Dante, he should have a damage output of several thousand per round.
-=Variations=-
While I believe the version presented above is the strongest, other variations can
also succeed quite easily. In particular, the allied clan can be flexible, with the
Melting Remnant providing a strong alternative. In this way, the build can also be
useful for quickly reaching level 10 on any clans you are still working with.
Additionally, if you want to explore different mutators, the “Fast Draw” choice could
be swapped out, with the intention of applying the Quick upgrade to Dante through a
Merchant of Steel. This is a riskier play, but could allow for some fun alternatives.
I hope you found this guide helpful!
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