![]() The Matchman, especially at the level we’re doing this fight, is incredibly slow and fragile, so it would take a lot of misses for him to be able to actually go through with his job. If you don’t, he’s the one that lights the fuse and the cannon uses a move literally called “BOOOOOOOM!” and, just like real life, the more Os in a BOOM sound effect, the worse it is.īut yeah, as long as you know what you’re doing, this is probably the boss fight with the least amount that can go wrong. And the reason you don’t want to spend time on the Fuselier is because you need to dedicate yourself to killing the Matchman every turn. We’d be spending time on a lot of Fuseliers, is what I’m getting at. One of them is guaranteed, it’s that Matchman in the third slot there, and the other one is randomized. Every turn, the 8-Pounder will summon one or two more Brigands, in a manner a lot like the Farmstead, except this boss came first, so it should be the other way around. First, when I said this was the grindiest boss fight in the game, it wasn’t just because of the boss’s armor. Let’s talk about the gimmicks of the fight. ![]() That’s why ripostes are so important, because otherwise we’d have to spend time on that Fuselier rather than the actual dangerous part. We’ve fought the other parts of this group before, though. It also is impossible to debuff or inflict a DOT on unless you’re more dedicated to that specific outcome than, you know, fighting the boss. It’s got 20% PROT and a permanent buff that prevents another 25% damage on top of that for funny game design reasons (armor-piercing attacks weren’t a thing when the boss was created, so to keep the boss from getting cheesed too hard by the Shieldbreaker, they split up its damage prevention). ![]() Granted, it’s a hard-to-kill siege engine. Speaking of, I really thought we were about to see the Sisters get Cursed here, given how every attack seemed to target them and they’ve also got a negative quirk reducing their disease resistance, but we were fortunate enough to avoid all that. It runs away after a few turns, but if you do manage to kill it before that, you get an extra invitation, an extra chance to run through the Crimson Courtyard. That guy in the front? That’s the Gatekeeper I mentioned before. I will show you this fight also, though, because it contains an element that I thought I had to opt in to see. It also makes them boring to screencap, but we’ve been over that before. Which is good, because again, we don’t have quick access to healing on this squad. We win a surprise roll, take out two of the enemy fighters, and clean up the rest afterward. Most of the fights up to the 8-Pounder are like this. It’s less detrimental to take an underleveled healer into a dungeon than any of the damage dealers, especially when trinkets are thrown into the mix. That’s another reason I didn’t take any healers with me. Not that either of them are bad, just positioning them got a little awkward. The other two adventurers are taken from the limited pool of those who would even go on this mission in the first place. It’s a bit risky, what with all this dancing around our front line is going to do, going into the grindiest boss fight in the game without a healer, but with some good speed trinkets, we should be able to keep much of it off our backs, and worst comes to worst, Nammo has a Shadow Fade similar to the Grave Robber’s, so she can hop back and start healing people back up. That’s why I’ve been saving Dismas too, for this moment where he’ll be the most useful. More importantly, Junjeong can give her sister a riposte, which is going to come in handy. I’ve been using The Sisters as a healing unit so far, which makes the frontline choice look a bit suspect on the surface, but that has been ignoring the damage the Nammo half of the duo can dish out. It also inadvertently highlights the absurdity of Darkest Dungeon’s positioning system because we’re about to fight a giant cannon by standing in front of it and hoping it doesn’t go off in our faces.īut I get ahead of myself. Okay, some guys and their pet siege engine. Here it is, the most fearsome boss fight of all of Darkest Dungeon, the one I’d been putting off for so long not because I just had other, better things to do than trek through the Weald and unlock it, but because I was traumatized from past experiences even daring to face the thing. In the face of my increasingly egregious flaunting of public taboos, awe turned to ire, and demonstrations were held in the town square. It was not long before rumors of my morbid genius and secretive excavations began to fill local legend. Simple folk are by their nature loquacious, and the denizens of the hamlet were no exception.
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