This update is a lengthy one. Among other reasons, I had said last time that I was compiling notes to write about several scenarios at once. I did my 15th through 20th this time, and I think I'll generally do five at a time moving forward.

The gameplay herein is from several play sessions between April 19th and April 27th.
 
15) Scenario #21: Infernal Throne
Heroes love killing demons.
Checking out the Infernal Throne scenario.
Given some of the tight squeezes we've had, fighting a Prime Demon might be a bit of a stretch. Oh well, we'll see.
 
The battle goals I was presented all seemed fairly achieveable, at least if victory was possible. The biggest stretch, I guess, is Black Mage having Protector... but I am going to be optimistic.
Battle goals for Black Mage.
 
Two turns in, the team was feeling strong. I had Thief stand in the doorway, invisible, which wasn't planned but drew the Wind Demons and Night Demons closer. They happened to clump up and become sitting ducks for White Mage Jr's Flamethrower and Black Mage's Icy Blast.
 
I had picked up the Staff of Xorn for Black Mage at some point, figuring the Poison and Muddle bonus on a big AoE move like Icy Blast would be helpful. This battle though seems to be more about small numbers of beefy enemies (well... hopefully? So far?) so I ended up putting a ton of debuffs on one Night Demon all at once. He was not having a good day.
Black Mage used Icy Blast and put a lot of negative effects on enemies.
 
Just a couple of turns in, I was already able to swat at the Prime Demon's altar. Dark elemental was in play, and Thief was all set up to use Sinister Opportunity to deal some fairly heavy damage to the altar, assisted by the Ring of Skulls. Then, Knight took a shot at it, using one of his really strong burner attacks - and he happened to draw an Add Target mod to clobber an Ice Demon, too! It was an awesome turn.
Thief uses an extremely strong attack against the demon's altar. Knight also smashes the altar, and a Frost Demon.
 
Unfortunately, the altar was going to move again, so this wasn't going to be easy.
Oh. Wait. The altar moved directly in front of Black Mage. Hm. Well, I got a few more shots at it.
Black Mage got to attack the altar with Impaling Explosion.
 
Things were going great, but next the altar was moved again, and that revealed the rest of the enemies. They were quite close to where my more fragile mages were standing.
All of the alert enemies, many of whom are close to the more vulernable characters.
 
On round 9, the altar had almost completed a full loop. It was down to 6 HP, especially since Thief intercepted it toward the top of the map. Then I did a move where Black Mage took damage and I burned Flame Strike to avoid it, not realizing Black Mage only had two non-burned cards, so she was effectively doomed in a turn or two. But I was fairly sure we could seal the deal soon, anyway.
Oh wait. One of the two cards Black Mage had left was Reviving Ether. I can't believe I hadn't used that yet. This really was going well. As long as she could pull that off, everything was rosy.
What a delightful surprise that Black Mage has Reviving Ether!
 
I had damaged a few Earth Demons considerably, but now they had been healing for three turns in a row.
Thief was about to straight-up win it - maybe - but the Flame Demons actually got initiative 3 and beat out Thief's 4 on Flanking Strike. The Flame Demon near Thief's position drew a null. Amazing.
 
Okay, Thief didn't seal the deal. But it was really close!
Round 12 started and the only thing that could undermine us, really, was some particularly low initiative from the enemies. And even then we'd win, but Black Mage might lose the bonus for Protector.
Thief deals the finishing blow to the altar.
Well, that didn't happen! We got all four battle goals.
 Victory against the Prime Demon!
This also happened to (finally) bring Gloomhaven up to wealth level 2.
Gloomhaven's city wealth goes up to level 2.
 
There was a lot of benefit going on for everyone at this point.
  • Knight sold the Weighted Net he got earlier, and gained the Outburst (+3) perk.
  • Thief still had a Minor Healing Potion and we had gained a couple of Major Healing Potions so we sold that. They were at 59/60 experience. Since we had an extra enchantment available, we added +1 attack to Sinister Opportunity.
  • White Mage Jr went from level 2 to 3. They gained Disorienting Flash but they won't be using it. They also gained a Consistency perk, and they added a Bless enchantment to Stamina Booster's heal.
  • Black Mage gained a Scorn (+1 and Curse) perk.
 
In a city event, a child offered us a challenge. Naturally, we said yes. That opened up the Harrower Hive as a location.
 
16) Scenario #20: Necromancer's Sanctum
Viewing the scenario info for Necromancer's Sanctum.
Okay, let's get back on track. We had a heroic quest to kill Jekserah the terrible necromancer and we may as well get that done. Also, having beaten the Prime Demon, we're pretty close to finishing Thief's Goliath Toppler personal quest, which involves beating four bosses.
 
On the way, we met some sick people. We have a fair bit of money and I thought it was better to just help them.
We helped some sick people on the way.
 
On turn 1, the enemies set Black Mage up for a heckuvan AoE Icy Blast.
Heckuvan. That's a word, right?
Things were stable but it sure seemed like I needed a lot of cards to beat these enemies considering there was still a boss ahead.
On turn 3 or 4 the game froze. Huh. That's never happened to me before. Generally this game auto-saves every turn, I think, so that's not that big a deal. I restarted that round. This pause also let me re-think some things, and I decided I would have Thief open the next door on this turn and then run away. This was, as I expected, Jekserah's room.
Thief opened the door to Jekserah's room.
 
While the situation was a bit of a gambit, I realized that if Thief used the Ring of Skulls to summon a skeleton friend it would block the spot where the Cultist was going to summon another enemy. Genius?
We blocked any room for new Living Boneses.
On the next turn, she would ditch her skeleton buddy to grab the Skullbane Axe.
 
Well, this worked out. Spike damage tends to be one of our strengths, at least as long as we've got the turns to spare on a few burner attacks. Thief and Knight really focused on Jekserah and it paid off.
Knight and Thief ganged up on Jekserah pretty intensely. We celebrate our victory against Jekserah.
This gave us plenty of rewards: some money, experience, and a prosperity boost for the city. It also opens up multiple new quests/scenarios.
 
Well, Thief had a heck of a run, but now she is ready to retire. If you're not super clear on Gloomhaven rules, you ought to know that retirement is not optional once you've earned it.
Thief finished the Goliath Toppler quest. Thief's retirement... from... thievery..?
 
I'm going to have to come up with a new naming scheme eventually - maybe naming the characters after noteworthy knights, thieves, white mages and black mages - but for now Thief Jr is joining the team, with the personal quest of Elemental Samples. She's just level 2 to start, so our cards are obviously a little bit different. It is mostly a downgrade, but since enemy levels are based around ours, it will be fine. Plus, certain things like enchantments are staying on, since I'm in Campaign mode.
 
As well, Black Mage actually managed to attain level 6! She learns Living Torch and finally loses Freezing Nova. She also gets a Lacerate (+1 and Wound) perk, and we can afford adding a targetting hex to Cold Fire, which is cool.
Black Mage gains access to Living Torch. We made Cold Fire bigger!
 
Finally before the next quest, we did an encounter in the city. A Quatryl is offering us food; if anime has taught me anything, the heroic thing to do is eat, right? This turned out to be a pretty good choice, I think.
Quatryl chow bestows blessings.
With this blessing, a trip to the Temple of the Great Oak for Knight, and White Mage Jr's blessings we have a lot of crit chances in play.
 
17) Scenario #18: Abandoned Sewers
There aren't a lot of quests inside the city right now, and Thief Jr needs to collect samples from different areas. I decided to get Abandoned Sewers done.
Scenario info and battle goals for Abandoned Sewers.
Thief Jr's first battle goal choice ended up being between the unflattering Weakling and Masochist cards. I guess it's a weird form of optimism that made me pick Masochist.
 
Low enemy movement meant that Knight had an opportunity to Trample that made sense. He ended up opening the first door on turn 1, revealing a ton of relatively weak enemies.
 
There ended up being a few points where I had (brilliantly) managed the threat of tons of enemies by either immobilizing melee targets or inflicting other effects... but then had opportunities to wipe them out that were just too perfect. It feels weird working against myself sometimes. It was early in the scenario but it seemed like it was going really, really well. I guess the Ooze situation hadn't gotten out of control yet.
The Ooze situation is mostly under control. Doing great against a big group of Oozes and Vermling Scouts.
 
Things did seem good, but I was sloppy with the final door and Thief Jr was attacked by five enemies. She didn't make it into turn 11.
Thief Jr met a gruesome fate in the final room.
Although the last room was a bit rougher, I was very pleased for Knight to get a Tremor Blade design! Finally, a sword!
We got a design to buy the sword... not an actual physical sword we can hold. Although that'll come soon.
Knights love swords, or so I hear. He exhausted on the next turn. Whoops.
 
This got desperate at the end, and then the Elite Oozes formed a perfect Cold Fire formation.
Knight is exhausted, leaving Black Mage and White Mage Jr.
Funny that Thief Jr didn't get the perk for "Your health at the end of the scenario is equal to 2 or less". I was sure that happened.
Victory! Even Knight, who exhausted, gained a perk point.
 
Doing this quest opens up some locations, including one that is only available if you've opened up a campaign-level ability to breathe underwater. This is roughly as deep into a campaign as I've ever gone, honestly: I don't remember ever actually unlocking the ability go to underwater.
 
We got some stuff!
I made sure to buy the Tremor Blade for Knight, even though it's fairly rare that I'll be able to make use of it. Knight attained level 6, learning Skirmishing Maneuver and unreadying Juggernaut. He also took the Stab perk.
Knight gets a sword!
 
White Mage Jr went from level 3 to 4, gaining Micro Bots and unreadying Enhancement Field. They gained the Intensify perk.
 
We did a city encounter where we attended a wedding! I can't really picture my crew doing that. Oh well. We brought an expensive gift, losing 20 gold with no apparent benefit.
 
Scenario #76: Harrower Hive
A sidequest seems like a fun diversion, and it'll allow Thief Jr to get more elemental samples. We got a road event featuring red berries. Hm. I have the vaguest memories of seeing this before, but I forget whether these are a blessing or a Ralph Wiggum situation. I'm pretty sure they were a blessing. Maybe there are two versions of the same event? Whatever, I'm going for it.
 
It tastes like... burning.
We eated the purple berries.
D'oh.
 
Ah, I kind of forgot that sometimes you have to smash walls instead of opening doors. I really shouldn't have chosen that Explorer battle goal for Knight.
We have to break walls here, and also discard cards to start.
Oh, it turns out it counts. Cool. I mismanaged Reviving Ether and needed to start the scenario over pretty early.
 
This scenario straight-up sucks, really. Due to bad plays, I'll admit I rewound rounds twice (after the one total false start), and was still coming up pretty short. Playing with the class-based characters is interesting in a way, and they embody the roles and that's fun, but they're super unoptimized and this scenario wasn't feeling super possible as I went through, without even having all rooms revealed yet (I'd later learn there were two rooms remaining when I was calling quits in my mind). Each time a bunch of skeletons healed back to full HP I thought luck could be working against me, but I can't blame luck alone.
Early in the scenario, before I messed up too badly. We played this... really badly.
 
Also, how come my characters run out of stamina but the enemies never do?
I think I have to abandon this one... but I may as well try to get the chest at least, I thought.
We all died, and that was after two resets. We suffered a significant defeat.
Not even close. If this weren't a "defeat all enemies" scenario, this would be a possibility, but I don't think it can swing by enough for me.
 
Hm, one more try? The new approach will be more carefully finishing each room fully before opening another. In a lot of scenarios, this isn't necessary or even useful; some are sort of speed-based, after all. But the thing that really seemed to be working against me was the amount of healing that most of these enemies do, so we'll try to counteract that.
 
Black Mage used Staff of Xorn on an attack that hit the first two Harrowers, which was really nice when they drew a Heal 5 on the next turn. Well, that's one minor problem solved.
Honestly, this try went so much better through the first three rooms. Then I mismanaged Reviving Ether yet again on turn 8. Dammit.
 
Okay. One more try.
This one is better than the first, but worse than the last one so far... other than the one really bad part of the last one. It could be viable. I wonder why this wall is being targetted..?
Weird targeting. 
Oh my goodness. I did it again. I left Black Mage exhaust at the end of turn 10. The scenario effect of discarding cards at the beginning is ruining me.
Attempt #2 besides false starts.
Let's just... get out of here. I've been playing this map for probably over 2 hours. Maybe we'll come back another time.
 
18) Scenario #19: Forgotten Crypt
Keeping Hail alive sounds like a relatively easy task for our team, especially since we've got an actual healer even though that's widely considered suboptimal.
 
On the road, we encountered what appeared to be a man pooping. I really have no idea how this could go wrong, but surely it can. I'll just be lawful good again and see what happens...
Ah. Nothing at all. That makes sense.
The game crashed early on in the scenario.
Another crash happened here. I had left the game running while I left for dinner so it had been on for quite a while, for what that's worth.
 
Now maybe it's because of the interruptions but... I didn't feel myself making mistakes in this scenario. Despite that, I'm not winning.
We're surviving and defeating enemies well, but not winning.
Hail actually never moved from her starting position, which I believe to be actually correct but bothersome AI: if an NPC wants to move, they need to identify a path to their target, which is the altar. If any enemy is standing in a doorway, Hail holds still. This didn't work for me on this occasion.
Hail is still all the way at the beginning.
 
Something I've been observing with crashes and resets is that every so often my enhancements disappear from my cards - never on the first run at a scenario. Like, Cold Fire, for example, loses its extra hex. It didn't seem to have its extra hex in practice, either.
For some reason, Cold Fire appears here without its extra hex from enhancement.

We lost badly here.
Okay. We've sucked bigtime at two scenarios. Disappointing. Let's regroup.
 
I went back to Gloomhaven and checked my status. Thief Jr and Black Mage both levelled at the very least.
Like her predecessor, Thief Jr unreadied Thief's Knack and gained Duelist's Advance, and got a Consistency perk. I used some of the money she'd picked up for a Ring of Skulls, too, which is useful when you want an adjacent ally out of nowhere.
Black Mage went from 6 to 7. I don't believe I've literally ever had a character exceed level 6 before. She gains Stone Fists, but won't actually be using it. She also gained a Blind perk that adds Stun.
 
Since we were back in the city again, we did another city encounter. There was a thing where Lurkers from the depths approached the docks. Even though JRPG heroes tend to just kill everything they encounter (except in some cases where it has a bright or elaborate hairstyle), it seemed wrong for my heroic party to attack, so we tried to parley. This was a substantial reputation boost.
We got a big boost to reputation, which is sort of like alignment.
It happened to push us over 10 reputation, in fact, opening up the sun class.
 
Anyway... what was going to help us out of our rut? I really didn't want to flip to easier difficulty modes as I had done near the beginning. I figured I'd donate some money to the Great Oak.
 
Not completing these scenarios at all was not sitting well with me, so in addition to the bit of extra preparation, I did reduce the difficulty by one (to Easy) and returned to Forgotten Crypt. This meant there was another road encounter, but it was nothing important. I am going to be very careful to manage enemies in doorways this time.
The scenario is going better this time, with Hail making some progress.
This was going well... although I mismanaged Reviving Ether yet again here.
Oops, Black Mage the Spellweaver is down again.
Later, having gone on a dog walk for a break mid-scenario, I realized the mistake I keep making: I think I have one more turn to play cards when I can recover the burners, but when I plan that out I can't burn the cards, since I need one to discard. Hopefully I can be more mindful of this going forward. I do, in fact, know the rules of the game, more-or-less... I am just really forgetful and absentminded.
 
On turn 17, Thief Jr used Venom Shiv on a Living Bones, poisoning it. She drew a null modifier, which sucked... but I was grateful for the poison anyway since the Living Boneses were healing that turn. White Mage Jr also put a Harmless Contraption in the way of the pursuing Living Bones that helped more than that ability generally does.
The Harmless Contraption was pretty useful!
 
Well, we won. Eventually. It wasn't the best performance ever in terms of battle goals.
Hail is at the altar. We earned 0 of 4 perk points from battle goals.
This unlocked Ruinous Rift, and also put Knight a partial step into completing his personal quest, and that opened the Fading Lookout.
We opened up Fading Lookout as part of Knight's personal quest.
 
White Mage Jr gained level 5, learning Noxious Vials and unreadying Stun Shot. They also gained a Power perk.
It is unclear why this is a White Mage-y ability, but I trust the analysis!
 
While I was in town, I got a few characters to pray at the temple and bought a little bit of gear to fill slots, but nothing I expected to be game-changing. Knight is sitting on 159 coins right now, and I'm leaving it because I'd really like to add another +1 shield to Shield Bash before he retires.
 
Our city encounter gave us the opportunity to either fix the lamps in the pub or use the darkness to steal valuables, so naturally we did the former. This gave us a little Reputation boost.
 
Since I had failed at Harrower Hive, and I've since prepared a little more and scaled the difficulty down (temporarily, I hope!), I thought I'd try it again.
 
19) Scenario #76: Harrower Hive
Along the way back to the Harrower Hive, I heard chanting from a nearby forest. I figured I'd investigate. We gained experience and lost a perk point, which I guess isn't too big of a deal.
 
Thief Jr's battle goal choices for the start of the scenario.
Thief's battle goal choices were Plunderer and Aggressor. I am pretty sure Aggressor is literally impossible in this scenario because of the first room.
 
In the first turn, an Add Target popping up allowed Knight to destroy two walls. I would've rather compartmentalized my approach to avoid the type of situation I encountered on my first attempt, but it's hard to say no to free damage. This ends up making the battle look very... busy.
There is a LOT going on here at the start of round 2.
 
Things were going generally really well. I opened that room near the back and... were there always TWO of these elite Harrowers in here..?
The are two Elite Harrower Infesters at the end! Fighting Elite Harrower Infesters. White Mage Jr has used Flamethrower.
 
I eventually got the chest, which was also Thief Jr's battle goal. 20 gold? In such a challenging sidequest I kind of thought this would be something quite a bit more noteworthy.
We got the chest and looted some money.
 
We won!
We won at the Harrower Hive! Eventually.
I think I've got to slide the difficulty from easy back to normal. It really does make a rather radical difference.
 
Knight gained level 7, earning the Crippling Offensive card. He is finally unreadying Balanced Measure. He gained a Thrust perk, too.
Knight gained the useful Crippling Offensive ability.
Black Mage gained level 8, earning Cold Front. Based on how things were defined at the beginning, she loses Icy Blast for this. I guess it's a worthy trade.
Black Mage gains the Cold Front card.
She also gained a Hobble perk. Some of these perks have a small chance of working against us in niche scenarios, but I guess it'll be beneficial more often than not.
 
Having donated to the Great Oak so much lately, I put more money into that to finally gain devotion level 2. This gives a prosperity point and seemingly nothing else for now.
 
We did a city encounter, which was actually laying foundation for the Sanctuary of the Great Oak. It only makes sense that we would help with this.
We helped lay foundation for a Sanctuary of the Great Oak and got some goodies.
This happened to push the city up the wealth level 3, granting us some new items. Given that Knight is saving up and the other characters have been donating so much, it didn't make sense to do any shopping right now.
Wealth level 3 got us some new item unlocks.
We also got to hear some Gloomhaven sociology from Dominic.
 
As much as I like the idea of finishing Knight's personal quest, I really want him to get enough money for the extra shield point on Shield Bash. Why? Shield Bash is one of his lowest initative cards, and a shield rating of 3 can allow Knight (or future knights) to sponge up a whole turn of damage. He has 168 gold and we need 175, I believe. Let's do a side quest and make sure he picks up at least 7 coins.
 
20) Scenario #93: Sunken Vessel
The Sunken Vessel from earlier speaks of untold riches!
"Find out what 'untold riches' await..."
It feels almost ironic coming to a place full of inherently armor-piercing Lurkers when trying to improve my defenses.
 
I had changed the difficulty back but this scenario seemed far, far easier than some of the other recent ones. I figured, as I worked through room 2 barely taking damage, that it might be a long one where stamina management was the important aspect. Thankfully, White Mage Jr has a good handful of ways to get cards back in play for other characters.
This scenario feels a lot easier than the prior two!

On round 5, Thief Jr dealt a sweet 12 damage to a Frost Demon with a default attack after having applied the bottom buffs from both Single Out (which I barely ever use!) and Duelist's Advance.
 
Doing well at the end of the scenario, mostly.
This really was easy, in the end. I had a couple of minor unfortunate situations that undermined Black Mage's and Thief Jr's battle goals right before the end, which was a drag. As well, Thief Jr needing to burn discarded cards to avoid damage from something that had pretty low odds of ever happening meant we had victory on her last possible turn.
Right at the end of the scenario, Thief Jr had to burn cards to survive.
 
The prize ended up being 20 XP instead of any treasure at all... although the Doomed Compass that we looted is pretty awesome.
Victory and stats for the end of the scenario.
 
Thief Jr advances from level 3 to 4, (re?)gaining Gruesome Advantage and losing access to Trickster's Reversal - which is almost too bad, I had finally used that card effectively a few times. She gained a second Consistency perk.
White Mage Jr advances from level 5 to 6, gaining Auto Turret and losing our trusty Net Shooter. They also gained the Outburst perk.
Knight finally had the cash on hand to enchant Shield Bash with an additional point of shield. It's potent! I hope I'll be able to use it effectively. Given that Knight might retire soon and I'll end up with a much lower-level knight, I expect I'll be grateful for it.
Adding an additional +1 shield to Shield Bash, for 3 Shield total.
 
Before wrapping up, I figured I'd do a city encounter. A Vermling offered us trash for 10 gold. I am pretty sure I've been ripped off by this before. I am going to say "no".

The Gloomhaven area map, with lots of quests available.
What will we do next? Probably Fading Lookout.

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I picked up from where the last session ended, going into the Sunken Shrine, on April 24th, 2025. I was trying to stream this, as normal, but ended up with a ton of technical issues so the video below is partly from the stream and partly from a local recording, edited together.



Doing the Sunken Shrine was weird. I recounted how my first memory of this game was a friend playing this game when it was brand new and struggling to figure out the area; I felt so proud when I quickly remembered how to adjust the water level, and after a while realized I could push that one floating slab. And then, I forgot that I could jump repeatedly underwater to "swim"... which was a hangup for like 20 minutes. Augh.

The enemies were fun. The giant eyeball fellas here have that ability to revive another enemy every turn, resulting in fairly slow but strategic battles. They are also very generous with their experience rewards.
Fighting eyeballs. Jayle uses Eternal Raid on an eyeball guy.

Besides the swimming, the puzzles weren't that bad here. I remembered the parts with the floating crystals fairly well. Some of the platforming parts took tries, but nothing too egregious.
The crystal breaking and reflecting puzzles went well.

The boss was some kind of spirit fella who, unfortunately, started casting a great magic.
Boom, softlock.

We've identified the issue where an enemy casting great magic fully locks the game, so I needed to be strategic here. Unfortunately, in several trials, it seemed that this boss always got the first action in combat and also cast great magic on turn 2. I needed to find another way to beat him. It turned out the Holy Water of Mithra was the ticket, as it can one-shot him. There are only a couple of bosses in the game, especially this late, who are vulnerable to this, so I wasn't too worried about having to depend on this... although I would've preferred if there were some other option.
We beat whoever this undead guy is.

Among the artifacts we retrieved for finishing the dungeon was the Tear of the Cosmos. It has no purpose as-is, but can be transmuted into a Holy Water of Mithra. Huh.
We can use the Tear of the Cosmos to get a second Holy Water of Mithra.

We finished chapter 6 and did the sacred phase. The alternate version of Lucian in Valhalla is doing just fine... although he seems to be starting some trouble.
Lucian seems to be doing well in Valhalla. Lucian is conspiring with Loki. I'm sure it's nothing.

As chapter 7 began, I checked Valkyrie's Seal Value and I chose to train up and transfer Lorenta to meet Freya's needs. The Seal Value was in an adequately low position before transferring anyone.
Seal Value for Valkyrie is 18 before sending Lorenta.

Since we were tasked with getting Lyseria, I went into Arkdain Ruins for the third time. I forgot that we have to fight her, although it's quite easy. She had a nearly invisible sliver of health left after turn 1.
Meeting Lyseria. Lyseria dropped a bunch of stuff.

Next, we went to the Tombs of Amenti. I used an Eye of Heaven in the early going and realized... this place is huge.
Map of Tombs of Amenti.

The enemies here were plentiful and easy, even the huge knight fellas who are called Dullahan.
We're using Might Reinforce in our first Dullahan fight, which was probably unnecessary. Healing against squads of mummy dudes.

I figured out most of the puzzles. The part with the heads that teleport you earlier in the dungeon got frustrating enough after many, many attempts that I savestated once to nail down my location. I don't like doing that, but man - all the while I was talking about the awful repetition of a time-consuming, not skillbound activity with no reward. Game design concepts came up a few times in today's dungeons, actually.
These teleporting heads are terrible.

Everything after that point was easier. The dungeon's other thing it does over and over again is hide a chest on top of a doorway and put a trap in it - usually a monster. None of the treasure was actually very good at all, with the exception of a suit of Mithril Armor.
Grabbing a treasure above a door.

We got to Akhetamen (the pharaoh fella) at the end. I was excited for the fight; among enemies he's actually got some of the best characterization, animation and voice acting in the game.
Encountering Akhetamen. The fight with Akhenaten is pretty fun.
He also uses Seraphic Law, a great magic.
Akhenaten tries to cast Seraphic Law and instead breaks the game.
Uh oh.

I wrestled with finding solutions this one for quite a long time. I did at least six attempts, checking if the spell was guaranteed, trying to take him down quicker (which didn't go well largely because Reflect Sorcery was in play), and even using that second Holy Water of Mithra. Sadly, I couldn't find anything that got me particularly close.
Doing 100000 damage to Akhenaten using Holy Water of Mithra.
Noting that the Holy Water of Mithra subtracted roughly 2/3 of his health, I knew if I could get him down by one third I could win. However, I absolutely could not reason a way to get there.

For the first time, I considered using the Valkyrie toggle button that's built into my script during battle instead of just using it in menus for transmutation purposes. I figured, if I start the battle as Lenneth Valkyrie and then swap in Jayle, maybe that will avoid the great magic issue. Well, here's something we haven't seen much:
Valkyrie appears in battle and summons her einherjar.

I swapped Valkyrie back into Jayle... but unfortunately, her graphics don't change back... and seemingly, neither do her stats. So the fully unequipped level 1 Valkyrie with 1000 max DME was in the fight. When I accessed menus, her name would appear as Jayle and her equipped weapon even showed as Gram, but she wasn't actually using it. Obviously I'd broken things pretty badly here.
Weak Valkyrie is now equipped with Gram..? Note the names displayed at the bottom.
Valkyrie basically died almost every turn, revived via Lucian's Auto Item. Despite her uselessness and the bizzarre half-Jayle/half-Valkyrie state, great magic no longer crashed the game!
Valkyrie died a LOT. Akhenaten uses Seraphic Law.
I noted her "uselessness" above. At one point, I attacked with Valkyrie and I believe it was fully ineffective. Her number of actions doesn't even display on her square button icon. So, I am going to continue as if this doesn't compromise the run; after all, we had a thief, a white mage, a black mage, and an utterly useless, mostly-dead stand-in where the knight should have been.

This useless, mostly-dead stand-in didn't make the fight easy. If Jayle were properly present, this may have gone differently. However, Akhenaten has the Heal spell, and Heal is proportionate to max DME. Even though I was stable and had some offense, I couldn't outdamage his healing, with him getting back to full health every 5 turns or so. After a few cycles of this, I decided it was worth it to bring out the big guns.
Aiming a Holy Water of Mithra at Akhenaten. Doing 100000 damage to Akhenaten using Holy Water of Mithra... again.

Interestingly, because I had toggled Valkyrie back to Jayle, Valkyrie didn't gain any experience from this battle: it all went to Jayle.
Party's stats after Akhenaten. Valkyrie is still level 1 with 0 EXP.
This helps validate my decision that this didn't violate my rules and makes me hopeful about any other mandatory great magic situations I might encounter.

The treasure here wasn't particularly exciting, but I kept it all anyway.
We earned 1000000 Event EXP from the dungeon.
These three dungeons - well, two of the three - took a lot longer than I would've expected. Hopefully we'll get a good chunk of chapter 7 done next time.

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I had played a fair bit of this game in May and June of 2024, and then at the end of June I got distracted by Summer pursuits, like swimming and making a PICO-8 game. I had said when I was starting up my recent Final Fantasy II playthrough that I had considered coming back to this, and recently, I did.

A funny thing with this playthrough though is that I realized even last year that if I wrote a journal update for every occasion I played this game - often just one or two scenarios - it would take a ton of posts on here for the whole playthrough... so I started keeping notes in a file. I would then compile these notes into an entry on this site when I had like three to five scenarios ready to discuss. Thus, the first part of this entry is based on notes I wrote about a year ago. You'll have to forgive any lack of detail.

The campaign is still fairly young! As of our last update, I had completed ten scenarios. This included doing something to locate Jekserah but I hadn't killed her.

Knight and Black Mage proceeded to level 4.
Knight goes to level 4 and learned Unstoppable Charge. Black Mage goes to level 4 and learns Flashing Burst.
At this point, Black Mage's black mage-iest ability available was, surprisingly, Flashing Burst, and just barely, meaning she'll only be using it until her next level up.
We added an "Add Any Element" to Reviving Ether's movement.
She was also able to afford an "Any Element" enhancement on Reviving Ether's movement, which can be pretty helpful. This is a movement card she uses a lot, and that movement can be used to elementally empower a few of her other cards.
 
I decided to do Temple of the Seer. I really wanted to chase Jekserah, but that's not why I picked this quest. There are other ways to find Jekserah, but I wanted to do this because it opens up a few other possibilities, and it becomes unavailable once you've followed through with Jekserah. May as well.
The path to the Temple of the Seer.
We got bit by wolves on the way.

11) Scenario #13: Temple of the Seer
This is a pretty tough one; I recall having a hard time with the back room when I played this on an actual tabletop with friends a few years ago.
The last room full of drakes in the Temple of the Seer.
I don't recall the specifics of why this didn't go well - besides the general difficulty - but it didn't.
I guess I'm burning Unstoppable Charge..?
One thing that is incredibly annoying, actually, is that once you select a card when it asks if you'd like to burn a card, there's no way to escape that screen. Literally no exit at all. You can't change your mind about burning the card, or change your mind about which card to burn. This only added to an already terrible situation. It was inevitable after his big move, but he exhausted at the start of round 5.
 
There came a point where - largely because of Knight's early departure - I had acknowledged this win wasn't happening on this try. Consequently, I did more looting and experience-yielding loss cards than I normally might. All things considered though, we didn't do too badly. There were only four enemies left at the end.
We are losing and White Mage Jr is the last one standing. We lost in the Temple of the Seer!
 
It probably goes without saying that attempt #2 went much better. Much, much better.
Look how much better we're doing on attempt #2! Victory in the Temple of the Seer!
Check out Thief the Scoundrel's damage!
 
12) Scenario #17: Lost Island
It went well. We got the chest. All good.
There are bears on this Lost Island. I wonder if they know they're lost.
I am still really bad at letting the Spellweaver accidentally drop Reviving Ether.
It ain't often that everyone makes it through alive. Black Mage actually beat Thief's damage here!
 
13) Scenario #68: Toxic Moor
This is where I picked up in April of 2025 after not playing for 10 months or so. Seeing information about a tree with healing properties grabbed my attention, so I stopped paying attention to matters of Jekserah.
Checking out the Toxic Moor.
Along the way, I saw Human guards from Gloomhaven fighting some Inox. While I didn't want to assume, I recalled that my party generally leans toward lawful good and the society of Gloomhaven vaguely aligns to that, so I went with the Humans. I am not sure whether this was the best choice or not; in my experience, a fair number of event cards have both options being negative.
We got cursed for fighting Inox.
 
The flavour text of Toxic Moor mentioned drakes really quickly, and I immediately regretted this quest choice. It turns out these aren't the flying drakes, so maybe that's not that bad... but the majority of these enemies can inflict either wound or poison.
Black Mage picked Agoraphobe, because using items is nice.
I really hate the Agoraphobe battle goal. I simply never remember that it's active. I'm not sure I've ever done it successfully.
Near the start of the Toxic Moor scenario.
 
It was a fair bit into the scenario when I realized the sacred tree was taking damage every turn! While it was a nice idea to have a white mage for the occasion, White Mage Jr has abysmal movement options. I ended up sending Thief into the room at the end... which wasn't the worst idea ever, but it was a challenge.
Oh, that tree needs help! Save the trees!
 
As always, my forgetfulness and bad reading comprehension worked against me in this very strategic game. For example, I had entirely forgotten that characters who have poison status take damage whenever they walk in this map's hazardous water tiles. The poison status was pretty ubiquitous, too. Eventually, I sort of gave up on healing and more-or-less went all out. We took the drakes down soon enough and then just had to mop up the other enemies.
Thief slays the last drake (I think?).
 
This ended up having quite an exciting finale, really. Thief went down first, followed by White Mage Jr. Honestly, I don't really know how or why White Mage Jr suddenly died mid-turn while they still had a card left; it's possible I walked on a water tile or something.
The team isn't doing too hot. Thief and White Mage Jr are down.
I carefully managed cards and Knight and Black Mage took out the final elite Black Imp with literally our second-last possible action. I still looted the chest, too.
 
It seemed kind of close, but we won!
Knight defeats the final Black Imp. Victory! Thief got a new perk.
An additional prize her is some Major Healing Potions. Knight and Black Mage each gained a level, and Thief earned a perk from battle goals. For level 5, Knight gains Devastating Hack and unreadies Leaping Cleave, and then gains an Add Target perk. Black Mage gains Chromatic Explosion and unreadies Flashing Burst, and then gains a Dust perk. Thief added an additional Heighten perk. Level 5 also enables the third small item slot for those characters.
Black Mage is carrying lots of stuff.
 
We also did a city event where we bought a map to a Sunken Vessel.
Here is a weird screenshot that happens to show Black Mage's abilities and the newly-available Sunken Ship scenario.
I bought White Mage Jr some Boots of Striding since their movement had been so frustrating.
 
13) Scenario #10: Plane of Elemental Power
It seemed like we got to pick between exploring the rift to plane of elemental power, or sealing it off. I wasn't honestly sure which option was more heroic and Final Fantasy-ish... but sealing a rift isn't something I recalled from that sort of property. Let's abuse the power instead.
On the way to the Plane of Elemental Power.
 
But first, a road event! Somehow opting to leave this man alone gave us a curse. Stupid.
This road event was stupid.
The final room of the Plane of Elemental Power.
I ended up putting Knight and White Mage Jr in a few stupid situations. It's weird, because overall I thought I was really smart through most of the scenario. Thief and Black Mage still had tons of stamina (in the form of cards) when the others went down... and there were just three Flame Demons left. Despite the pressure, Thief scooped a Scroll of Healing from the chest.
White Mage Jr gets walloped by Flame Demons. Just a few elemental demons left against Thief and Black Mage.
 
Piercing the Shield stat of Flame Demons isn't easy with the cards I have. Frankly, Knight and White Mage are best suited to it, with Trample and Flame Thrower respectively! But it was possible for Thief to set it up with Open Wound... as long as the target was standing beside Black Mage. We went through 3 or 4 turns of setup to get this exact thing to happen when Black Mage took out the final Flame Demon Elite with an arbitrary potshot that rolled well.
Almost done cleaning up the Flame Demons. Victory at the Elemental Plane of Power!
 
With that, we opened up Infernal Throne and (or?) Temple of the Elements. White Mage Jr gained level 3, but we can't complete that before returning to town.
I think heroes like us are more likely to want to defeat the elemental lord than do his bidding.

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Jayle, Lucian, Shiho and Gandar continued their trope-y adventure on April 15, 2025, picking up from the last session in the Citadel of Flame.


All that was left was a room full of fireballs. I actually figured out what to do pretty quickly, though I wasn't sure whether I was confusing this game with Mischief Makers or not. I am sure that game also had you catching falling fireballs in a pot.
We earned Event Experience for catching fireballs.
Anyway, the team took an awful lot of damage while I attempted this. I for some reason thought this only affected the Valkyrie herself, and consequently was surprised when I got to the boss with 1 DME for each character.
We came into this fight in a risk position!
Shiho survived the boss' opening attack with Guts, and the rest of the fight was easy despite this setback. I guess you could expect that with a boss so lame it isn't even palette-swapped.
Jayle hits this thing with a Gram-powered Eternal Raid. Jayle defeats the flame guy.

We got some prizes, but nothing particularly noteworthy. Our first spiritual concentration in Chapter 6 resulted in Shiho's recruitment, which thankfully followed the pattern of not messing with her stats.
Shiho doesn't know what red looks like. Shiho's current stats at level 25.
It's too bad she doesn't ever actually sing audibly in the game at all.

The next spiritual concentration opened up the Lost City of Dipan. Now, you might remember the issue I encountered at the end of the Tower of Lezard Valeth. Barbarossa, who you need to fight twice here, is one of the very few enemies in the game that was likely to cause issues through the use of great magic. This made me very nervous about this area!
We encountered Barbarossa.
It turns out that I had nothing to be nervous about! The team clobbered Barbarossa pretty easily. The strat was Shiho using Might Reinforce, Gandar using Sap Guard, and then Jayle and Lucian attacking. Jayle recently got Gram, so her attacks were pretty devastating.
Jayle uses Eternal Raid and does something like 30000 damage. We defeated Barbarossa... at least once.
An issue here is that I literally didn't know where to go at first and kept walking directly back into Barbarossa. I think I ended up fighting him 4 times instead of the required 2. And although he didn't use great magic and destroy the game, his attacks sometimes left us in precarious situations.
We fought Barbarossa and he damaged and cursed Shiho.
Whatever.
So, with Barbarossa down, the only enemies I expect to encounter who use great magic are Gandar (which will be interesting) and Bloodbane (who is optional). That said, I have considered the possibility that some endgame boss attacks might behave the same way, so I'm not necessarily out of the woods or anything.

The Lost City of Dipan quest is a long but simple one with a whole lot of wandering around. After Barbarossa there wasn't much interest in it... although the palette-swapped Raver Lord fellas looked really strange when they were affected by status effects.
Check out the invisible petrified guy! The mages lay down a wicked diss track.
Having not used an Eye of Heaven, I was actually unsure of where to look for the wizard fellas at the end. I looked it up to avoid more walking and felt kind of dumb: it's a really cool spot.
Secret door!
There were lots of reviving eyeball enemies at the end, and they happened to yield a lot of experience. Jayle and Lucian were pretty well maxed on skills and traits now, so Shiho and Gandar kept the Emerald Necklace. The battles against regular enemies weren't challenging, although some were time-consuming.
We fought an eyeball fella.
The Dipani wizard trio were pretty easy, although the topmost wizard did revive an ally causing me to rethink my targeting order. Walther naturally went down last.
Somebody gets Eternally Raided. We defeated Walther, Dyne and the other guy!

Two of the prizes were weapons that we'd never have a use for, so I just offered them up to Odin. I may as well do that for the sake of evaluation points.

The next spiritual concentration was Jayle's recruitment. It happens to include an easy fight against Genevieve. In the course of this, my stream dropped so there's a second, shorter video from this session. After having Jayle around so much seeing her very different-looking portrait was striking.
Jayle looks different as an alive person! We very easily defeated Genevieve!

After recruiting Jayle officially, we spiritually concentrated again and got a Cave of Oblivion. I checked it out; there was actually some fairly good treasure (like an Ebony Powder) and the enemies we all pretty easy. The enemies included Vermin who I think we met way back in Salerno Academy.

We then transferred Lucian and watched the scenes associated with this. Of course, he'll stay with our team regardless.
Lucian is going to Valhalla, and also staying in our team. Lucian and Valkyrie run to Weeping Lily Meadow. yeah he probably will

I checked out Valkyrie's Seal Value, since we need it in the low 30s before Chapter 7, I think? Something like that. Even after transferring Lucian, it was 20, so I think I can transfer a character in Chapter 7.
Valkyrie has 0 EXP and a Seal Value of 20.

I saved still in Chapter 6, but I believe there's just the Sunken Temple to go.
 
Maybe this is a good time to reflect on how this party conforms to their roles.
Do the roles work? Shiho is quite distinctly a white mage, and she's effective in that role. She is primarily healing and support but she also has some attack utility without much elemental flexibility. If you want elemental flexibility, of course, you go to your black mage, like Gandar! Gandar acts exactly like you would expect your pure offensive caster to behave - no notes. Lucian is clearly a very thief-y character, and his quickness and ability to extract treasure has ended up making this role quite fitting. The oddity, I guess, is Jayle, who isn't really statistically much different from Lucian but has worse attacks. It sure feels like she embodies the role lately, though, although maybe that's just because she is equipped with Gram. Altogether this feels about as class-oriented and with as much conformance to the warrior/thief/healer/blaster trope as possible in this game.

Is the team effective? Yes. And this is interesting, because Jayle seems to be generally agreed to be among the worse characters in the game. She is working out just fine. Gandar wipes lots of enemies, having two mages is nice, and Lucian does his job better than anyone. Would this be easier or better with someone else in place of Jayle? Almost certainly, but it doesn't really matter.

Is this fun to play like this? Mostly? The great magic crash bug really put me off when it cast doubt on the feasibility of this playthrough. This game doesn't have a ton of variety to it, and especially when only using four characters, but it's nice that Shiho and Gandar collectively have so many spell options. Within an area, I do often find myself kind of bored by the end. Most of the time though, yes, this has been fun.

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After a bit of a hiatus - but not nearly as long as some of the breaks I took before 2023 - I was back to playing Valkyrie Profile with a knight, a thief, a white mage, and a black mage. This play session was on April 7, 2025.
In the prior session, we finished chapter 4 with the Tower of Lezard Valeth... and there were a few things that really didn't go well with it. There was nothing too disruptive this time.


The first thing that happened in chapter 5 was Mystina's recruitment sequence... which is roughly 15 minutes long with almost no input. Delightful.
At least we got to appreciate Mystina's slippers.
I adore Mystina's slippers.

The next thing that happened was Lucian's recruitment sequence. I didn't expect any issues here, but the idea crossed my mind that he could be "re-initialized" as a new recruit here and have his stats reset or something. That didn't take place.
Lucian retains his stats after recruitment.

I was also carefully watching Valkyrie's seal rating. I had done the Weeping Lily Meadow thing and got Lucian, and so the seal rating was fairly low. Rather than see it go to zero before another scene that could lower it, I thought it made sense to transfer an einherjar. I chose to get Yumei ready and send her.
Lenneth's seal value is down to 16. Transferring Yumei. Valkyrie's seal rating has gone up to 28.

Now that I had raised Valkyrie's seal value to 28, it was worthwhile to go meet Brahms. I did a weird move where I accidentally had Valkyrie in the party instead of Jayle for one battle - which had some odd behaviours to it when I hot-swapped them again. I just chose to flee that fight.
It says Jayle but there's kind of a suggestion that it might not be Jayle. I chose to Flee the battle, for the first time.
This was my first time fleeing a battle. Note that Valkyrie has never been used in a fight, and thus her max DME is still 1000. This ended up having a peculiar effect on Jayle after I left the battle.
Jayle's DME got set to 1000!
Well, at least her maximum DME and other stats were unaffected! We healed her up in the next fight.
Healing Jayle.

Even though I was 45 minutes into the play session, the couple of fights in Brahms' castle were my first battles. And since my last play was at the end of January, it's been ages! It felt good, I guess?
This fight went well! Shiho kicked some butt.

Next, we encountered Brahms.
We encountered Brahms
I chose to fight him, for no particular reason. It's not really that hard; physical attacks were useless for me, but he only really attacks one character per turn... who gets utterly destroyed.
Shiho gets demolished by Bloody Curse.
As long as someone was throwing out Union Plumes to revive characters, we could do some damage with mages when they eventually recharged. Jayle and Lucian's job, really, was just to see if we could get more purple gems to speed things up. It was slow, but we won only having used maybe a dozen Union Plumes.
Shiho deals the finished blow with a PWS Mystic Cross. We defeated Brahms!
Beating Brahms doesn't actually do anything, of course... but I saved up anyway. And now the seal rating went down a little bit again.
Valkyrie's seal rating is now 18.

We did a Cave of Oblivion, which was useless, and then we did two spiritual concentrations which both directed us to Arkdain Ruins. First, we did Gray's recruitment.
Gray crumbles in front of Celia.
I enjoy this scene. I thought, I'd like to learn more about this enigmatic Gray fellow, so I checked him out. The first line of his bio made me chuckle.
"Nothing is known about this man of mystery."
Next, we did Arkdain Ruins as a dungeon. It was a little bit tricky; I was surprised at some of the trickier moves that seemed to be mandatory. This did result in me being lost for a little bit.
Map of the Arkdain Ruins.
I recalled that this place's gimmick is that almost all of the treasure chests are trapped with enemies, but the enemies are really easy. At the end, we fought Raver Lords, who aren't nearly as inclined to dance as you might expect.
They use an attack called Forbidden Act... which just looks like a normal attack. Lucian used Shining Bolt to great effect here.
There are some good prizes at the end of this area, like a Star Guard, a Robe of Bryttain, and the elusive Mighty Check.
Shiho tries on the Robe of Bryttain. It also makes sense to put the Mighty Check on the white mage.

I did spiritual concentration, revealing the Citadel of Flame. However, it turned out I had actually used up all of my time available in this chapter!
Chapter 5, period 26/28. We ran out of time.

The most interesting thing about starting chapter 6 was probably that the Divine Item option now allowed me to create Orihalcon. I needed this earlier to change it into a Creation Jewel in the Tower of Lezard Valeth. I recalled that there was something really good about getting another one. I spent some time transmuting things and then converting things into material points (MP) including some pricey things like the Unicorn's Horn staff - which I knew I would never use because of the bug we encountered last time. With that, I had plenty of MP available to get an Orihalcon.
We had 129564 materialize points.
I didn't remember specifically what it was good for. It turns out it was this:
We transmuted the new Orihalcon into Gram. Jayle gets ready to wield Gram.
I didn't think we'd be replacing our wonderful new Icicle Sword or Glare Swords so quickly, but Gram is awesome. It's got 2000 attack compared to 1200 from the other weapons, and makes all three of the character's attacks available. This is probably almost as good as it's going to get.
There's some other way to get a Gram within the next couple of chapters, but I might also consider trying to accrue another 100000 MP to make another earlier, maybe.

Just so that I would remember where I was going, I thought it was important to enter the Citadel of Flame right away at the start of chapter 6. This dungeon is annoying; I don't know if there's some sort of trick to the fireball parts but if there is I didn't figure it out. We took a lot of environmental damage.
The party is fairly badly hurt after being hit with fireballs.
There are rooms that took me some time to figure out here, but I got through. I thought I might be missing some alternate path for a while, so I used an Eye of Heaven.
A map of the Citadel of Flame.
The enemies ramped up just a tiny bit here. A lot of them were the same as Arkdain Ruins or some of the Caves of Oblivion, but a battle with four Flame Elementals who can attack the whole team for ~5000 damage was a bit of a closer call than I would've liked.

We got to the final save point in this area and I saved. We'll resume chapter 6 next time.
The save point at the end of Citadel of Flame. Party stats at the end of Citadel of Flame.

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