Darkest Dungeon
62 Achievements
1,305
141-178h
Xbox One
Xbox Series
World End
Complete the game on Stygian
65
0.08%
How to unlock the World End achievement in Darkest Dungeon - Definitive Guide
Once you beat the game (see Victory, such as it is... ) you can start New game +. In NG+, some game changes are in place:
- All enemies have increased health and do more damage with their attacks.
- However, their resistances, protection, dodge and chance to crit are unaffected.
- All gameplay options are locked. This means the difficulty is locked at the maximum.
- On the Old Road, the Traveler's Tent is replaced by the Transcendent Terror, which makes you begin your adventure with less loot and an afflicted hero.
- There is a possibility of failing a campaign if:
- You take more than 91 weeks to finish the game.
- 13 or more of your heroes are killed.
Should you fail in your quest, the game will present you with a Game Over, after which your save file will be deleted. Remember that you will lose 2 heroes to the Heart of Darkness so if you lose more than 10 heroes before the final battle, you'll have failed the campaign as the Heart of Darkness will get you to 13 deaths and even if you win the battle you’ll lose the campaign/game.
This guide was translated automatically.
In NG+, enemies have become thicker, more precisely, a little smarter (they hit the weakest) and their crit chance has increased. The passage time is also limited, and the cemetery now has its own limit.
Initially in NG+, try to train characters to kill mystics (the occultist is especially good). Go to the bay more often, the enemies there are mystical (and the most oblique), which means it will be easier for you to kill them. I don’t recommend going on long hikes, focus on fast ones (no stress or problems), and on bosses (knowing the tactical approach to them). The robber Wulf will attack the city very quickly, I do not advise you to immediately go into a skirmish with him, ignore him. And after 20 weeks, when he attacks again, you can fight him only if you are confident in your abilities (take more shovels, in the end there will be a secret room behind two collapses). And yes, there are secret rooms in the game, indicated by a star. We go into the room, turn off the light, open the chest with the key and get very valuable loot. And at the end of the trip, when you are asked to leave the location, if you stay there is a chance of identifying this room.
Pumping up the city. First of all, we pump up the carriage, according to the volume of your heroes and those brought per week. The second is a monastery and a hospital, we fully upgrade the first branches, the remaining branches are up to your taste. The third step is to fully upgrade the forge and guild buildings.
A dark dungeon. The first trip is essentially a regular boss fight, we stupidly go straight, reach the boss and destroy him. The second trip, you need to use crowns, which are located in the same places as during the first passage. Each room with a crown will be guarded by minibosses with the top skill for them, revelation, and here we are offered to take protective torches with us, which means a loss of three cells and is extremely inconvenient reliable when the fourth is left without protection. The safest thing for this campaign is to pump up a top squad of two hounds and werewolves in advance. Hounds for dodging, with the defense skill this is not difficult, but werewolves for destroying mysticism. The third trip, you need to open a portal to the abyss, is actually not that long, you need to go through 5-6 rooms, but enemies with the movement skill can make it difficult for you to move, again the hounds will help you. The fourth campaign, the final boss. The easiest way is to take the branders and not worry, but in fact you can play with anyone who deals good damage and reaches the 3<4< position. And healers are not needed, since at the third stage of evolution, the heart will heal you.
Initially in NG+, try to train characters to kill mystics (the occultist is especially good). Go to the bay more often, the enemies there are mystical (and the most oblique), which means it will be easier for you to kill them. I don’t recommend going on long hikes, focus on fast ones (no stress or problems), and on bosses (knowing the tactical approach to them). The robber Wulf will attack the city very quickly, I do not advise you to immediately go into a skirmish with him, ignore him. And after 20 weeks, when he attacks again, you can fight him only if you are confident in your abilities (take more shovels, in the end there will be a secret room behind two collapses). And yes, there are secret rooms in the game, indicated by a star. We go into the room, turn off the light, open the chest with the key and get very valuable loot. And at the end of the trip, when you are asked to leave the location, if you stay there is a chance of identifying this room.
Pumping up the city. First of all, we pump up the carriage, according to the volume of your heroes and those brought per week. The second is a monastery and a hospital, we fully upgrade the first branches, the remaining branches are up to your taste. The third step is to fully upgrade the forge and guild buildings.
A dark dungeon. The first trip is essentially a regular boss fight, we stupidly go straight, reach the boss and destroy him. The second trip, you need to use crowns, which are located in the same places as during the first passage. Each room with a crown will be guarded by minibosses with the top skill for them, revelation, and here we are offered to take protective torches with us, which means a loss of three cells and is extremely inconvenient reliable when the fourth is left without protection. The safest thing for this campaign is to pump up a top squad of two hounds and werewolves in advance. Hounds for dodging, with the defense skill this is not difficult, but werewolves for destroying mysticism. The third trip, you need to open a portal to the abyss, is actually not that long, you need to go through 5-6 rooms, but enemies with the movement skill can make it difficult for you to move, again the hounds will help you. The fourth campaign, the final boss. The easiest way is to take the branders and not worry, but in fact you can play with anyone who deals good damage and reaches the 3<4< position. And healers are not needed, since at the third stage of evolution, the heart will heal you.
4 Comments
You are 86 weeks. It's a lot actually. The hardest part is surviving the first 20 weeks. I'm assuming you've already completed the game and are very familiar with it. But even if not, these tips will help you play the game for the first time.
STAGE 1 1-20 weeks.
The first 20 weeks need to be devoted to finances and PAIN . When this issue is closed, you will breathe a sigh of relief, since 50% of the work is done. To do this, you need to go to parties with the antique dealer for all 20 weeks and focus as much as possible on collecting money and portraits in LONG dungeons. Portraits are needed to build a bank in week 10 (from the add-on), which will give +5% on the deposit every week. If there are not enough portraits, then you need to exchange them for busts or something else. I had 260,000 money at the end of this stage. This means that now, starting from week 21, you will receive free money from 12,000 and more. From this moment on, the antique dealer can be removed from the roster. You will never run out of gold again - in the 30th week I already had 500,000. Close this issue once and for all and never think about gold again.
For the first 20 weeks, DO NOT TREAT ANYONE for illness or stress and do not train this garbage - consider it expendable. Only occasionally can you correct their skills, otherwise they come completely useless, for example, a vestal without healing It won’t be scary to spend 2000-3000 once. Just recruit new ones from the stagecoach to replace them. This way you will save a lot of money. But REMEMBER that you cannot lose more than 12 heroes (at the end 100% 2 die), so even 10. At this stage it is acceptable to lose 2-4, nothing bad will happen.
Then it will be much easier.
STAGE 2 20-50 week
At the first stage, it is advisable to already decide what final composition you will have, so that over the course of 20 weeks you can slowly assemble a detachment from the stagecoach.
After that, focus on upgrading your 16-man suicide squad. The guild and forge will gradually improve (just don’t focus on gold, and give priority to relics when there are not enough slots). You will still have 62 weeks free. That is, each hero will still be able to go a maximum of 15 times!!! And you only need 5 lvl for each. In fact, everything will end much earlier (at best by the 50th week). At this stage it is very difficult to lose heroes because you will be pumped up like a terminator into the green and yellow zones. But you still won’t go to the red zones (where the balance is already collapsing). Just kill the first stressors in the 3rd and 4th rows right away - easy wines.
In the forge and guild, do not upgrade the price reduction until you have fully upgraded them. On each campaign you will have enough money for each fighter to spend it full - an investment of 20 weeks, as I said, will not be in vain, just survive it.
In addition, as the stagecoach builds up, pumped-up heroes will arrive, which it makes sense to replace with your own if they are about the same level. Or if there are dead.
Go only to the Ruins and the Reserve with Long-Medium priority. In long ones you are given as many as 2 stops. After completing the task, take a break and relieve stress with camp skills. Don't touch the bosses, although you can try for some trinkets (I killed for the Vestal). Ideally, you need to collect 4 artifacts at -20 from stress for each hero and one for each class. For healing, for example, enhancing healing and -20% from stress. Musketeer hat for 25% damage and -20% stress. For the savage, there is a cool -25 stress hairpin that can be combined with a strong damage artifact. And so on. The main thing is to have at least one stress reliever - this is mega important in order to leave the dungeons clean and not be treated.
In long ones you buy 36 food, 24 torches and 4 shovels. The average contains 24 food, 16 torches and 3 shovels. This is not much, just don’t prioritize gold and precious stones, then you can bring everything to rebuild the estate.
In week 44 I already had 4 lvl 5 units. The forge and guild are pumped to the maximum.
Stage 3 - FINAL. Death squad for 4 dungeons in order
OPTION 1 - on traffic police
1. Crossbow (musketeer) - Heal - Bounty Hunter - Savage
2. Crossbow (musketeer) - Heal - Dog walker - Savage
3. Plague Doc - Heal - Bandit - Savage
4. Crossbow (musketeer) - Heal - Bounty Hunter - Savage
Total you need to download in the remaining time
4 Savages - DPS in the back rows.
4 Hila - preferably 4 occultists. But it's up to your discretion.
3 Crossbows - tags and DPS
2 BH - stun, marks and DPS
1 Dogman - to guard the 4th member in the 2nd dungeon
1 Bandit - for DPS in the 3rd dungeon with riposte
1 Plague Dock - for stun and poison in the 3rd dungeon.
OPTION 2 - for survivability and control
1. Vestal-Jester-Dogman-Crusader
2. Vestal-Dog-Lover-Warrior-Warrior
3. Plague Dock-Geek-Geek-Savage
4. Vestal-Occultist-Bandit-Crusader
Total you need to download in the remaining time
3 Vestals
2 Dog lovers
2 Crusaders
2 Warriors
2 Geek
1 Jester
1 Plague Dock
1 Savage
1 Bandit
1 Occultist
Which OPTION to choose is not particularly important. They differ in play style.
STAGE 1 1-20 weeks.
The first 20 weeks need to be devoted to finances and PAIN . When this issue is closed, you will breathe a sigh of relief, since 50% of the work is done. To do this, you need to go to parties with the antique dealer for all 20 weeks and focus as much as possible on collecting money and portraits in LONG dungeons. Portraits are needed to build a bank in week 10 (from the add-on), which will give +5% on the deposit every week. If there are not enough portraits, then you need to exchange them for busts or something else. I had 260,000 money at the end of this stage. This means that now, starting from week 21, you will receive free money from 12,000 and more. From this moment on, the antique dealer can be removed from the roster. You will never run out of gold again - in the 30th week I already had 500,000. Close this issue once and for all and never think about gold again.
For the first 20 weeks, DO NOT TREAT ANYONE for illness or stress and do not train this garbage - consider it expendable. Only occasionally can you correct their skills, otherwise they come completely useless, for example, a vestal without healing It won’t be scary to spend 2000-3000 once. Just recruit new ones from the stagecoach to replace them. This way you will save a lot of money. But REMEMBER that you cannot lose more than 12 heroes (at the end 100% 2 die), so even 10. At this stage it is acceptable to lose 2-4, nothing bad will happen.
Then it will be much easier.
STAGE 2 20-50 week
At the first stage, it is advisable to already decide what final composition you will have, so that over the course of 20 weeks you can slowly assemble a detachment from the stagecoach.
After that, focus on upgrading your 16-man suicide squad. The guild and forge will gradually improve (just don’t focus on gold, and give priority to relics when there are not enough slots). You will still have 62 weeks free. That is, each hero will still be able to go a maximum of 15 times!!! And you only need 5 lvl for each. In fact, everything will end much earlier (at best by the 50th week). At this stage it is very difficult to lose heroes because you will be pumped up like a terminator into the green and yellow zones. But you still won’t go to the red zones (where the balance is already collapsing). Just kill the first stressors in the 3rd and 4th rows right away - easy wines.
In the forge and guild, do not upgrade the price reduction until you have fully upgraded them. On each campaign you will have enough money for each fighter to spend it full - an investment of 20 weeks, as I said, will not be in vain, just survive it.
In addition, as the stagecoach builds up, pumped-up heroes will arrive, which it makes sense to replace with your own if they are about the same level. Or if there are dead.
Go only to the Ruins and the Reserve with Long-Medium priority. In long ones you are given as many as 2 stops. After completing the task, take a break and relieve stress with camp skills. Don't touch the bosses, although you can try for some trinkets (I killed for the Vestal). Ideally, you need to collect 4 artifacts at -20 from stress for each hero and one for each class. For healing, for example, enhancing healing and -20% from stress. Musketeer hat for 25% damage and -20% stress. For the savage, there is a cool -25 stress hairpin that can be combined with a strong damage artifact. And so on. The main thing is to have at least one stress reliever - this is mega important in order to leave the dungeons clean and not be treated.
In long ones you buy 36 food, 24 torches and 4 shovels. The average contains 24 food, 16 torches and 3 shovels. This is not much, just don’t prioritize gold and precious stones, then you can bring everything to rebuild the estate.
In week 44 I already had 4 lvl 5 units. The forge and guild are pumped to the maximum.
Stage 3 - FINAL. Death squad for 4 dungeons in order
OPTION 1 - on traffic police
1. Crossbow (musketeer) - Heal - Bounty Hunter - Savage
2. Crossbow (musketeer) - Heal - Dog walker - Savage
3. Plague Doc - Heal - Bandit - Savage
4. Crossbow (musketeer) - Heal - Bounty Hunter - Savage
Total you need to download in the remaining time
4 Savages - DPS in the back rows.
4 Hila - preferably 4 occultists. But it's up to your discretion.
3 Crossbows - tags and DPS
2 BH - stun, marks and DPS
1 Dogman - to guard the 4th member in the 2nd dungeon
1 Bandit - for DPS in the 3rd dungeon with riposte
1 Plague Dock - for stun and poison in the 3rd dungeon.
OPTION 2 - for survivability and control
1. Vestal-Jester-Dogman-Crusader
2. Vestal-Dog-Lover-Warrior-Warrior
3. Plague Dock-Geek-Geek-Savage
4. Vestal-Occultist-Bandit-Crusader
Total you need to download in the remaining time
3 Vestals
2 Dog lovers
2 Crusaders
2 Warriors
2 Geek
1 Jester
1 Plague Dock
1 Savage
1 Bandit
1 Occultist
Which OPTION to choose is not particularly important. They differ in play style.
- The first option is designed to quickly kill enemies; it is very easy to play in stages 1 and 2. The composition destroys and breaks everything in the face of the savage, bh and crossbows/musketeers.
- The second option is suitable for a more leisurely and safe game, as it contains a lot of control against stress (jester, dog walker, crusader), and a lot of control over enemies in the form of stuns.
By DimaBerg on 28 Jun 2019 14:34
During the first playthrough, you should already know what teams you will have, 16 characters will be enough if you don’t die, and you can leave the carriage without pumping.
I advise you to go through medium-sized dungeons in terms of duration, because from the quick ones you will bring little loot, but from the long ones you will not take everything away.
Treat stress at a rest stop; use a rest stop after completing a task. There you can also get rid of diseases using the grave thief skill; I had 2 of them in my team.
You don't have to go to the bosses at all.
I advise you to have a vestal in your team, it heals all positions at once, it is useful when several heroes are dying, there is no point in trying to replenish the health scale, sometimes 60hp is removed with one blow, but rarely .
In the darkest dungeon, dress everyone in things with the spiritual uplift skill.
The first time Wolf comes the same way at thirty weeks, the second time or later, or maybe he doesn’t come at all, he finished at week 57, there was no wait for him.
All other trophies are best done on the first playthrough
I advise you to go through medium-sized dungeons in terms of duration, because from the quick ones you will bring little loot, but from the long ones you will not take everything away.
Treat stress at a rest stop; use a rest stop after completing a task. There you can also get rid of diseases using the grave thief skill; I had 2 of them in my team.
You don't have to go to the bosses at all.
I advise you to have a vestal in your team, it heals all positions at once, it is useful when several heroes are dying, there is no point in trying to replenish the health scale, sometimes 60hp is removed with one blow, but rarely .
In the darkest dungeon, dress everyone in things with the spiritual uplift skill.
The first time Wolf comes the same way at thirty weeks, the second time or later, or maybe he doesn’t come at all, he finished at week 57, there was no wait for him.
All other trophies are best done on the first playthrough
By AliEvel on 15 Mar 2017 19:15
This guide was translated automatically.
ng+ is actually not that bad, I only lost 3 heroes and finished at week 66. Main advice: if you feel that the battle is not in your favor, press PS and restart the game, because randomness and luck rule...
1 Comment
Also, a very big benefit from this “feature” with restarting the game is that when, after completing a mission, you get a critically unpleasant quirk or illness, you can also exit through the home button and re-enter, your heroes will receive other post-match quirks, repeat until obtaining a result that suits you.
By CapitanLossard on 14 Aug 2018 23:18