Dicey Dungeons

Dicey Dungeons

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Losers, Weepers

Losers, Weepers

Complete the episode named "Losers, Weepers".

10

3.89%

How to unlock the Losers, Weepers achievement in Dicey Dungeons - Definitive Guide

OVERVIEW
This episode is the third episode of the Jester. To unlock the Jester, every time you beat the Jester, you fight him on the next floor in another run. This continues until he ends up as the final boss. Beating him unlocks him for use. This episode is unlocked by completing the first Jester episode, similar to other characters.

The unique mechanic here is that every time you defeat an enemy, you add all of their equipment to your deck. You do not get the ability to ignore it. Your passive of discarding matching cards is replaced by a Delete ability, a 5 countdown skill that will permanently delete the leftmost card in your current hand. The countdown persists across battles, so if you get it down to 1 and finish the fight, it will be at 1 during the next fight. Your limit break is Magic Trick, which discards your current hand.

This episode has a strong RNG element to it, as the strength of your hand is directly tied to what enemies you face. Even as early as floor 1, there will be a marked difference in your run between fighting Space Marine and Rose, for example.

DESTROYING AND UPGRADING CARDS
Because you can't avoid taking on more cards, your deck is going to be bloated very quickly. Focus your destruction efforts on low value cards like Bop, maybe Boop. For enemy skills, anything that required doubles was something I got rid of as soon as I could. Countdown skills were mostly removed, though it depended on the skill; I'd keep something like Rat King's Rat (5 countdown, inflict poison, roll a new dice) or Wicker Man's Wicker Staff (12 countdown, deals 9 fire damage and burns 2 dice) but destroy things like Sneezy's Spike (6 countdown, deal 3 damage) or Space Marine's Plasma Cannon. (20 countdown, 10 damage)

Another case by case basis will be skills that require specific rolls. Running into a Wizard will be very problematic, as they are strong cards, but if you get all three in your hand at once, you can be paralyzed between not being able to act and having to delete a useful card.

OVERALL STRATEGY
Due to the RNG nature, there's no particular strategy I can give, as it's entirely possible you'll lose on the first floor. When choosing fights, be aware of your XP level, as you fully heal upon level up. Try to order fights so that you have access to healing either to heal up going into a level up fight, or if the floor without a level up, then healing going into the next floor. In these level up fights, if you're doing very well, consider taking the time, if possible, to delete a few extra skills to keep the deck a bit trimmer.

When it came to shops, I prioritized buying incredibly valuable cards like Bump, then getting rid of particularly egregious cards like the aforementioned Spike, then upgrading. Given the size of your deck, you should prioritize upgrades that give multiple uses without using up dice, like Bump, Spatula, and Cauldron. Bump and either Spatula or Cauldron is an incredibly strong combo, as bumping a 6 will return the 6 and give another 1, which can then either be flipped by the Spatula to become another 6 or tossed into the Cauldron for a free reroll.

By the time you reach the final boss, you will probably have a deck above 35 cards. Depending on the boss you fight, you may want to delete skills you can't quickly use or are weak against a boss in particular in order to keep things moving. For instance, my final boss was Buster, so whenever I had a fire skill pop up, I would try to delete it to keep things moving.
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15 Feb 2022 23:19