Super Dungeon Tactics
28 Achievements
Steam
Paunch It!
Complete a quest with a party of 3 or more without weapons.
1.1%
How to unlock the Paunch It! achievement in Super Dungeon Tactics - Definitive Guide
Firstly, wait to attempt this achievement until you have played through all of the Story Quests (Pink ribbon/name). This will help you be best prepared for it by unlocking ALL of the characters and getting most of the gear. Having other gear is essential to completing this achievement, as your ability to deal damage is severely hampered by not having weapons equipped on your heroes!
I unlocked this using the following:
Quest: Quest I. Get Spelunked On . This quest is short (all you have to do is take out a single spawner and then clear out all enemies)
Heroes: Knight, Dragoon, and Snapjaw. I will explain gear below.
Difficulty: Do this on Casual, as there is no need to make things more difficult for yourself. This will give you the greatest amount of leeway with life during the quest.
Item Bar items: I used the 5 slot bag, and put in 10pt potions, 5pt potions, Block Buttons, and Super Sammichs. However, I would recommend slotting Onions instead of 10pt potions, as a) You'll want to drop Aggro collected on your Knight and Dragoon so enemies focus on Snapjaw and b) You shouldn't need to heal THAT much in one potion anyway with this setup; I don't even think I used any potions in my attempt.
Hero Gear:
Knight:
-----Super Defense Charm (Grants 3 Block when Blue Special is assigned, and on round start gives +1Armor Shell to all allies within 1 block).
-----Polar Plate armor (After getting hit, pulls enemy 2 squares closer if within 10 squares)
-----Support Crowns (adds 2 Blue Specials to dice rolls)
Dragoon:
-----8-Bit Defense Medallion (Grants +3 Armor Shell AND 1 Block to all allies within 2 squares when Blue Special is assigned, and also grants +1 Armor Shell to all allies within 1 square at round start)
-----Blade's Armor (Same effect as armor on Knight above, PLUS gain 2 Aggro on round start (one reason to use Onions during battle to reduce Aggro))
-----Lost Love Pendant (on round End, pulls all allies within 3 squares closer by 1 square - you want everyone next to each other at round start!)
Snapjaw (Key player to this strategy):
-----Super Defense Medallion (Immune to fire and when Blue Special is assigned, after receiving a hit, deal 4 damage to all enemies in Lance 4 as well as inflict Tile Fire 1 for 2 rounds)
-----Attractive Plate (Same effect as armor on Dragoon above, PLUS gain 3 Aggro on round start. We want this because we want everyone attacking Snapjaw.
-----Dwarven Helm (adds a Blue Special and Block to dice rolls, but any trinket that adds at least 1 Blue Special is good)
Strategy:
Basically, stay in a small ball at all times. Make sure at round's end all 3 of your group are right next to the other 2 (meaning don't stand in a line of 3, always be a little L shape). This will grant you a bunch of Armor and Block as often as you can assign Blue Specials to your group. However, ALWAYS assign a Blue Special to Snapjaw over the other two, otherwise you will do very little damage that round. Priority for Blue Specials is Snapjaw, Dragoon, then Knight if possible. Dragoon gets one over Knight since his effect grants the buff to the group, and Knight's only goes to himself.
Every time Snapjaw has Blue Special assigned to him, whenever an enemy attacks him, he will retaliate by yanking the enemy close and stabbing 4 blocks in their direction (hitting other enemies who might be in line as well, meaning you can damage enemies multiple times during a round). As a bonus, he will also set the Lance damage range on fire for 2 rounds, meaning an extra tick of 1 fire damage at round end as well for anyone who steps in those squares.
Make your way to the spawner, attacking things as you go (your only regular attacks will be 1 dmg punches, which will not be terribly effective but should not be ignored if an enemy is within range. A handful of Kobold Priests and Ironboys will also be spawned, these need to be FOCUS FIRED upon by your whole little group to take down (in order to overcome their armor and/or Block in a round - a Snapjaw Blue Special retaliation helps this move faster).
The quicker you can get to the spawner and take it out, the faster the quest will go. It will absolutely spawn a group of enemies at least once, but you should be able to take it out before a second spawning unless you're terribly unlucky. Just remember to stay together in a tight group and this achievement is no real problem.
I unlocked this using the following:
Quest: Quest I. Get Spelunked On . This quest is short (all you have to do is take out a single spawner and then clear out all enemies)
Heroes: Knight, Dragoon, and Snapjaw. I will explain gear below.
Difficulty: Do this on Casual, as there is no need to make things more difficult for yourself. This will give you the greatest amount of leeway with life during the quest.
Item Bar items: I used the 5 slot bag, and put in 10pt potions, 5pt potions, Block Buttons, and Super Sammichs. However, I would recommend slotting Onions instead of 10pt potions, as a) You'll want to drop Aggro collected on your Knight and Dragoon so enemies focus on Snapjaw and b) You shouldn't need to heal THAT much in one potion anyway with this setup; I don't even think I used any potions in my attempt.
Hero Gear:
Knight:
-----Super Defense Charm (Grants 3 Block when Blue Special is assigned, and on round start gives +1Armor Shell to all allies within 1 block).
-----Polar Plate armor (After getting hit, pulls enemy 2 squares closer if within 10 squares)
-----Support Crowns (adds 2 Blue Specials to dice rolls)
Dragoon:
-----8-Bit Defense Medallion (Grants +3 Armor Shell AND 1 Block to all allies within 2 squares when Blue Special is assigned, and also grants +1 Armor Shell to all allies within 1 square at round start)
-----Blade's Armor (Same effect as armor on Knight above, PLUS gain 2 Aggro on round start (one reason to use Onions during battle to reduce Aggro))
-----Lost Love Pendant (on round End, pulls all allies within 3 squares closer by 1 square - you want everyone next to each other at round start!)
Snapjaw (Key player to this strategy):
-----Super Defense Medallion (Immune to fire and when Blue Special is assigned, after receiving a hit, deal 4 damage to all enemies in Lance 4 as well as inflict Tile Fire 1 for 2 rounds)
-----Attractive Plate (Same effect as armor on Dragoon above, PLUS gain 3 Aggro on round start. We want this because we want everyone attacking Snapjaw.
-----Dwarven Helm (adds a Blue Special and Block to dice rolls, but any trinket that adds at least 1 Blue Special is good)
Strategy:
Basically, stay in a small ball at all times. Make sure at round's end all 3 of your group are right next to the other 2 (meaning don't stand in a line of 3, always be a little L shape). This will grant you a bunch of Armor and Block as often as you can assign Blue Specials to your group. However, ALWAYS assign a Blue Special to Snapjaw over the other two, otherwise you will do very little damage that round. Priority for Blue Specials is Snapjaw, Dragoon, then Knight if possible. Dragoon gets one over Knight since his effect grants the buff to the group, and Knight's only goes to himself.
Every time Snapjaw has Blue Special assigned to him, whenever an enemy attacks him, he will retaliate by yanking the enemy close and stabbing 4 blocks in their direction (hitting other enemies who might be in line as well, meaning you can damage enemies multiple times during a round). As a bonus, he will also set the Lance damage range on fire for 2 rounds, meaning an extra tick of 1 fire damage at round end as well for anyone who steps in those squares.
Make your way to the spawner, attacking things as you go (your only regular attacks will be 1 dmg punches, which will not be terribly effective but should not be ignored if an enemy is within range. A handful of Kobold Priests and Ironboys will also be spawned, these need to be FOCUS FIRED upon by your whole little group to take down (in order to overcome their armor and/or Block in a round - a Snapjaw Blue Special retaliation helps this move faster).
The quicker you can get to the spawner and take it out, the faster the quest will go. It will absolutely spawn a group of enemies at least once, but you should be able to take it out before a second spawning unless you're terribly unlucky. Just remember to stay together in a tight group and this achievement is no real problem.