

You're going to want to pack any Trinkets, abilities, and Combat Items that can give you protection from Stress damage, as most of the locks' attacks will also mess with your characters' minds. In all cases, if you've got Stun attacks, you probably want to lay off them altogether. The Bolt of Lamentation can easily be made to Bleed and Burn, and the Shackle of Despair is weak to Bleed, but both Blight and Burn will likely be effective as well. The Latch of Regret is weak against Blight and Burn. For the first enemy, the Padlock of Wasting, Debuff attacks are a good idea, but you're mostly going to want to lean on strong melee strikes, as others are a lot less effective. The numbers give a good sense of how you want to focus your attacks.
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For instance, the lock in the second position, the Latch of Regret, can mess up most of your teammates with its Denial of Arms ability, but you'll have three full rounds to wail on it before it uses it. In addition to expecting each Denial attack and planning to use different abilities while they're in play, you can also try to focus your fire on whatever lock you think is making things worst for you. Round 4: Denial of Arms (Latch of Regret).Round 3: Denial of Fortitude (Padlock of Wasting).Round 2: Denial of Reach (Bolt of Lamentation).


Each of the locks is a character that will attack your team, but what you really need to worry about is each one's particular debuff. The final challenge of Act 1 is defeating a brain shackled by four padlocks. Act 1 Boss - The Denial Brain Each of the four evil padlocks in this fight has different weaknesses, so select the right characters and abilities to take on each one.
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If you want more on how to survive your runs, check out our Darkest Dungeon II beginner's guide. Here's everything you need to know to defeat the Brain and complete Act 1. Knowing where to focus your efforts and with what attacks, however, can go a long way, as can managing your team's Stress levels to keep them in fighting shape. They also have big health pools that can make whittling them down pretty difficult. The metaphor of fighting internal evil starts with the name of Act 1, Denial, and ends with its final boss: a giant brain literally covered in chains.ĭefeating the boss-or rather, the four evil, magical padlocks covering it-is tough, mostly because of the special abilities the locks bring to bear against your team. You not only need to fight off hideous cosmic horrors, but keep the minds of your heroes from breaking as they succumb to the horror and dispair all around them. The journey to defeat evil in Darkest Dungeon II seems to be as much an interior battle as an exterior one.
