Welcome to our Breath of the Wild Walkthrough. We currently have a complete guide of the Main Quest, Side Quests, all Korok Seed Locations, all Shrines, and much more. Our Breath of the Wild Walkthrough is divided into multiple sections. Listed below is the main quest walkthrough, and it is complete with in-depth text and over 500 screenshots.

If you're reading this Slay the Spire guide, you no doubt know that Mega Crit Games' roguelike card battler is absorbing, addictive and annoying in equal measure. Although easy to learn, it's deceptively deep and difficult to win.

The random elements can make it seem like a crapshoot. Most runs are beatable, though, if you make the right choices.

Here's a primer on the wisest picks. Think on your feetOne of the best yet most frustrating things about Slay the Spire is that there's no guaranteed strategy for success. Each run offers different cards, potions and encounters, so you must work with what you're given. Early on, watch for cards or relics that you can start to build a strategy around, and adapt accordingly. Until your build begins to take shape, avoid cards that only deliver value as part of a combo: Body Slam, for example. However, the game also discourages too much specialisation.

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Almost every build has a monster tailored to find its weak spot. Read the mapThe first three levels of the game have the weakest monsters. It's a good idea to fight these opening encounters to build up your gold and card options.

After that, things change. Higher up, look for paths that avoid standard monsters as the rewards aren't worth the risk. Pick question marks and campfires instead. Miniboss fights can be hard, but they net you a relic which is often a worthwhile payoff.

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On acts two and three, scroll up and check the icon at the top of the map, as it indicates which boss lies in wait. These fights are hard and demand specific strategies, so start tailoring your card and shop choices to prepare for them. Don't get greedyEvery time you get offered something, there's a 'skip' option.

It's there for a reason: you want to maintain a small deck. Adding in every half-decent card you see will make your deck bloated, so it's less likely you'll draw key combos. Ditching the weak Strike and Defend cards you start with is therefore very useful. Unless you're running a lot of card draw effects, aim for the smallest deck you can, ideally under 15 cards, full of mutually supporting effects. Once it's working, skip even rare or powerful cards if they don't benefit your build.It's less common that you won't want a relic, but if the effect will hurt your play style, leave it behind. Some boss relics, such as the Snecko Eye and the Runic Dome, have downsides that make them rarely worthwhile.

If your potion slots are full, and you're offered a better option, you can discard one to grab the new elixir. Nothing is freeMost choices have a downside. Zero energy cards might seem an automatic boon, but they still clog up your deck, making it harder to draw more critical cards. The only exception is if the effect also draws a new card, or your deck already has a lot of card draw. At bonfires, it's usually best to upgrade a card unless you're under half health or about to face the boss. However, some card upgrades barely improve on the original.

If you run out of worthwhile upgrades, it's okay to rest unless your health is very high. Watch the whaleIf you reach the act one boss, which you will on most runs, the next attempt starts with a choice of bonuses offered by a talking whale. All except the first have an associated degree of increasing risk and reward associated. Never take that first choice: the benefits are too meagre. Same for the last choice as it's always too risky: starting relics are very powerful.

Judge the positives and negatives of the middle two options and select accordingly. The best bonuses are those that net you a relic, or remove cards from your deck.

Shop wiselyGold is in short supply, so you spend it with care. You should only buy cards if they're critical to the deck you're trying to create. Instead, save up for relics. Those that give a boost to strength or dexterity are particularly good value for money. Most of the time the relics on offer won't be worthwhile, in which case use the card removal service.

Ditch curses first, then your starting Strike and Defend cards. Potions are never worth it: you'll find plenty for free. Learn the encountersAll the creatures in the game have particular attack patterns. You'll get a lot further in your runs once you can learn to anticipate their actions and plan ahead.

This is very important for monsters like Slimes and Byrds whose actions you can interrupt, earning you a respite from a planned attack. It's also critical for those like the Gremlin Wizard that cycle up to powerful attacks, so you can try to kill them before they get off a big blow. It's especially useful to learn the patterns of miniboss fights.

Once you can navigate them in relative safety, they earn you a powerful relic as a reward. You can also learn the question mark encounters, whose choices will play out the same each time. Some selections are much better than others. Plan your turnIt's tempting to get stuck in and kill stuff, but it's better to consider your options first. Maximise the effects you're planning to use: apply Vulnerable before any other attack cards, for example. As a rule, your priority is to avoid damage, since that will end your run, especially if you're confident you can deal with the encounter.

But there are often better ways to do this than accumulating Block. If you can kill or stun an attacking monster, for instance, you won't take its damage. Applying the Weak status likewise reduces incoming pain. If you've got card draw, remember to check what's in your draw pile in case you pull an important card but don't have the energy to play it. Consider all the variables in the situation and how they might work together, and do your best to balance offence and defence.

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For those who don't know, Etrian Odyssey is a relatively new dungeon crawler RPG franchise that debuted on the DS platform in 2007. It's developed by Atlus, who is known for a number of other dungeon crawler RPGs, including the Persona and Shin Megami Tensei series.In order to illustrate what kind of RPG Etrian Odyssey is, I believe it is easiest to compare it to Dark Souls, a title most should be familiar with.

So, as an exercise, I wrote a screed explaining the appeal of Dark Souls, then I replaced every instance of 'third-person action game' with 'turn-based RPG' and 'Dark Souls' with 'Etrian Odyssey' (and replaced another genre-specific example). I think it still reads accurately:Modern turn-based RPGs are, well, easy. Most of the time, you can complete them on the first try without ever seeing a 'game over' screen. Sure, there are challenges that appear at periodic intervals, and it's not like you can just randomly button mash your way through the entire game, but it's rare to experience any real tension. In most modern turn-based RPGs, only time you get 'stuck' is when you get lost or don't know what to do. And for the most part, that's actually okay, because the gameplay and the game's ability to measure your mastery of its mechanics isn't the main focus. Most modern turn-based RPGs action games are as much about the visual experience and the story as much as the action.

When I play Final Fantasy, I'm playing to find out what happens next in the story as much as I am playing to test my own ability to conquer the next boss. The combat system is still forgiving enough that you can mess up—sometimes, you can even mess up a lot—without being severely punished for it. Some people will beat the game without even fully understanding some facets of the combat system, and that's okay.

It's an intentional design choice, and it reflects the value that many developers place on 'accessibility.' Etrian Odyssey is not that traditional modern third-person action game. Blood bowl chaos edition strategy 2017. There's no real story to speak of.

The game never interrupts your gameplay to force you to sit through a cutscene explaining why you're doing the things you're doing. That's not to say that there's not lore—there's a ton of lore hidden inside the world, and it's incredibly fun to uncover and learn about the different facets of the world you're exploring. But most of all, the game is unforgiving.

If you want to beat this game, you better learn how to play this game, and if you don't take the time to acquire an understanding of the combat system, you will pay the price. The game will mercilessly curbstomp you until you relent, take a few steps back, and take the time to learn the lessons it is trying to teach you. You'll spend a lot of time dying.

Most of the people who pick this game up will never see the end. But every time you progress past a major milestone, it's a testament to your skill and ability as a player. And that makes it a very rewarding experience.Etrian Odyssey IV comes out for 3DS tomorrow in North America. (Europe is getting the game later this spring.) If you're interested in a thinking-man's RPG, a turn-based dungeon crawler that requires effort to play, you should check it out. There's a free demo in the 3DS eShop which lets you play up to the end of the second level, and any progress that you make in the demo can be carried into the full version of the game.

I recommend checking out the demo if you're at all interested, because it's very representative of what you can expect from the full game. Also, because Etrian Odyssey is so light on story, you don't need to worry about plot continuity from earlier games. Etrian Odyssey IV is basically a more refined and balanced version of EO3, which is a more refined and balanced version of EO2, which is a more refined and balanced version of the original EO.

There's new content in each game—new classes, new enemies, et al, and new environments to keep it from feeling like the same game repeated at infinutum, but the fundamental mechanics remain mostly the same. And that's good—they got the fundamentals down pat the first time; they've just been sanding down the rough edges and ironing out the wrinkles progressively with each installment of the series. Etrain Odyssey is awesome, but to say its the dark souls of dungeon crawlers is a poor comparison and may just be doing it a disservice. Not trying to knock your comparison, in fact, I see where you're coming from, but comparing a game to a popular and successful game of a different genre might lead people to believe the game is something it's not. If you're looking for the grim, desperate atmosphere of dark souls in dungeon crawler format this is not what you're looking for. The mood of Etrain Oddysey more closely resembles the modern JRPG with overdesigned characters and lots of bright colors.Not that there is anything wrong with that of course, I just felt it a service to anyone thinking about buying EO because they liked Dark Souls, to mention that they are very different games.

Setting is a massive part of the medium, and as such even the most subtle differences in setting can change how someone perceives the game entirely. That being said Etrain Odyssey should be judged on its own merits and not compared to a good albeitunrelated game.Traditionally Etrain Odyssey games have been very sound mechanically and quite hard to beat in terms of depth in a handheld RPG.

It's got a combat system that works, and dungeons that are randomly(I think) generated so it has a great replay value. The RPG elements are fantastic as well. The series as been pretty consistent thus far so I see no reason why the developers would stray from their successful formula for the newest 3DS installment.In closing, get Etrain Odyssey, but don't get it expecting a Dark Souls esqe experience or you might be let down and become disenfranchised with an otherwise great game. If you like Etrian Odyssey's style of gameplay but you don't want grinding, you might wanna check out Strange Journey (also on the DS). It runs on the same engine and the gameplay is very similar but there are some key differences.1) Your party is made up of a single main character (you) and three demons that you've convinced to join you.

It's kind of like Pokemon in that you can acquire your enemies and insert them into your party line-up. The big disclaimer is that if YOU die, it's game over, even if you had demons left over. The demons can be fused to make different combos of abilities and to acquire entirely new species. Your main character fights differently from demons, using swords and guns instead of brute force attacks and spells.2) Strange Journey is extremely anti-grind. If your level is below the enemies', then you will gain bonus experience. If you're above the enemies, you get an experience penalty.

The result is that the game guides you to the same experience level as your enemies without much fighting, but it also prevents you from simply grinding levels to overcome the challenges with pure stats.3) The AI is way, way better than anything I saw in Etrian Odyssey. Enemies rarely act randomly. If your party has a weakness that can be exploited, the enemies in Strange Journey will exploit it as hard as they can. If your whole party is weak to ice and you run into a foe that can use fire spells, if will almost always use fire spells against you. Also, somewhat frustratingly, the enemies will also prioritize killing you over your demons since it causes a game over. If your main character's health is critical, they will finish you off so that you lose rather than wasting time on your other party members.

The one thing that will help you complete the game is to pretend your enemies are controlled by humans, because they will act just like that.4) The story is far better (IMO). Strange Journey is kind of like a mix of 2001: A Space Odyssey and some of the more messed up stuff from Studio Ghibli (like Princess Mononoke). As you go towards the middle and end of the game, things start to get really screwed up which might turn some people off, but I found it very interesting.

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There are a lot of interesting moral questions presented and instead of looking at angels as good, demons as bad and humans as neutral, you're kind of exposed to how all three of these parties are horrible and you need to side with the smallest problem. The game has an alignment system that shifts based on your choices, but it doesn't lock you into a certain path until the very end (though the paths are for the most part drastically different). I like the Etrian Odyssey games a lot, but they are remarkably similar to a lot of really old PC games, and many of those games are just better in the territory. Comparing them to MM 3-5 and Wiz 7/8:-Etrian Odyssey made me draw my own maps. MM/Wiz8 dealt with that 'problem', while Etrian Odyssey recreates it as a 'feature' for nostalgia's sake. You may like drawing maps, but not everyone does.-The game sorely lacks monster variety on each floor.

Much more of a problem in EO for me than Wiz7/8/MM.-The difficulty is sometimes hard, but it's usually just insanely grindy. Between random encounters and sending farmers to pick flowers, there's just so much goddamn grinding, and it's really the only thing that defines the 'difficulty'. In that sense I don't feel comfortable calling the game genuinely hard, just repetitive.

There are exceptions where the difficulty require some adaptation or strategy, like mobs that spawn only at certain times and the catfish boss, but I felt like this was generally the exception and not the rule.-Random encounters, and a separation between the battle screen and overland map. Personally, I don't like them. Random encounters tie into the above point - random encounters mean mobs and experience are an infinite resource, so there's no resource management other than 'how much more time will I waste grinding if I make bad decisions?'

I feel like that's not the definition of a truly 'hard' game, because if you make bad decisions you just go grind more. Wiz 8, MM3-5 and so many other good RPGs either mitigated or completely removed this.

Personally, I hate random encounters but I guess some people like them, I'll grant that.-The anime thing. You may like it or you may not, personal preference.-The subclass system in EO3 was very deep, and a lot of combinations were very interesting or viable, so major credit to them for that.EO is really good, but not clearly better than games that have been out for 10+ years. The Might and Magic games are only easier than EO in that they don't require grinding, and they provide way more content in way less time because. EO also is hard for me to call 'difficult' like Demon's Souls, because in Demon's Souls/Dark Souls you could beat the game at SL1 if you were skilled enough with timing, dodges, strategy and tactics - EO cannot be beaten without grinding lots of an unlimited resource, and like I made clear above, I personally think of grinding as filler not difficulty. The difficulty is sometimes hard, but it's usually just insanely grindy. Between random encounters and sending farmers to pick flowers, there's just so much goddamn grinding, and it's really the only thing that defines the 'difficulty'.

In that sense I don't feel comfortable calling the game genuinely hard, just repetitive.That was the very reason I didn't just put this game down after a while (like, 'really? ); I also think this makes the comparison to Dark Souls so bad. Difficulty in Dark Souls has many nuances, and can even be alleviated by Co-Op play if you get stuck. In any case, you pretty much NEVER need to grind in Dark Souls.

You need to develop actual strategies. $200.00 but I believe there are some deals going on at the moment. Check out I think that is where I saw it.Also if the back of your head is telling you to just get the regular 3DS, you don't need the XL, they are lying and tell them to shut up. Owning both, the XL was the best 3DS purchase to date.Also, nintendo is offering a promotion if you buy and register a 3DS and game Pokemon Mystery Dungeon or Luigi's Mansion: Dark Moon within a certain time period you get one of five free games.For the record you can buy the XL anytime you want but wait to register it to get credit.