The CthulhuVerse
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Gameplay
Strategy Guide

Combat Strategy

5min

General Combat Strategies

  • Keep all agents alive, when even one goes down the mission gets much hard (so pay attention to health status) Use health-restoring abilities first and foremost since they can be used again when enough mana is collected, then as a last resort use med' kits
    • The far-right agent (i.e the extra agent) is the weakest agent, but losing him/her is not as catastrophic as losing the other ones.
    • Keep agents' health “topped” off
    • If an agent is lost avoid collapsing tiles of their color as no attack will happen
  • Clear the board of obstacles as early as possible so that there are more active tiles to work with and the odds of creating power-ups increase.
  • Collapse tiles to create power-up combos, especially rocket/bomb combos and ones that include a vortex and something else.  These combos create mega attacks that should be, if possible, reserved for use against bosses or a large group of difficult creatures.
    • When having multiple tilesets that can turn into power-ups, collapse the set nearest the agents first as that collapse will unlikely disrupt the other tileset(s) because of the way tiles slide up from the bottom.
    • Per above, best to save vortex power-ups to be used in combination of other power-ups
  • Don’t forget to do at least these pre-mission tasks
    • Stock up on medkits and Molotov cocktails
    • Make sure the team has the strongest, healthiest agents (swap if not so)

Basic decision sequence for a player’s turn

  1. Use consumables (e.g. medkits)
  2. Trigger abilities
  3. Target a specific creature (if desirable)
  4. Click a tileset/power-ups on board to attack creatures or collect Quantium

Attacking Tips

  • Pay attention to the color of the enemies (indicated by the color of their health bar) and maximize the strength of the attacks by collapsing the best-colored tileset (I still use the color diagram to remind me)
  • Also, pay attention to the number inside the circle at the left side of an enemy’s health bar, this indicates the number of turns until this enemy attacks.  Try to defeat those enemies with the lowest numbers first, as they are most imminently going to attack
  • Attack the strongest/biggest enemy first as it can do the most damage to one’s agent.  Touch an enemy to target.
  • If one has multiple combos on the board, try to avoid triggering one that destroys the others.  More relevant for rocket/bomb combos.

Ability Tips

  • At this early stage of the game, the “Strike” ability that causes 150 points of damage is much more useful than the “Gonna Getcha” ability that causes 10% damage.
  • “Sticky” and “Stun Lock” are particularly valuable against the boss monsters.
  • The “Me Feel Good” health ability is best to use for healing agents at this point in the game.
  • “Demon Fist” is very valuable when the board has few or no large tile number matches, so prepare to use it if the board doesn’t have a power-up to create and there are few obstacles.
  • The best times to use the ability that grants power-ups, “Go Go Rangers”, is when there are already power-ups on the board (to create combos) or when there is a danger of insanity tiles triggering
  • The “Sticky” and “Stun Lock” abilities are particularly useful against the mission ending boss monsters, especially “Shoggoth”

Clearing Obstacles Tips

  • Different obstacles require different actions to remove them
    • Plain wood doors are easiest, any neighboring collapse removes them
    • Chained wood doors require multiple neighboring collapses
    • Colored wooden doors require a collapse of the matching color
    • Metal doors require power-ups
    • Tentacles are special blockers that only require a neighboring collapse
  • The most dangerous obstacles are the insanity tiles which require being hit by a power-up to be removed