ForumsGame WalkthroughsDangerous Adventure 2: guide and tips

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lotan
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lotan
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Farmer

Main Objectives:
-Complete the 12 zones
-Collect all items
-Cook all recipes

Simply progressing one zone at a time, according to your abilities, will get you to all the objectives(including all the quests), except the tower, which is not an actual part of game progression. In other words, once you reach the tower in zone 4, you don't have to complete it to move on.

1- Choosing you team

-Wizard = can read ancient runes(helps progress and access areas)
-Monk = +10% on experience gains
-Paladin = heals team10% after battle
-Druid = adds extra ingredients in battle rewards
-Thief = picks locks and mechanisms(helps progress and access areas)
-Hunter = finds secret paths(helps progress and access areas)
-Barbarian = climbs over barriers(helps progress and access areas)
-Bard = +10% money from battle rewards

You will need the specialists, to access certain areas and progress but they aren't all necessarily the best to have on a regular combat team.
-Wizard and Monk are great for combat, from weapons to armour to cards.
-Paladin is fantastic for combat. Plus, he heals the team significantly after each battle.
-Barbarian is only really useful for accessing certain areas, not worth replacing the Paladin or Monk full-time.
-Bard can be ignored, money isn't really important in this game.
-Thief is better than bard, if only because it saves you a trip back to reload the character when finding a lock to pick.
-Hunter finds helps access certain areas too but in no way measures up to the benefits of the Druid.
-Druid makes a huge difference when it comes to ingredients, which = all the food, mana, strength and money you will really need.

I played the game with the same combat team, going back once in a while to get a specialist, until the end and then went back and redid every zone with all the specialists, to make sure I found all the spots I had missed,
My combat team was Wizard, Monk, Paladin, Druid, Thief.

2-Cards

Cards make the whole difference, in combat, especially that you often really want to get rid of opponents quickly before the battle gets overly-complicated.
Don't worry too much about upgrading the magic cards, they upgrade gradually and quickly enough through normal game-play that by the time you really need the boosts, they'll all be maxed. Armour and weapon cards ca upgrade past level 5.

Cards upgrade;
-1 card after each battle
-3-5 cards opening a chest
-Trading pages(found in combat) in zone 4(once unlocked)
-Trading stones and rare stones(found in combat) in zone 8(once option is unlocked)
-The Forge(in your town) for $$$

Everyone has their preferred battle techniques so I'll say what I found useful.

Blue
1-Magic Bolt. Sometimes(often), you just need pure firepower. You'll often want to get rid of an opponent before he attacks or before the tiles on the board are played(usually resulting in damage for you).
2-Magic Mines. Lays damage blocks on the board the following turn, that damage enemies at the end of that turn.

Purifying can be useful early on, if you have difficulties with opponent's cards making your boards too difficult. Once you get stronger, you can do without.

Yellow
1-I switched between Healing Touch and Divine Protection, depending on which was most upgraded and offered more life points.
2-Strengthening doubles the damage of the hero you choose.

The other useful cards are similar enough to what I used in other colours, that I didn't find them worth replacing Heal and Strength.

*Exorcism is extremely useful against Gold Dragon, that covers board with penalties, every turn.

Red
1-Rude Shock is great for bosses but for all around combat, I used Contrition, which I found a great addition to my overall damage potential. It's half the damage as Rude Shock but hits ALL the enemies for the same damage,
2-Fury multiplies Red's damage substantially, making Red the superhero of your team.
Combined, Strengthening and Fury make Red's damage ridiculous

Fist of Fury will help those having trouble with penalties on the board, as it allows you to erase an area, off the board.

Green
1-A single Distraction can help you dispatch a whole group without using anymore magic or suffering any damage.
2-Poison Ivy is additional damage done to all enemies, every turn. In a long fight, this card played just once, can cause 1000s of points of damage. When I was way more worried about defence and health points, I used Healing Herbs instead.

Neutralizing is useful against the opponents(very few) that put obstacles on the board, like the Green Frog(zone 3) and the Purple Frog(Tower f85)

Purple
1-Trap puts damage tokens on the board, the following turn, just like Blue Magic Mines.
2-Substitution, swaps tiles on the board. Although at first you may want to use Bleeding or Poisoning, you'll soon discover the benefits of moving tiles around for obtaining optimum damage or avoiding penalty tiles.

3-Combat

Use the first few battles of the zone to farm some mana, to face the end groups and bosses with authority.
-Enemy colours adjacent to target colour, suffer half damage as well. Meaning, if you attack Red, Blue and Yellow will also take damage, 50% what Red suffered.
-Tiles do the same amount of damage regardless the size of the block you are clicking. It's not the size of the block but how many tiles are removed.

Depending on my mana amounts(sometimes you have more of this than that), my preferred openings were;
1-For 2-3 opponents, Distraction on the enemy who will attack soonest. This usually allows me to dispatch all opponents before they even get to attack.
2-Many opponents with many hit-points, both Trap and Magic Mines. This allows for a huge devasting blow to the whole group. For particularly harsh fights, I'll add Contrition and Poison Ivy.
-Keep in mind you don't want to flood the board with too many tokens to play or not play or avoid, especially if your enemies are adding tokens too. In other words, this is NOT a good time to also throw Healing Herbs on the board.

Against bosses, Substitution is a potent weapon. You can maximize tile placements and set up a Hero for maximum damage. Combined with Strengthening, it is a boss killer. If the boss is red, added Fury just makes the fight ridiculous easy and quick.
Some bosses are actually vulnerable to Distraction. You can delay and kill them before they ever get a chance to act.

Ration your use of magic. Better to have some left over at the end than to come up short on your last fight.

Tips
-Watch the enemy 'turns until attack' counter, to prevent getting attacked by 3 or more opponents at the same time.
-If your last opponent is about to die but is a few turns away from attacking you, use that extra turn or two to farm magic in the opposing colour. That is, is your opponent is yellow, click blue and purple tiles, for a turn of two.
-'Lose a move' tokens won't affect you if it's on the last tiles you click.
-Hop in and out of battle until you find the most beneficial board for you to start with. Don't do this if you have food, as it gets used up on a per/battle ratio.
-In zone 4, clear everything around you before activating mechanisms, as whatever is there disappears once you start climbing.

Blue Dragon(zone 7)
Blue Dragon lines up a card to play every time you play one.
One technique is to equip your heroes with food and simply fight it out without magic.
You can use Purifying and Interrupt to remove the Dragon's cards, as well as Exorcism, to clear the board but that also lines up more Dragon cards.
'Refresh the Field' scrolls are useful here.

Green Dragon(zone 6, unlocked area)
Green places 'lose a move' tokens on the board as well as causing temporary gaps on the board that aren't all that bothersome. With food and magic, it's an easy fight.

Red Dragon(zone 8)
Red adds an indestructible obstacle to the board, every turn, so you want to kill it quick. With Substitution, Strengthening and Fury, this become a quick fight.

Purple Dragon(zone 11)
Purple stands back a line, therefore his damage taken and given is halved, making it a longer fight but not more difficult. The fight starts with bottled creatures that will quickly die and will eventually be replaced by another wave of minions. Purple doesn't do much damage while you kill those off easily and then, it's an easy finish.

Gold Dragon(zone 10)
Goldie is tough only because he covers the board with penalties. This is easily countered.
For starters, the Exorcism spell clears the board of everything. Second, the Refresh scroll refreshes the whole board. With food and magic and scrolls, this is not a hard fight.

Dungeon Master(zone 12)
Choose a decent staring board and you can Substitution + Strengthening his demise in 2-3 rounds.

The Tower
Complete it at your own rate, no hurries. Progress(or lack of) in Tower does not affect your game-play.
All creatures in Tower are creatures you will encounter in game, all the way to the Dragons, at the very end and the Black Tower Master.

f100(top) Black Tower Master
He is immune to everything and can only be affected by the black tiles that appear on the board. Your best friend here is Substitution, that will allow you to maximize the grouping of black tiles on the board. You want purple mana to keep this up, so don't stop collecting it(once per 4 clicks or whenever you see an attractive chunk). Not a very difficult fight.

The Gourmet
After feeding him a dragon meat dish, he becomes a boss on the map.
He's red, so Substitution + Fury + Strengthening will dispatch him quickly.
He hits hard, though, so make sure your heroes are equipped with good food.

4-Recipes

You get recipes here and there, during game-play but you will quickly get access to trading for them(entrance zone3). To trade there, all you need is to have(or obtain) are the ingredients for the recipe shown to you.
You'll be able to get all the recipes there, as quick as you obtain the ingredients for them.

The Tower can be good for obtaining first ingredients to new recipes, seeing as you can encounter creatures from zones you haven't entered yet.

Your main dishes will be healing food.
1-Fried Noodles Maski(heals 10)
-Spices(zone 1)
-Mosquito Legs(zone 3)
2-Baked Carp(heals 20)
-Carp(zones 3+7)
-Cheese(zone 5)
3-Dryad Fish Soup(heals 25)
-Dried Fish(zone 2)
-Dryad Leaves(zone 6)

Tips
-To start a zone with a decent amount of magic, simply equip one dish(that gives mana at the beginning of each fight) and hop in and out of battle 3 times(until the food is gone).
-Although Dr. Worm heals more than Dryad Fish Soup, the ingredients are harder to find and the dish is harder to succeed. You're better off, making the soups, as far as time and efficiency are concerned.
-Careful feeding dragon meat dishes to the Gourmet. He disappears permanently from the Tavern once you feed him one of those. He then becomes an enemy to defeat, on the map.

5-Upgrading Armour and Weapons

You can spend time farming money to upgrade armour and weapons at the forge in town but it's a lot of time spent for little difference.
Weapon and armour cards get upgraded after battles, from opening chests and trading stones and pages for upgrades.
What I did was upgrade those items that were already close to passing to the next level

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