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Do the puzzles, they give you strong cards. Remember to use the knife.
Remember to make your own strong human cards, I had a 7 triple attack card that got me through the boss
The painting is helpful for getting an extra shuffle, an extra candle and the ability to use bees instead of squirrels
Phase 2 starts with the Angler placing 'Bait Bucket' across from your active cards--DO NOT HIT THEM! When a bucket is struck, it'll auto-summon a Great White; 4attack+Diving. To avoid this, using Flying cards, and also try to avoid having a card in all four of your spaces, so you can summon around them. Advantage of them diving is that yes, you can attack directly, but unless you have cards with more that 4 health it'll be a wasted summon.
Ideally don't hit the bait buckets, but if you do you need to have something with high attack or defence ideally to put there to counter it as the sharks attack for a fairly high amount of hit points which is bad if you've hit several of the buckets at once to trigger them. If you don't hit them and use fliers, you can go over them to directly hit the boss, but that does depend on your card draw so it's not always possible.
Have you done the wolf, candle, puzzle box and clock puzzles to get the items/cards there yet to help?
Try to get the cat and fuse the immortal trait with something else useful with higher health if possible. When you get your own card on failure, try to build them worth zero resources to use.
The picture puzzle is frustrating as it relies on the right cards being dealt. You can beat the angler without it. Just do it when you can.
(Another hint to do with the fire (Spoilers below)
Try continuing to offer toxic animals to the fire until they get eaten as they kill the people there and you can them max out your cards at the fire without problems and have stronger cards for the boss battle.
Not just get better card, but be smart with placements. When the Angler raises his hook, play a squirrel (or pelt). He'l hook that card instead, and if you place them against the Kingfishers, they'll be pulled back out of play. And just like with the Prospector, don't fill your side of the board just cuz you can. Angler's Hook will target your latest-played card.
Also...for things to come....
The Trapper/Trader fight can be just as hard/punishing, as the Trapper will play cards that WILL take your cards out--they start with 1-attack/2-health (with flying-defense) just like bullfrogs, but the card becomes a Leaping Trap, with 0-attack/1-health. These will snap-shut on any attack--normal or flying--and kill the attacker BUT! If you can hold onto a card with a multi-strike sigil--like Mantis/Mantis God or Pronghorn--then those side-striking attacks will trigger the traps but not get taken out.
The Trader doesn't do much in Phase 2, but it's a good idea that if there's a high-attack card to pull it out of play, or at the very least remove those directly opposing your card(s). NOTE: THESE CARDS DO NOT STAY IN YOUR DECK AFTERWARDS.
if you did every puzzle except the painting, you have done everything you needed to finish it. your prep is basically done, and if you reached the angler you also clearly know the basics.
> he just pulls all my ♥♥♥♥ on his side and wrecks me in like 3 turns...
When he raises his hook, put a Squirrel down. He will always go for the "fresh fish", sacrificing a squirrel here is probably your best option. Or, if you must, sacrifrice pelts as a meatshield. But when he pulls a squirrel you basically disarmed a whole column right there, because the squirrel won't do you any damage, even if he pulls it.
Don't be afraid to use items, especially for a boss. If It secures your victory, go for it.
be prepared for his second phase, there be sharks. You can only carry three, you will probably get new ones on the way following, don't "save them for a hard enemy".
My strategy was going for lesser cards, but I strenghtened them whenever I could at campires and more than once gave effects to other cards at the altars. So I went for fewer, but heavier hitters and it worked out for me.
Plan ahead. A totem that gives your squirrels stink saved my skin in the final run, because I had three fights where my squirrels just "defused" the frontline, pushing it down to 0 attack, giving me time to grab cards and then dish out my heavy hitters. So if you have something like that, make good use of it. Remember: a unit with 0 attack is basically a disarmed block AND a stopgap for units that would follow it at the same time.
Of course SOME part of it is simply luck. I played three runs today, and in two of them I died because I had a very unlucky start hand and was faced with 3 birds and an elk in round 3. Feel like nothing I could have done there.
Losing because of "luck" in this game is a skill issue. There are plenty of options available to mitigate and/or completely circumvent the RNG for the things that matter; the game won't hand everything to you on a silver platter but all the basic pieces are there in the open. With a little creativity you can handle whatever the game throws at you; and if you have no creativity then you can instead use pattern recognition and some brute force to get the same result.
This game does a very very good job of disguising how it really works; it leans hard into a couple of common tropes like "the computer cheats!" which will leave you primed to believe that's what it's actually doing... but in reality, it's just a series of cleverly masked lock-and-key puzzles with a couple of pre-scripted responses to your actions. Learn the triggers for those responses, and you can run the game around in circles without any difficulty; "tricking" it into playing losing moves.
That's before we get into how ridiculously weighted in your favour the early part of the game is -- it won't seem like it because the game intentionally obfuscates those advantages; but with everything you learn about the game and the map and the combos available to you, the more you'll realise that you are playing on an entirely different level to the guy across the table. You have access to combos and moves that he simply doesn't -- like, the computer can't use bone farming to pull out a high-damage card early on; and even if the RNG does give the computer opponent something that would be broken in your hands, the computer can't actually take advantage of it because it can't react to the game "live" like you can, it can only follow its preset rules. You get to pick the rules for how your deck works, when you play certain cards (and you can build cards to have more than one way to play them!); and you can prioritise seeking out the specific sigils (or combos of sigils) that will let you take control over things like draw order, gaining items (it's quite easy to create a card which allows you to "cycle" items so you'll always have the ones you want!), having enough blood/bones to play whatever cards you like, and guaranteeing that those powerful cards are in your first hand (or that you have another card which allows you to search for them, if they happen to be cards that can't be manipulated that way.)
Don't get me wrong, most of this isn't "surface level" info -- you'd need to either play a whole lot (and with a specific focus on watching the mechanics and interactions, i.e. "do your own science") or else do some wiki/guide research to learn about some of these things; but there is enough surface-level info and hints to get you started. And there's some intentional red herrings, to keep you on your toes. It's a narrative puzzle game disguised as a deck builder roguelite, so the design will make more sense once you've actually seen the story. But for what it's actually trying to do (not what it looks like at first glance to be doing), it does a bloody good job -- so much so that it seems to trick most people into thinking that it's an entirely different game to what it is.
Alright, how does getting those cards help? As soon as you die, they are gone, and the next round you have ... standard cards. And since you are forced to have at least two deaths so far, that kinda kills any advantage of good cards, right?
...
So far, the best thing I have found is getting a totem that gives "rabbbits" to squirrel cards. Doubles my sacrifice rate.
totems are definitely the most helpful thing in the game, though, yeah. squirrel totems in particular can be pretty gamechanging if you have a good one.
Stinky Squirrels was powerful on my winning run.