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Also, bring plenty of antivenom.
And it's blight more so than bleed on this level, so bring much antivenom, but bring bandages anyway because there are still those hyper bleed-inducing Cultists all over the place.
And like wckowalski said, a map o/t dungeon layout helps a lot, if you don't mind not going in blind. Which can be more fun. But also harrowing.
You can use Houndmaster's Guard Dog skill for the same task.. but it will only work for a single turn, forcing you to re-cast it on the character once it's HM's turn once again. This will either greatly decrease your damage output and drag out the chamber fights even more, which is exactly what you don't want to do, or leave someone in the open and susceptible to a 1/4 chance to get astronomical stress & physical damage.
Outside of that, you'll get struck with tons of Bleed, Blight and Stress along the way to chambers, its contents guarded by humble sized fellows called Templars. As mentioned, you'll probably want to get rid of them as soon as possible.
Will the beacons remain lit on our return journey to the Darkest Dungeon? Or will I have to slay all three from the beginning?
Still, I'd recommend MAA to do multiple attacks against the bosses (they often do AOE or front line damageon their second attack of the turn and you will basically counter 50% of their first turns because that's always revelation (right?).)
Vestal (+2 healing trinkets), Crusader (+eldritch slaying, +25% damage), MAA (+speed, +speed), Yester (+quickdraw, +stressheal).
Normal fights:
Bascially crit 1 guy dead with the jester, then stressheal. Use crusader for other back-row if needed, or for stun. Use MAA for riposte, or for stun, or just damage. Stun/heal at the end of the fight to get back to full health and empty stress a bit (don't wait around for reinforcements though)
Bossfights:
MAA: Riposte, bolster, riposte, bolster. Until the unit without a talisman gets hit once by revelation, then start guard, riposte, guard, riposte.
Crusader does raw damage.
Vestal heals.
Jester keeps buffing party for extra crits (and heal crits).
It was not optimal, but I wanted to have 1 of every class with "never again".