Popup Dungeon

Popup Dungeon

46 ratings
Popup Dungeon Achievement Guide/Campaign Walkthrough [WIP]
By Masquerine
This is an Achievement guide/walkthrough for Popup Dungeon. This guide is mainly focused on the choices/information in Campaigns, Stories, Seasonal, Runs and all of the achievements. Due to the sheer volume of information in these campaigns, this guide is a work in progress. Guide is mostly done. Just need to finish converting Floor 2 and Sweetwater into spreadsheet format. Run Home is still untouched but will be spreadsheet format.
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Introduction
This is an achievement guide/walkthrough for Popup Dungeon. The achievements are spread out in different areas of the game, from doing things in the full dungeon campaigns to beating challenge runs. No achievements can be permanently missed as dungeons can be replayed for alternate routes/different outcomes on Challenge Check dice rolls. I won't be covering story dialogue unless necessary for choices. Some campaigns are quite long with many branching paths.

What is this game?
Popup Dungeon is a tactical, turn-based, 1-5 character party RPG inspired by D&D tabletop games. Campaigns are a mix of dialogue, player choices, skill checks and combat. There are some features of rogue-like progression elements (found equipment/items/skills are temporary). You will gradually make your party stronger through upgrade-able charms, bought through gold found while playing. There's 28 characters unlocked from the start to choose from. Some characters have alternate builds to play like a completely new character. The main bulk of the game takes you through 25 dungeon campaigns to play through with 7 different difficulty settings. There's also additional seasonal and story campaigns, as well as challenge mode runs with a boss gauntlet, top 10 high score mode and endless survival. You can customize your own characters or dungeons via Steam Workshop integration. Remote Play together can be used for multiplayer.

Here's some basic information about the different aspects of the game not fully covered in the tutorial.

Difficulty
Difficulty is measured in different ways.
First you have the Menu>Option>Difficulty choice of: Story, Chill, Normal, Hard, Grandmaster, Super Grandmaster, Galaxy Brain. This can be changed at any time and affects the Encounter rating level of battles. Start off Playing on Normal or Hard, and escalate the difficulty when your game knowledge/necklace charm level increases.
Second you have party size. Standard encounter battles will match your party size. The recommended party balance is 3. Some boss battles and forced encounters can have fixed enemy party sizes. Playing with a solo party is not recommended starting out, as you may run into something that you're unable to damage due to it's resistances/defense,
Third you have the Charm Necklace Level. You necklace level is a rating of your party's bonus power, taken as an average of all 5 equipped charms. Higher levels can start with better equipment and better abilities.
Fourth is Game Mode. Playing in the Wizard's Tower doesn't take your Charm Necklace into consideration, only the Game>Options>Difficulty. Playing in Stories, Seasonal and Runs does factor in your Charm Necklace as well as Game>Options>Difficulty.

Slow Gameplay
In Options>Controls menu, you can adjust the default game speed. You can also adjust fast forward speed, and make it a held button or toggle. Fastest is 1.5x default speed, 3x fast forward speed.
In Options>Game menu you can adjust Wall Visibility. Speed this up to make it easier to navigate around rooms and find potential hidden bonus objects.

Redeeming Shareable Reward Codes
Click on the chest to start the game and on the left side of the chest is two buttons. The top one is "ENTER CODE", which bring up a box showing Redeem Shareable Reward Code. When you complete a dungeon, you are given a long reward code that you can share with other people to give them bonus gold. You cannot redeem your own generated codes. You can use multiple codes unless it exceeds your allowed gold amount, in which case there's a 2 hour cooldown max. Smaller gold amounts may generate short cooldown times. The amount of gold earned from a code can only equal about 1/4 of your total net worth. You can check your total net worth in Options>Profile. Net worth is your total accumulated gold from playing the game, so the more you earn from playing the more bonus gold you can obtain from redeeming codes! Steam friends give you a bonus of 1.2x for Reward Codes, and you can easily search for friend codes in game via automated list. Codes expire after 2-3 days.

Steam Workshop / Mature Content
Steam Workshop is integrated in the game. You can access characters to download by opening the chest and clicking on the "DOWNLOAD" button on the button left side. To find user created dungeons, click the small button in the top right of the GAME area.

To enable Mature Content, go to Menu>Options>Game>User Generated Content>Enable User Generated Content, Enable Mature Content: ALL.

Deleting downloaded content is handled in an completely different menu (Create>Content Manager). Deep delete removes everything associated with what you're deleting.

Charms
Charms are the form of hard upgrade progression, with each charm giving you different perks based on the type and quality. Charms are obtained mostly through using gold obtained in dungeons. A single token is usually awarded for finishing a dungeon.

Access to charms is located in the main menu. In this screen you have the Charm Ball Machine, Necklace, Combination Drawer, Charm Combination Recipe List and Token Purchase Machine.

The Token Purchase Machine is where you spend gold to get tokens for purchasing charms. There is a chance that you'll get extra higher quality tokens when buying tokens, and it can happen multiple times. Adjust the dial on the left to change the token type. Pull the lever at the top to purchase. Click on the "quick" button to automatically use the obtained token on the Charm Ball Machine, saving you some time and clicking when buying a lot of tokens/charms.

The Charm Ball Machine is where you spend tokens to purchase random charms based on the token used. For example: One plastic token gets you one random plastic charm.

The Combination Drawer is where your extra charms are stored, as well as access to combining charms. Place two charms in the combine section to get a better quality charm. The resulting charm is based on the Charm Combination Recipe List. Some combinations result in specific charms, others give random ones. All known recipes are automatically recorded.

The Necklace is where you equip charms. Based on the quality of the charms equipped you may begin dungeons with better quality equipment on top of the bonuses each charm gives. You can equip up to 5 charms at once.

For a full breakdown of all the charm combinations, types and everything related; see user DaetherX's complete guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2456707088
To Do
Check for typos, formatting fails, the usual. This game is long with lots of words.
May 21: Did a second check for typo/formatting.
Known missing information bits:
Floor 1: CC: Physical Power Success, Mobility Fail, Mind Defense Fail. Record results.
Floor 2: Currently converting written format into google spreadsheet.
Floor 3: CC success/fails on different paths.
Floor 4: CC?
Floor 5: Succeed first Challenge Check, fail second. Record outcome.
Floor 6: Missing 1 tombstone hint.
Floor 7: Do all the different parts actually do something? Boss seems the same every time. Need confirmation.
Floor 8: Done.
Floor 9: CC fail/success on some choice.
Floor 10: Done-ish.
Floor 11: CC, try alternate dialogues.
Floor 12: Musket gear crafting CC type, otherwise done.
Floor 13: Done.
Floor 14: Done.
Floor 15: Done.
Floor 16: Done.
Floor 17: Done.
Floor 18: Find item of power.
Floor 19: Done.
Floor 20: Done.
Floor 21: done?
Floor 22: Done.
Floor 23: Done.
Floor 24: Try party of 2 compared to 5. Try alternate dialogue midway through.
Floor 25: Done.
Halloween mostly done.
Play Run Home Campaign. Turn into spreadsheet guide at some point.
Replay Sweetwater, multiple times. Working on a spreadsheet guide! (May 6+. Still working on it! May 21)
Achievement List (Wizard's Tower Floors)
Achievements here are sorted by where they can be found with a short description of what to do. For more elaborate details, see the appropriate section of the guide.

Wizard's Tower
Tutorial


Invited
You've been cordially invited.
Automatically gained after completing the tutorial. You can opt to skip or do the tutorial battles, it doesn't matter for this achievement.

Floor 1

Second Gumming
Let's hope that was the last gumming...
Choose "Clear your mind" for the boss form to fight Second Gumming for the achievement and an Item of Power.

Floor 2

Chedder Buoy Biscuits
One will keep you afloat, but a basket will surely sink you.
You need to eat 10 Chedder Buoy Biscuits before you get thrown out of the Blue Lobster restaurant. Be nice to the Waitress to improve Waitress Faction. Make her feel Guilty about how she's serving you to make Challenge Checks easier and find ways to increase your Appetite to consume more biscuits. Dependant on Challenge Check successes to obtain this.


Spoiler Alert
Why do you seek spoilers of your own story?
In the Blue Lobster restaurant, choose to visit the fish tank aquarium. Ask Waitress about what she was doing before, and eventually invite her to come with you back to the dungeon. Choose yes when asked if you want spoilers for the achievement.

Floor 3

Necronomnomicon
Rib stickin' meals for skelly bellies.
Successfully obtain the Necronomicon by passing all 3 puzzle trials and speaking the correct words in the correct order.

Floor 4

Smashed Record
It's more of a lightly scratched record actually.
Successfully pass the Iron Maiden concert and Mosh Pit Challenge Checks to find the Smashed Record achievement and Item of Power.

Floor 5

Dragonslayer
You slay queen!
Defeat the dragon during the Floor 5 campaign.

Floor 9

Pumpkin Pail
You've survived enough tricks to earn a treat!
Obtained at the end of Floor 9. Seems to be automatically obtained.

Floor 12

Killing Machine
You don't need no bots to know how to rock!
Don't build any robots and instead take your full party to confront Wheely Wrongka. It's also possible to take a solo character party to get this and Head Engineer in one run.


Head Engineer
The Steam Workship is yours!
If your party is only one character and you either built a robot or lacked the parts for one, you can fight Wheely and get Head Engineer. If your party is one character and you couldn't build a robot, you'll also get Killing Machine.
There seems to be a bug where if you build the maximum of 5 robots and only take 1 character, Wheely Wrongka wrongly accuses you of cheating, voiding the achievement chance.

Floor 15

Perfect!
Flawless victory...
Beat the entire tournament without retrying a battle.

Floor 19

Armored Glove
The high score is now in your iron grip!
In the first Encounter you'll need to hit the high score amount by dealing damage to enemies while not taking damage. Should be pretty easy to manage if you're not using Imbue Kill.

Floor 20

Crate Master
Wooden boxes tremble in your presence.
An Item Crate will appear on Turn 1 in every Encounter. Destroy it before your enemies do and you'll get the achievement at the end.

Floor 22

Key of Freedom
Freedom is relying on those you trust.
Obtained after correctly assembling the doorway with three tablets.


Anubis
Who will shepherd souls when the guardians of the dead lay strewn in the sand?
Kill an Anubis enemy while preventing it's Mortal Wound ability from being used during "Into the dunes." Use a charm of Imbue: Disable to achieve this. Achievement pops on the next screen of "Secret passage."

Floor 23

Backup
Save this run to your highlight reel!
Acquire enough data for The Wizard quickly (within 3-6 battles) to get this achievement and an item of power. If you've gone to Mining Deeper for the fourth time, you've taken too long. Use lots of AP and deal damage to enemies to get data faster.

Floor 24

Survivalist
You've battled back the corruption of the world to its origin and returned unscathed.
Defeat all 21 Floors in this boss gauntlet without using a Checkpoint and answering 1 to The Wizard's difficulty question. Retries and deaths are allowed.

Floor 25

The Tower
You have overcome The Wizard's trial and bested him atop his tower.
Beat the Wizard in the final battle on Floor 25. You'll need the Mysterious Key charm equipped to fight him.
Achievement List (Sweetwater)
Sweetwater Campaign

Sweetwater
You have completed the Sweetwater campaign.
Automatically gained after beating the Sweetwater campaign.


Bookwyrm
With a little ketchup, there's no book you won't devour.
Find and read all 5 books in Zinfandel's library. There's 3 by default, talking to Zinfandel will unlock the other two. You should be able to do this when you revisit Zinfandel's library after exploring the Chapel/Catacombs. You will need Positive Faction to talk with Zinfandel, as he won't trust you if you're Negative Faction.


T'Owl Feather
You finally found the T'Owl you were looking for.
You need to have Positive Faction near end of campaign when choosing a path to go back home.


Resurrector
You've brought Brevik back from beyond the brink in the buff!
You need to find multiple items in order to revive Brevik. (Brevik's Doll, Towel, T'Owl Feather (Positive Faction), Resurrect Spell (Positive Faction), Gem, Mirror Shard)


Cold Brew
Simply the best way to brew beans.
Find three coffee beans by foraging. Then cook and brew coffee. Can Succeed or Fail the Challenge Check, it doesn't matter.


Great Betrayer
In a room full of demons, you're the bad guy.
When you confront Von Imp in his manor, ask to work for him and demand higher pay. Proceed into the mirror and kill the demons and return to Von Imp. Can be done on Positive or Negative Faction paths.


Barrely Victorious
You were barrely victorious!
Kill Von Imp, pillage the house. Go back to town and re-enter manor. Loot Von Imp's stash successfully to find the barrel. Succeed again to unlock it. Go back to town and choose Abandon Sweetwater.
*Currently bugged as the achievement isn't rewarded when it should be.


Majority Owner
Because most of the gold is just not enough.
Negative Faction Route. Take Von Imp's test and succeed. Offer to kill the demons and demand 80%. When you get to the Shareholder's meeting later, you'll get the achievement.


Self-Destruct Mutton
You've always got one finger on the mutton.
Not found yet. Possibly on the shareholder's meeting path as they talk about mutton there.


Redeemer
No one is ever beyond redemption.
Spare Von Imp route (Positive Faction 8+?). Kill the doorman and say you regret killing him. Choose to fight Von Imp. Exhaust all his dialogue choices and spare him with the shakespearian choice. Burn the house down and enact the dark ritual with the mirror. Go inside and defeat the demons. You'll have multiple dialogue options to deal with Von Imp. The option "Think it through, Von Imp. You still have something left to lose" lets you jump in to defend Von Imp. Later you'll get a gift of water. Drink it and you'll get Redeemer.

*Bug: If you spare Von Imp and go back to town then back to the manor the instance will reset, causing a potential infinite loop. It can also distort the campaign where Von Imp is both alive and dead at the same time.


Vigilante
You're not the justice we need, but you are the justice we deserve.
Do Von Imp's tests, defeat the demons and do not break the mirror. Get a % portion of shares as a reward. Defeat Von Imp later when he summons you. When you get to choose what to do with the house, hire a butler.


Grus Vom Krampus Campaign

Krampus
You've un-Kramp-efied the holiday season!
Defeat Krampus at the end of his campaign to get this achievement.
Achievement List (Halloween, Runs)
Halloween Campaign

Samhain
You accepted the challenge, fought and never lost.
Defeat Samhain at the end of the Halloween Campaign. You may have to click on the Game Credits to get it to pop.


Halloween Machine
Fear-powered!
Get the quest and Fear Tracker item from (H1). Go to (H4) and defeat the Scarecrow. Go back to (H1). Go fight Samhain and Doc Cog joins the fight after 2-3 turns. Check the Game Credits to pop the achievement.
*The option to jump through the window to save Doc Cog is disabled if you're a vampire.


Corn Cannon
Finally, a good use for candy corn.
Find the Original Batch and Corn Cannon. Original Batch is at (C3) and requires a crowbar. Either bring one or kill Concealed Carrie for hers. The Corn Cannon is at (E5). Defeat the playground Boo-lly to automatically find it.


Deco Quest
The mystery of the Halloween prankster has been solved.
Defeat Playground Boo-lly at (E5). Go to (B5) and defeat Untombed Raider. If you succeeded the challenge check at the playground the quest is done, else go back and find evidence. Then return to Untombed Raider.


Evil Eye
The pendant is a ward against Samhain's witchcraft.
Go to the Convenience Store and ask the Clerk about his necklace (E6).
Can also ask Lupa at her house (G6).


Vampirism
Anyone got any otter blood?
Visit the house at (K1) and get bitten by the owner. You can willingly get bitten or attempt to flee and fail with a low roll. Fleeing successfully won't get you the achievement.


Sweetwater Taffy
How many times must you cleanse the spring of Sweetwater?
Pick up the quest at (J4) by opening the chest and asking how to uncurse Sweetwater Taffy. Head to the cave at (G5) without a light. Defeat the Crystal and head back to (J4). Achievement unlocks when you are rewarded back at the mansion.


Kooky Cookies
Those were the kookiest cookies your ever cooked.
Pick up the quest at (H5) by talking to Dr. Funk. Kill undead enemies for ingredients. Head back to (H5) and use the oven. You only need to bake one cookie to get the achievement now.


Lycanthropy
Better start shopping for razors in the bulk aisle.
When Lupa offers you a treat, eat it. (G6)


Supa Lupa
You've made your friend Lupa more Supa!
This requires two things. You need the witch's book and you need to become a vampire. Find the Witch Coven book by talking to the Witch at the Witch Hut (L3), asking about joining and opting to steal the book. If you fail to steal it you'll have to kill the witches but the book will still work.
Become a vampire by visiting the house at (K1) and staying for dinner. Simply allow yourself to get bitten to become a vampire. Head back to Lupa's house at (G6). Bite her and give her the book. Then go fight Samhain. Lupa should join the battle around turn 2-3. Win the fight, check the Game Credits and the achievement will pop.


Witch Coven
You've signed your name into the ledger.
At the Witch's Hut (L3), inquire about joining. When you are able to sign the book, do it.


Skate White
You can drop in and smack the lip with the best of them.
Find the Skate White event at (B2) after going in the arcade (A1) and returning to (B2). Earn points by doing tricks and if your score is higher than the Skate White's score, you earn this achievement.


Bringin' Down the House
The frat boys are gonna need a new roof.
In the Frat House basement (E1), destroy most of the support columns. You'll get a warning to stop at first, then the ceiling collapses each turn dealing damage to everyone. Keep destroying pillars and the battle will automatically end for the achievement.

Halloween Campaign: Arcade Minigames
Arcades cost $1 to play. If you fail, it'll cost you $1 again.

Slam Page
King of the monsters.
Win on the first arcade machine.


Ring Runner Arcade
Hope an alien race wasn't watching your leet skills...
Win on the second arcade machine.


Shinoobi
You're the master of all noobies.
Win on the third arcade machine.


Runs: The Arena


Gladiator
You are the master of the arena.
Win all the rounds in the arena without failing.


Runs: Endless


Endless Run
There's no end to this run, but you've gone far enough to warrant reward.
Beat level 29 and you'll get the achievement. You can begin the run at any level. Clearing 29 is all that matters.


Runs: Top 10


Top Ten
You're initial top charts!
Beat the entire Top Ten run for this achievement.


Number 1
Is that a roll of quarters in your pocket? #1 without retries!
Beat the entire Top Ten run without failing a battle.
Achievement List (Run Home)
Run Home Campaign


Run Home
You have completed the Run Home campaign.
Obtained when you finish any path of Run Home.


Gooliette
Je ne peux pas oublier le Gooliette!
Find Gooliette and solve her debt problem with her sister, choosing the path that keeps Gooliette with you.


Ace Captain
The divot you leave in the captain's chair is unfillable by any other rear.
In the ship battle with the Umbrageist at planet MVN-BLT, disable the ship by reducing it's shields and hull to 0.


Asteroid Ace
You ain't afraid of no rocks.
Fail the Blue Milk contest to get sent to asteroid prison. After the asteroid prison escape a DSD ship approaches you. Choose the asteroid route and win all Challenge Checks (four 7+ Straight Rolls). You'll have to reload the checkpoint if you fail, putting you back several battles and lots of dialogue.


Binary Division
You split a rock in half down to a molecule.
Pick Dicot as your race bonus and fail the Blue Milk contest. Succeed the 15+ Challenge Check to find Duril from the mined brick. Keep splitting the brick until it's finally done. Goo will ask if you want to skip it, say no.


Duril
Not a single molecule of duril escaped your mote-toter!
Find all 7 molecules of duril during your adventure. One can be found at the start after failing the Blue Milk Contest and finding it in a mined brick via 15+ Challenge Check (Duril #1). The other 6 are on each of the 5 planets you can visit. Don't go to MVN-BLT when it opens up until you've done all other planets. JPN-C3N: Side with the Emperor, deliver the gift to the space station (Duril #2). Agree to eliminate the Curator overlords for him (Duril #3). F3R-M1N: (Duril #4). SVV-EET: Take the quest to find the Fallen Lightning. Fight your way through it all and close their portal. (Duril #5) LV1-427 (Duril #6). H4U-N3B: Investigate the ghost ship, going inside. Defeat the ghost ship for (Duril #7).


The Goo'ed Life
You got hitched to the goo.
In the ending choice, choose to go home instead of becoming a sage. When Goo confesses, choose *GULP*. Gooliette must survive the campaign to get this choice.


Ring Runner
The Rings are concentric superhighways that circumscribe the universe. Those who venture the stratums between them are known as Ring Runners.
When you defeat the Umbrageist, do not board it. Opt to destroy it. Choose Shields up -> An Army -> Safer onboard. Get Extinguisher to 30-35% HP remaining and Mavenbolt will ask you a question. Choose your survival. Finish the battle and Extinguisher will escape, giving you the Ring Runner achievement at the end.


Blue Milk
You've replaced your blood with blue milk and somehow managed to survive.
Win all 4 Challenge Checks for drinking Blue Milk. You'll need to restart the campaign if you fail CC 2 or 3.


Quantum Power
You're powered by the RNG of the universe!
Travel to the SVV-EET planet. Blend in with the locals and take their quest to find the Fallen Lightning. Make your way through all the fights to close the anomaly portal to get the achievement.
Achievement List (Run Home)

Chimosine
Good luck getting rid of this cat now!
When you reach the Station Prominade on planet LV1-427, enter The Arena. Agree to let the partner join. Win all the battles and offer to release Chimosine from her debt.


Sage
The crown in your mind has restored the way to the Will.
After defeating the Umbrageist in ship combat, board it and defeat The Sage. When asked if you want to become a sage yourself, say yes.


Bean Counter
It'll be a dark day when you're fooled by a jar of jelly beans.
When a mysterious figure puts you in a hologram, play along with their game. When asked which trial you want, choose puzzles. Puzzle 1: 0 blindfolds. Puzzle 2: Ferry Mohmil. Return solo. Ferry Skwell, take Mohmil. Ferry Cargo, return solo. Ferry Mohmil.
Puzzle 3: 3 or 7 shots. Fill Small. Pour Small into Big. Fill small. Pour Small into Big. Empty Big. Pour Small into Big. Fill small. Pour Small into Big. Fill Small. Pour Small into Big. Empty Big. Fill Small. Pour Small into Big. Big now has 7. To get 3, Fill Small and Pour Small into Big.
Puzzle 4: Same amount of beans in each jar. The amount was swapped (not counted in the mixing) so each jar holds 300.
Puzzle 5: Choose a door, when offered to switch, switch.


Party Leaver
You're more of a party-leaver than a partygoer.
When a mysterious figure puts you in a hologram, play along with their game. When asked which trial you want, choose Dice and Decisions. Your goal is to leave the party. You can luck out with a 20 roll at the start to win. Otherwise play the arcade games for tickets, buy prizes to bribe your niece and hope you roll high to leave. Critical rolls (1 or 20) have unique events that can instantly win this minigame. Example: Rolling a 1 on the skee ball game with overhand throw leads to a deadly accident where you get arrested, forcibly escorting you out of the party for a win.


Kaiju
You took the thunder lizard by the horns and drove it out of town.
When a mysterious figure puts you in a hologram, play along with their game. When asked which trial you want, choose combat. Defeat the Kaiju monsters and the achievement is yours.
Items of Power List
This is short list of the Items of Power. Check the relevant part of the guide for more details on full unlocking requirements, as some can be easily missed. Items of Power are a bonus reward item you can use during most of the Wizard's Tower Floors. Some mimic charm effects, others have unique effects. They are not required for achievements, though some do unlock with a few achievements at the same time.

Floor 1: Ghostly Gummy Bear [On Death: Transform into The Second Gumming]
Floor 2: Chedder Buoy Biscuits. [Levitate and Elemental Defense.]
Floor 3: The Necronomnomicon. [Life Siphon and Healing Received.]
Floor 4: Heavy Metal CD [Damage Reflect and Health.]
Floor 5: Toilet Paper: [Purge Negative Effects at turn start.]
Floor 6: Mummy Wrap: [Imbue Kill]
Floor 7: Volt Bolts: [+Defense; Ability: react to damage, gain AP.]
Floor 8: Letterman Jacket [+Physical Power, Transform into Werewolf.]
Floor 9: Breakfast Cereal. [Armor Penetration, Mundane Defense, and Health.]
Floor 10: Skydice Ticket [Critical Chance and Evasion]
Floor 11: Arkstone. [+Power, +Action Points, -Mobility.]
Floor 12: Toymaker's Hat: [Support.]
Floor 13: Immaculate Mind. [Energy Power and Energy Defense.]
Floor 14: Katana Arm: [Imbue Slashing Damage and +Disable Defense.]
Floor 15: Perfect! [Absorb Damage.]
Floor 16: Elemental Conflux: [Elemental Power.]
Floor 17: Magic Beans [Heal 33% on Death's Door.]
Floor 18:: Premium Scrap [Upgrades starting equipment to Uncommon.]
Floor 19: Token: [Add a random Companion every encounter.]
Floor 20: Chained Wallet: [Gain random Statistics and Abilities.]
Floor 21: Leadership Award. [+Form Duration and Buffs your Summons.]
Floor 23: Backup Disk [Resurrect a fallen party member to 50% every Round.]
Floor 24: Survivalist Badge: [Cumulative Power, Speed, and Defense buffs.]

Floor 22 and 25 may not have Items of Power. Asking game dev to confirm as my testing has yielded nothing.
Wizard's Tower: Tutorial
You will begin the game with the tutorial to learn the basics of how to play with Lesson 1. You can also opt to skip the tutorial, but it is advised to do the tutorial as they explain a good deal of how the game works. There's a ton of information in the game to learn, and this is a good place to start learning.

Tutorial Starts
Introductions: Choose one:
1. Cuuck Plank (Skip tutorial) -> Choose one: 1: Blast off! [Yes] (Skip to A Letter to Gamers) 2: Without a diaper, you say? [No] -> Lesson 1
2. Lesson 1 (Begin tutorial)

Lesson 1: Encounters: 1 (1 Goblin). Simple battle with some basic combat info.

Party time!: Choose one:
1. Orin the Wizard (Orin joins the party)
2. Enola the Huntress (Enola joins the party)

Both are long range attackers. Orin uses magic, Enola uses physical. Doesn't matter who you pick, both are solid characters.

Lesson 2: Encounters: 1 (1 Goblin, 1 Kobold)

Ding Bat: Choose one:
1. No thanks; I got this! (Skips explanations)
2. Please do! (Ding Bat explains damage types and some other useful info)

Challenge Checks use a character skill modifier and let you roll a 20 sided dice. Sometimes there are no modifiers, in which case it's a Straight Roll. Sometimes items unique to a campaign are used instead.

There's a crowd: Choose one:
1: The Sarge (Sarge joins the party)
2: Convince the Enchantress: Challenge Check: Straight Roll 7 or higher.
3: Two is fine. (Less party members means less enemies)

Straight Roll Success: Leilah the Enchantress -> Leilah joins the party.
Straight Roll Fail :

Lesson 3: Encounters: 1 Boss (1 Cat Knight, 1 Goblin, 1 Kobold)

Made the grade! -> A Letter to Gamers:Choose one:
1. Unlock All (Unlock Story Driven Campaigns/Runs now)
2. Wait (Story Driven Campaigns/Runs unlock later)

Doesn't really matter what you pick here, as Campaign/Runs unlock after Wizard's Tower Floor 2 anyway. Both choices get you Achievement: Cordially Invited. Tutorial Ends

Wizard's Tower: Floor 1 should be your next step even if you chose to unlock Campaigns/Runs. The Seasonal Halloween Campaign is unlocked at this point for both choices, but I'd recommend attempting that one after you've gained some Charms and a better understanding of the game. There's no auto heal/revive after combat in that campaign.
Wizard's Tower: Floor 1
Who is the Wizard? Why has he created this game? If you wanna know, you'd better start climbing.

Notes
Achievements:Second Gumming.
Items of Power:Ghostly Gummy Bear.
Challenge Checks: Physical Power 11+, Mobility 11+, Mind Defense 7+
Floor 1 is limited to 3 party members maximum.
Choose "Clear your mind" when asked about boss form for the Achievement and Item of Power.

Items of Power are bonus rewards that can be picked from at the start of Wizard's Tower Floors for an optional bonus. Some Items of Power are tied to achievements, some are not. They are re-usable once unlocked.

Campaign Start
Choose one difficulty:
Chill: For newcomers to tactical RPG games.
Normal: For tactical RPG players who know what to expect.
Hard: For tactical RPG veterans that like it rough.

You can change this difficulty setting in the Options->Game menu later if things are too easy or hard. There's also tougher difficulty levels found there. Higher difficulties net more gold rewards.

The Wizard's Tower -> The front door: Choose one:
1. Desperate to lose. I'm gonna climb this tower and win one for humanity! (Ding Bat is rooting for you!)
2. Why is he desperate? Desperate for what? (Entertain the Wizard. He's bored.)

1 & 2 -> The Dungeon: Encounters: 2 Standard -> An Impass: Choose one:
1: Search for another way: Challenge Check: Physical Power 11+
2: Seek the bat's help -> (Skip to Demolition Man).

Physical Power Success:
Physical Power Fail: Failure -> Game Over -> Just kidding! ->

Demolition Man: Challenge Check: Mobility 11+

Mobility Success: Heroic escape -> The smoke clears: Encounters: 2 Standard
Mobility Fail:

A choice: Choose one boss form:
1. Form: Goblin: Elite Ogre: Encounter: 1 Boss.
2. Form Ogre: Elite Ogre: Encounter: 1 Boss.
3. Form: Jailatenous Cube: Encounter: 1 Boss.
4. Form: Grouch Potato: Encounter: 1 Boss.
5. Form: Spaghetti: Encounter: 1 Boss.
6. Clear your mind -> Meditate: Challenge Check: Mind Defense 7+

6. Mind Defense Success: Only so clear -> The Boss: Encounters: 1 Standard (Second Gumming). 6:Achievement: Second Gumming, Item of Power: Ghostly Gummy Bear
6. Mind Defense Fail:


1, 2, 3, 4, 5, 6: The mask behind the curtain: Choose one:
1: My loins are girded. Show yourself Wizard! (Behold!) ->
2: I'm ready as I'll ever be. (Behold!) ->
3: Uh, should I tell my children to leave the room? (Behold!) ->
Stairs -> Campaign Ends

If you chose Wait during the tutorial, you'll now unlock the Story campaigns of Sweetwater and Run Home. Slots 4 & 5 are now unlocked for Wizard's Tower Floor 2+. Sweetwater is the shorter of the two campaigns, but it's still much longer than Wizard's Tower floors. Run Home is quite long.
Wizard's Tower: Floor 2
<This section is incomplete, but mostly there. The multiple choice/path splits is messing with my formatting plans. Might have to come up with another idea for this one to work. Same goes with Sweetwater/Run Home.>

The boss of this floor is the Dungeon Lobster. It is highly resilient to ranged attacks and a master of water magic.
[Your run begins anew].

Notes
Achievements: Chedder Buoy Biscuits, Spoiler Alert.
Items of Power: Chedder Buoy Biscuits [Levitate and Elemental Defense.]
Challenge Checks:Choices result in different possible CC being used, some exclusive: Straight Roll 7+, Body Defense 7+, Lemon Seeds 9+, Waitress Guilt 5+. Waitress Guilt 10+, Waitress Faction 7+
Party size maximum is up to 5 now.
Boss battle is 1 Dungeonesque Lobster, 2-10 Hater Tots (2 per party member), 1 Gelatinous Cube/Jailatenous Cube (Turn 2).

The Blue Lobster restaurant is a long dialogue minigame. You want to consume 10 Chedder Buoy Biscuits before you're thrown out. You're not allowed to order anything unless it's free. Manage your Appetite, make the Waitress feel Guilty, and be friendly towards the Waitress to improve the Waitress Faction.

You'll need at least two runs of this floor for both achievements. The first one being partially luck based (Don't roll a 1 the first time like I did, three runs in a row), the other on an exclusive path.

There's many different choices in this one. Some unlock new dialogue options. Some have positive or negative outcomes for Waitress Guilt, Waitress Faction, Appetite. You may not see certain choices listed here unless you pick specific options. Each choice can only be picked once.
There's several group "Stages" to this massive dialogue tree.
Start
Chedder Buoys ahoy!
The waitress strikes back
Oh buoy! Round Two-y!
Return of the waitress
Sneaking suspicion
Waitress returns
Slightly suspicious
Suspicious
Highly Suspicious

Campaign Start
Into the garden: Encounters: 2 Standard -> A strange door -> The Blue Lobster (Meet Waitress.)
Choose one: (No bonuses for any table choices)
1. Nope. Promise. -> Choose one: 1. A booth is fine. 2. A table, please.
2. Ah, good point. We might need a little extra elbow room.

Choose one:
1: [Follow sheepishly.]
2: [Duck out while her back is turned. EXIT] -> Into the dungeon: Encounters: 2 Standard -> Main course: Encounters: 1 Horde. Campaign Ends.

The menu: Choose one:
1: Nope. I'm a regular... in a different location. (Waitress Faction +1)
2: Yeah. I don't get out much... (Waitress Faction +1, Waitress Guilt +1)
3: Yep, and I'm really excited about it! (Waitress Faction +2)

Choose one:
1: Oh yes please! (Waitress Faction +2)
2: I don't know what that is, but sure. (Waitress Faction +1)
3: No thanks. (No bonus)
4: [Go wall-eyed at your menu until the waitress gives up on you and leaves.] (Waitress Guilt +1)

Don't bat an eye -> Choose one:
1. Check the table -> 1. Table top: Choose one: 1. [Eat crackers.] (Appetite -1, Waitress Guilt +2) 2. [Do nothing.] (No changes, automatically uses this next time)
2. Actually read the menu -> BYOP (Unlocks sauce sample choice)
3. Duck out [Exit] -> Into the dungeon: Encounters: 2 Standard -> Main course: Encounters: 1 Horde. Campaign Ends.

Chedder Buoys ahoy! (Biscuits in basket +3) Choose one:
1. Not right now. (No changes)
2. Not yet. I'm a slow reader, sorry! ( )
3. [Pull the trigger on the sauce samples.] -> Choose one: 1. Let me try the Catch of the Pepe. 2. Let me try the Beach Bum Bolognese. 3. Let me try the Tomato by the Bay-sil. 4.Let me try the Maritime Marinara. 5. Let me try the Bow-to-Aft-fredo. 6. Let me try the Presto! Ya Apesto a Pesto Pesto. 7. All of them.
-> 3. 1/2/3/4/5/6=(Waitress Faction +1) 7=(Waitress Faction -2)

Choose one:
(If you picked: Check the table) 1. [Eyeing the sugar, you order water with extra lemons.] (Unlocks Impromtu Lemonade, Spill choices)
2. [Boldly order a glass of water.] (Unlocks Spill choice)
3. [Not yet.] (No changes, automatically uses this next time)
4. [Stare at the drink menu as though you intend to order.]

Devour! (Appetite -3, Biscuits in basket -3. Biscuits Eaten +3)

The waitress strikes back (Waitress Faction -1) -> Choose one:
1. Actually read the menu -> BYOP ->(Skip to Oh buoy! Round Two-y!)
2. Impromptu lemonade: Challenge Check: Straight Roll 7+
3. Spill -> Waitress to the rescue! (Waitress Guilt +3) -> (Skip to Oh buoy! Round Two-y!)
4. Visit the aquarium (Appetite +1) Choose one:
4. 1. [Head towards the [b]lobster[/b] tank.]
4. 2 .[Head towards the [b]fish[/b] tank.]
Lobster Tank:
1. Yeah, but it's not on the menu.
2. Dunno, I'd have to put my hands on 'em to see if they're really ripe. -> Grab a tail: Challenge Check: Speed 11+: Success: What-a-Catch (Waitress Faction +1) -> Back to your table -> (Skip to Oh buoy! Round Two-y!) Fail:
3. I'm not a big lobster fan, actually. (Waitress Faction -1) -> Back to your table -> (Skip to Oh buoy! Round Two-y!)
4. You ever feel like one of these?

Fish Tank:
4. 2. 1. Yeah, they are. [You say turning to her.] Shame they're trapped though.
4. 2. 2. Are any of these on the menu?

4.2.1.1.: 1. What were you doing before I entered the restaurant? 2. Never mind, it was a silly question. -> Back to your table -> (Skip to Oh buoy! Round Two-y!)

4.2.1.1.1.:[Glance at the dungeon through the glass door and extend a hand to the waitress.]
2. I see. Well, sorry for all the questions.

4.2.1.1.1.1.: Just for a second...(Ding bat warns you)
2. I see. Well sorry for all the questions.

1.[To the waitress] Come with me... it's important.
2. [To the waitress] Uh, sorry for all the questions. I'll just go back to my table now.

1. Cut strings: 1. Okay, go ahead.
2. Uh, no thanks.

1. 1. ...
1. 2. If you say so... ->Achievement: Spoiler Alert Lobster's lobby: Encounters: 2 standard.

2. -> Back to your table -> (Skip to Oh buoy! Round Two-y!)
Wizard's Tower: Floor 2 Pt. 2
Oh buoy! Round Two-y! (Biscuits in basket +3): Choose one:
1. All-you-can-eat: (Biscuits Eaten +1, +2 or +3, Biscuits in basket -1, -2 or -3: Depends on Appetite).
2. Hide a biscuit: Challenge Check: Magical 11+: Success: (Biscuits in basket -1). Fail:
3. Pepper please
(If appetite = +3): (Automatically picked) Scarf!: (Biscuits Eaten +3, Biscuits in basket -3) -> (Skip to Return of the waitress)

Pepper please
3. Choose one: 1. ... 2. That's good thanks.
3. 1. Choose one: 1. ... 2. That's good thanks.
3. 1. 1.: Choose one: 1. It's not an RPG without a grind. (Waitress Faction -1) 2. That's good thanks.
3. 1. 1. 1.: Resist a sneeze! Challenge Check Body Defense 10+
Body Defense Success/3.2/3.1.2/3.1.1.2: Pep-Up Luncheon (Appetite +1) -> All-you-can-eat -> (Skip to Return of the waitress)
Body Defense Fail:


Return of the waitress (Appetite +1): Choose one:
1. Still thinking about it. Could've used a refill a while ago though. (If you chose Lemonade/Water before) (something happened here)
1. Going great! Just having a bit of trouble making a decision. Everything sounds so yummy. (Waitress Faction +1)
2. Yeppers. Just working up an appetite with these buoys!

"Still lookin' at the drink menu?" Choose one:
1. Yeah, they're all so tempting, but I'm on this diet...(Waitress Faction +1)
2. Still thinkin'! It's a real head-scratcher. (Waitress Guilt -1)
3. Just that refill... (Waitress Faction -2?)
4. Actually, I'm kinda thirsty.

3.1: Yep, more ice water please!
3.2: Yes, more water with extra-lemons please.
4.1: Can I have some ice water, please?
4.2: Can I have some ice water with extra-lemons please?

Sneaking suspicion: Challenge Check: Waitress Guilt: 8+ OR Waitress Faction 5+ OR Waitress Faction 7+
Waitress Guilt Success: Choose one:
1. Actually read the menu
2. Impromtu lemonade
3. Spill
4. Visit the aquarium (Appetite +1)
Waitress Guilt Fail:
Waitress Faction Success ->Actually read the menu ->BYOP -> Gotta make room: Not another crumb! Hide a biscuit Pepper please
Not another crumb -> return of the waitress:



Highly Suspicious: Waitress faction 15+
Success: Out of moves: Gotta make room: all-you-can-eat, hide a biscuit, pepper please
all-you-can-eat: Success! Chedder Buoy Biscuits.
Wizard's Tower: Floor 3
Boss
Master Lich with additional abilities.
Special
All enemies gain Healing Received and Life Siphon bonuses. Skeletons are hard to stab!
Why do the dead hunger?

Notes
Achievements:Necronomnomicon.
Items of Power:Necronomnomicon (Life Siphon and Healing Received)
Challenge Checks: Slashing 7+, (Speed 11+ OR Support 11+ OR Physical Power 11+), Straight Roll 11+
This campaign has four words. You will use three correct words in the order you find them to obtain the Necronomnomicon. If you succeed a Challenge Check, you are told a correct word. If you fail a Challenge Check, you are told a wrong word. The correct order of the words is randomized each campaign run. Possible words are kairos, erlebnisse, zemblanity, eunoia.

Campaign Start
Items of Power -> Why the dead hunger -> Ascending into the Crypts: Encounters: 3 Standard. (Spectres can spawn and are particularly nasty with Kill abilities.)

Path split!Choose one:
Path 1: Mind the gap -> Skip the Swing -> Clown coffin: Encounters: 1 Standard (Skeleton enemies with Skeleton reinforcements every turn) -> Secret Passage -> (Skip ahead to Recipe for a cookbook)

Path 2: Mind the gap -> Swinging in: Challenge Check: Slashing 7+:
Slashing Success: Heroic landing -> (Skip ahead to Recipe for a cookbook)
Slashing Fail: Party starts with 70% HP for one battle -> Diving into a good book: Encounters: 1 Standard.
Choose one:
1. [Climb the ladder.]
2. [Take the stairs.] -> Up to no good ->

Recipe for a cookbook -> Mirror, mirror: Choose one:
1: You most certainly are not!
2: No you're not.

Choose one:
1: Not really...
2: Lemme guess... cause I'm a little goodie two-shoes?

Choose one:
1: Now you're getting it.
2: That's right I am.

Choose one:
1: Me me!
2: Me-me ma-ma moo-moo!

Choose one:
1: This'll make things easier! [Shatter the mirror]
2: Ooh, I know what to do! [Shatter the mirror]

Mirrored: Encounters: 1 Boss. You fight mirror copies of your characters. -> Upon further reflection: Choose one:
1. Sprint: Challenge Check: Speed 11+
2. Flex: Challenge Check: Physical Power 11+
3. Dance: Challenge Check: Support 11+

1. Sprint Success:
1. Sprint Fail: Oh well! -> Written on the floor: Wrong word

2. Flex Success:
2. Flex Fail: Oh well! -> Written on the floor: Wrong word

3. Dance Success: Aha! -> Written on the floor:Correct word
3. Dance Fail: Oh well! -> Written on the floor: Wrong word

Snake and the Lion: One tells the truth, one tells lies.
1: [The Snake is telling the truth.] (Snake is actually truth)
2: [The Lion is telling the truth.] (Lion is a liar)

1. Through the snake door: Correct word
2: Through the lion door: Wrong word

Guess the shape -> Shrug and place: Challenge Check: Straight Roll 11+
Straight Roll Success: Place the cube -> Correct word
Straight Roll Fail:

Path split!:Speak the words:
Path 1: Correct Words/Correct Order
Necronomnomicom: Party Healing Received +#%, Party Life Siphon +#%, Achievement Necronomnomicon, Item of Power: Necronomnomicon -> Passage through stone -> Re-encrypted: Encounters: 2 Standard -> Lich's Lair -> Encounters: 1 Horde -> Lich's Sipper: Modify End of Run Charm to Charm of Life Siphon (one time only) Campaign Ends

Path 2: Wrong Words/Wrong Order
Dust to dust -> A passageway appears: Challenge Check Mobility 11+
Mobility Success: Towards the light -> Re-encrypted: Encounters: 2 Standard. -> Lich's Lair: Encounters: 1 Horde. Campaign Ends
Mobility Fail: The fall: Encounters 1 Standard (1 Dungeon Lobster additional enemy. Party starts with 90% HP) -> Climbing out -> Re-encrypted: Encounters: 2 Standard. -> Lich's Lair: Encounters: 1 Horde. Campaign Ends
Wizard's Tower: Floor 4
Boss
Torturer with additional health.
Special
All enemies gain Damage Reflect. Every attack is gonna hurt!
If you thought the first 3 levels were torture...

Notes:
Achievements:Smashed Record
Items of Power:Heavy Metal CD [Damage Reflect and Health]
Challenge Checks:These ones prevent party ailments if succeeded: Defense 11+, Resistance 11+, Stability 11+. These two require success for the Achievement and Item of Power: Energy Defense 11+, Physical Power 11+
The penalties of (Party starts with 90% HP) will stack on each other. Recommend taking the Necronomnomicon if you got it in the last floor, otherwise a Life Siphon Charm. Make one by combining a Health Charm (Slot 1) with a Defense Charm (Slot 2).

Campaign Start
Spikey situation -> Items of Power -> Start stretching: Encounters: 4 Standard -> Choose one:
1. Painfully. (Wizard loves nostalgia)
2. I'm not afraid.

1 & 2 -> Torture Time! Choose one:
1. Tickle-torture: Challenge Check: Defense 11+
2. Face tank: Party starts with 90% HP for one battle.

1. Defense Success: Stoicism (No punishment)
1. Defense Fail: Out of breath: Party starts with 90% HP for one battle and -3 AP per turn for one level.

Choose one:
1. Aroma-torture: Challenge Check: Resistance 11+
2. Face tank: Party starts with 90% HP for one battle.

1. Success: Allergies FTW: (No punishment)
1: First Fail: Sudden spin: Party starts with 90% HP for one battle.
1. Second Fail: What was that?!: Party starts with 90% HP for one battle, #% to Daze party per turn for one battle.

Choose one:
1. Iron Maiden: Challenge Check: Stability 11+
2. Face tank: Party starts with 70% HP for one battle.

1. Success:
1. Fail: Sudden spin: Party starts with 90% HP for one battle.

Iron Maiden?: Challenge Check: Energy Defense 11+
Energy Defense Success: Mosh!: Challenge Check: Physical Power 11+
Energy Defense Fail:

Physical Power Success: S'moshing good fun!: Party starts with 90% HP for one battle -> Play it loud!: Party Reflect Damage +#%, Achievement: Smashed Record, Item of Power: Heavy Metal CD
Physical Power Fail: Mashed in the mosh: Party starts with 90% HP for one battle.

Back to the meat grinder: Encounters: 2 Standard -> The Butcher: Encounters: 1 Standard ->

Campaign Ends
Wizard's Tower: Floor 5
Boss
Dragon with additional health, resistance, and an Aura of Fear.
Special
All enemies gain Imbue Fire Damage. Better not wear anything flammable.
This dragon's den is even worse than the show...

Notes
Achievements:Dragonslayer
Items of Power: Toilet Paper (Purge negative effects at turn start). Requires both Challenge Check successes.
Challenge Checks: Evasion 7+, Mobility 7+.
Aura of Fear activates before Turn 1, with a chance to Fear your entire party. Toilet Paper will negate it with Purge.
Boss battle is always 1 Ancient Dragon, 3 Whelps, 1 Lava Elemental.

Campaign Start
Curtains of flame -> Items of Power -> The cave breathes softly: Encounters: 3 Standard -> Growing louder: Encounters: 3 Standard. -> The Sleeper -> Choose one:
1. For the hoard!: Challenge Check: Evasion 7+.
2. Rude awakening: Party initiative +# for one battle. -> Dragon: Encounters: 1 Tough (Skip to Dungeon Cleared!).

1. Evasion Success: Choose one:
1.1: A true hoarder: Challenge Check: Mobility: 7+.
Turn Around: -> Rude awakening: Party Initiative +# for one battle -> Dragon: Encounters: 1 Tough (Skip to Dungeon Cleared!).

1. Evasion Fail: Caught!: Party Initiative -# for one battle. -> Dragon: Encounters: 1 Tough (Skip to Dungeon Cleared!).

1.1: Mobility Success: Purge # Debuff per turn for party. -> Item of Power: Toilet Paper -> Flaming mad -> Dragon: Encounters: 1 Tough (Skip to Dungeon Cleared!).
1.1: Mobility Fail:


Dungeon Cleared!: Achievement: Dragonslayer
The Wizard: Choose one:
1. Thanks, I think I will have a cookie! (Have a treat and learn what comes next.)
2. Forget the sweets. I want some truth. (Dialogue about game's true purpose.)

Campaign Ends
Wizard's Tower: Floor 6
Boss
Master Mummy with increased Health and Power.
Special
All enemies gain Imbue Kill.
Have fun in the playground! One way or another, your next stop is the graveyard...

Notes
Achievements:None.
Items of Power: Mummy Wrap.
Challenge Checks:None.
Imbue Kill gives a % chance per point of damage dealt to instantly kill the target.

Campaign Start
items of Power -> A dark wind howls -> Gloaming gate -> Time to play?: Encounters: 3 Standard.
After the second battle you're given the "Close the Book" ability. If an enemy is 50% hp or less, has % chance to kill them. Third battle has Boo-lly spawn as an additional enemy.

Slides to Sepulchers: Encounters: 3 Standard (Your movement is reduced to 0 for the first turn of the first battle.)

Lantern in the mist -> Six feet punder: You get one of these hints as to which tombstone you need to touch: Swallower of flesh, Bled his patients dry, What the worms wouldn't eat, Had a miner accident. Choose one:

1. S. Kel Eaton (Skeleton: What the worms wouldn't eat)
2. Catherine A. Combs ()
3. Phil Ackula P.H.D (Vampire: Bled his patients dry)
4. Sarkoff A. Gus ()
5. Barry Dell Ive (Zombie: Had a miner accident)

Correct choice: Tomb and boom! -> Midnight Melee: Encounters: 1 Horde (1 "Master" appears related to your clue/choice) -> The clearing mist: Encounter: 1 Boss (1 "True Master" + Skeletons; Warrior, Mage, 'N Crossbow). Item of Power: Mummy Wrap -> Going Up?! Campaign Ends

Wrong choice: Choose one:
1. Too cool for ghouls -> Midnight Melee: Battles 1 (Horde): Going Up?! Campaign Ends
2. Nothing happened? [Touch another] (The wrong "Master" is added to your next battle) -> (Return to Six feet punder)
Wizard's Tower: Floor 7
Boss
Build your own!
Minion Aura
All enemies regenerate at the start of each turn.
Build your own big baddie!

Notes:
Achievements:None.
Items of Power:Volt Bolts (+Defense; Ability: React to damage, gain AP)
Challenge Checks:Physical Power 11+, Back Defense 11+
If you want to get the Item of Power, avoid using Imbue Kill. You need to defeat the boss by using a special ability you'll acquire during the run.
As far as I can tell, the body parts you use don't seem to matter. Possible types: Abominable, Bandaged, Bloatie, Ghostly, Killer, Painted, Spectral.

Campaign Start
Items of Power -> Ghouls: Path split! Choose one:
1. Sure, what're we digging for? Gold? Weapons? Jewelry? (Path 1)
2. [Fight them.] -> (Skip to Path 2)

Path 1:
Dig for legs: Challenge Check: Physical Power 11+
Success: 3 legs.
Fail: Freshly risen: Encounters: 1 Boss (1-2 legs)

Dig for arms: Challenge Check: Physical Power 11+
Success: 3 arms.
Fail: Freshly risen: Encounters: 1 Boss (1-2 arms)

Dig for a body: Challenge Check: Physical Power 11+
Success: 3 bodies.
Fail: Freshly risen: Encounters: 1 Boss (1-2 bodies)

Dig for a head: Challenge Check: Physical Power 11+
Success: 3 heads.
Fail: Freshly risen: Encounters: 1 Boss (1-2 heads)

Resting your bones: Challenge Check: Back Defense 11+
Success:
Fail: Nighty night: Party starts with 90% HP, Chance to Disable party per turn for 1 battle. -> Wake up sleepy head -> Follow the furrow -> Catching up with old friends: Encounters: 1 Boss: (1 Ally zombie joins the battle) -> (Skip to The front door)

Path 2:
Grim undertaking: Encounters: 1 Boss (1 Mr Crow-ly and 1 Bobby Graves) -> Ordering some parts -> Quest through unrest: Encounters: 4 Standard -> Nearing the mansion ->(Skip to The front door)

The front door
-> Special delivery instructions: Encounters: 3 Standard -> Quick curtain: Head Harvester: Obtain "Light" Guillotine Ability Tomes (if below 30% HP, 33% to kill) -> Lab assistant: Choose one:
1. OK!
2. Eh, do I have to? (Yes, you do.)

Choose one for each:
Let's use the X legs.
Lets use the X arms.
Let's use the X body.
Let's use the X head.

He's alive!: Encounters: 1 Boss: Defeat "Your Creation" by using the "Light" guillotine ability to get the Item of Power: Volt Bolts -> Curtain call -> Campaign Ends
Wizard's Tower: Floor 8
Boss
A charming Werewolf.
Special
What a horrible night to have a curse...
You've been invited for a black-spine viewing party in a haunted house.

Notes:
Achievements:None.
Items of Power:Letterman Jacket.
Challenge Checks:Resistance 7+ OR 13+ OR 15+, Support 5+ OR 7+ OR 15+
For the Item of Power you need to succeed the Support Challenge Check. Both resolutions for "Fresh claw marks" get you the Item of Power at that point.
There's a third TV option with Cruel Cat that lets you skip ahead, but I have not seen this path yet to record how to get it. Could be random too.

Campaign Start
Items of Power -> Letter from a lady -> Tuesday: 2:35 AM: Choose one:
1. Act Surprised (Ahh!)
2. Play it Cool (Not scared)

The Hard Sit: Choose one:
1. Sit close to her.
2. Sit further from her.

Choose one:
1. Share (You can has)
2. Don't share (All mine!)

Choose one:
1. [Agree]
2. [Doubt. VHS are not celluoid.] (Wow, moodkiller!)

Choose one:
1. [Casually stretch an arm out behind her.]
2. Could be blank...

Snatched by static: Encounters: 1 Standard (Glampires only. 1 for 1-2 Party. 2 for 3-4 Party. 3 for 5 party. OR Vultures only with 2 per party member): Ejected -> Immunity challenge. Challenge Check: Resistance 7+ OR 13+ OR 15+
Resistance Success: It's passed (No penalty)
Resistance Fail: Curses!: Give party Were-curse ability per turn.
Path Split! Couch-Bro'tatoes? Challenge Check: Support 5+ OR 7+ OR 15+
Success: Another letter. (+1 Letterman Jacket Run Item. 5 copies of "The Howling" ability; Transform into werewolf for 1 turn.)
Fail: Only popcorn remains (No bonus)

Path 1: Support Success ->
The mansion. Encounters: 3 Standard -> Fresh claw marks. Encounters: 3 Standard. Lupa joins the third battle one Turn 1. Her clothes are torn and she's a werewolf. You're given the ability "That's a wrap": If below 50% HP, Stun. Use it on Lupa to revert her transformation and safely remove her from battle.
If you kill her: In her honor. (Item of Power: Letterman Jacket)
If you saved her: A movie ending. (Item of Power: Letterman Jacket)
Fin. Choose one:
1. It was your idea in reality. I just clicked on the option. (Don't ruin The Wizard's fun!)
2. How'd you know I had a film degree? (BURN IT WITH FIRE!)
Campaign Ends


Path 2: Support Fail ->
The mansion. Encounters: 3 Standard -> Fresh claw marks. Encounters: 3 Standard. Lupa joins the the third battle on Turn 1, but won't move until turn 2. On Turn 3, she will transform into a werewolf for 1 turn. You're given the ability "That's a wrap": If below 50% HP, Stun. Use it on Lupa to revert her transformation and safely remove her from battle.

If you kill her: In her honor
If you saved her: A movie ending
Fin. Choose one:
1. It was your idea in reality. I just clicked on the option. (Don't ruin The Wizard's fun!)
2. How'd you know I had a film degree? (BURN IT WITH FIRE!)
Campaign Ends
Wizard's Tower: Floor 9
Boss
The Master Flan with additional health and the capacity to split in two!
Special
All damage lowers your Healing Received.
Hope you're hungry cause it's time for breakfast!

Notes:
Achievements:Pumpkin Pail. Automatically earned.
Items of Power:Breakfast Cereal.
Challenge Checks: One of: Dark Defense 11+, Spirit Defense 11+, Body Defense 11+
You gain hunger by using abilities to attack enemies. Succeed any of the Challenge Checks to get the Item of Power.

Campaign Start
Items of Power -> The Final Haunting: Bustin' in: Encounters: 2 Standard. After the second battle Dracula offers you a choice: 1. Accept powers of a vampire. 2. Decline powers of a vampire.

Accept: Vampire's Kiss: Party Life Siphon +%. Get Vampiric Curse ability per turn.
Decline: Dracula leaves peacefully.

Playtime: Encounters: 2 Standard. Current hunger level is shown here.
Judgement Day: (Courtroom is in session, you are the judge.) Choose one:
1. [Rule in favor of The Ding Bat.] (Hunger -30 per party member) -> Kitchen nightmares: Encounters: 2 Standard. (Twice as many enemies spawn for first encounter, but Ding Bat strikes them all for some HP damage.)
2. [Rule in favor of the Wizard] (Hunger -30 per party member) -> Kitchen nightmares: Encounters: 2 Standard. (1 bat type enemy spawns per party member. The Wizard lowers their stability/evasion to help you.)
3. [Refuse to participate] (Hunger -30 per party member) -> Kitchen nightmares: Encounters 2 Standard: (1 bat additional enemy per party member for the first battle.)

Cereal Killer: Choose one:
1. Rest in Pieces: Challenge Check: Dark Defense 11+
2. Cinnamon Ghost Crunch: Challenge Check: Spirit Defense 11+
3. Funky Loops: Challenge Check: Body Defense +11
4. Skip breakfast (Miss out on Item of Power chance)

Dark Defense Success:
Dark Defense Fail: Expiration date: Party starts with 70% HP for one level.

Spirit Defense Success: Party Mundane Defense +#, Ghost-it Note (equipment item)
Spirit Defense Fail: Expiration date: Party starts with 70% HP for one level.

Body Defense Success:
Body Defense Fail: Expiration date: Party starts with 70% HP for one level.

Hungry for dessert: Encounters: 1 Boss. (If you failed a Challenge Check, 1 Cereal Killer joins the enemy team. #2 Flan spawns when Master Flan is at 25%~HP. (One time automatic reward:Pumpkin Pail Achievement)
Campaign Ends
Wizard's Tower: Floor 10
Boss
A Gambler with loaded dice, he has increased Critical Chance and Evasion.
Special
Powered by luck, the enemies have small Critical Chance and Evasion bonuses.
Why don't casinos use D20s?

Notes:
Achievements:None.
Items of Power: Skydice Ticket (Critical Chance and Evasion)
Challenge Checks:Body Defense 11+, Physical Power 11+
Item of Power here is RNG based, as you have to win a jackpot on the slots. You get 5 attempts per campaign run. Took me 8 runs to pop a jackpot on a watermelon pick.

Campaign Start
Items of Power -> Junk in the trunk: Choose one:
1. Right... like the haunted house was super natural. (Wizard makes pun.)
2. I'm in a digital board game run by an emoticon and a paper bat puppet on a popsicle stick... ain't nothin' natural about it. (Wizard makes pun)

Unpack and attack: Encounters: 3 Standard.
A ladder leads up: Challenge Check: Physical Power 11+

Physical Power Success: Party foul: Encounters 1 Standard (Enemy starts with 70% HP. 1 Cog Dog Rider/Betty and Doglass additional enemy.)
Physical Power Fail: Party foul: Encounters 1 Standard (Party starts with 70% HP. 1 Cog Dog Rider/Betty and Doglass additional enemy.)

Tickets please -> Fresh air: Path split!Choose one:
Path 1: 1. Sure! I didn't think I was getting one, so I'm already up a parachute. Might as well press my luck... -> Pull on the house -> One-Armed Bandito -> Choose one: 1. Pull again? (Remove X gold to play slots, up to 4 more times) 2. No -> Forked (Party starts with 50% HP) -> In the rough: Encounters: 1 Standard (2 Harpies per party member. 1 Matriarch.) (Skip ahead To the skies!)
Path 2. 2. Wait, I'm getting a parachute? I stay! -> Forked (Party starts with 70% HP) -> In the rough: Encounters: 1 Standard (2 Harpies per party member. 1 Matriarch.) (Skip ahead To the skies!)

Slot rewards: (It's all random)
No reward (Nothing matches)
Pair of bells: Party initiative +#, Reflexes +#%, Cover+#%
Pair of cherries: Party Health +#, Healing Received +#%, Healing +#
Pair of gems: Party Defense +X, Party Resistance +X
Pair of watermelons: Party Speed +.#, Party Haste +#%
Pair of 7s:
Lucky Path split! Win jackpot: That's the ticket! -> Time to collect: Encounters 4 Standard: (All battles have 1 additional enemy) -> The River (Item of Power: Skydice Ticket) Campaign Ends

To the skies! Challenge Check: Body Defense 11+
Body Defense Success: You're back! Encounters 3: The River: Encounters: 1 Standard (1 The Gambler additional enemy). Campaign Ends
Body Defense Fail: You're back! But...: Encounters: 3 Standard (Party -Support) -> The River: Encounters: 1 Standard (1 The Gambler additional enemy). Campaign Ends
Wizard's Tower: Floor 11
Boss
The boss is none other than the captain of the ship.
Special
Beware of reinforcements!
Join the Greased-Gear Buccaneers and become a corsair of the air.

Notes:
Achievements:None.
Items of Power:Arkstone.
Challenge Checks:Speed 11+, Back Defense 15+

Campaign Start
Items of Power -> Just a door -> The raid: Encounters: 3 Standard (A friendly Sky Pirate joins your team in each battle.): Choose one:
1. Yarrr! (Yes)
2. What does the map look like? (The map looks like a map)

Have you found the map? Choose one:
1. Narrr... (Well go find it!)
2. Not yet. (Well go find it!)

The Flying Clutchman: Choose one:
1. Aye-Aye! [You unfurl the map]
2. Arkstone? (It's a powerful rock/Item of Power) -> 1. Aye-Aye [You unfurl the map.]

The Map: Challenge Check: Speed 11+
Speed Success: Small numbers -> (Skip to Foothills)
Speed Fail: Eenie-meenie: Choose one:
1. X always marks the spot.
2. It's gotta be Y. Who would ever pick Y when there's an X.

1.
2. An island somewhere: Encounters 1 Standard. Choose one:
2. 1.: Look, I failed the roll, alright? Knowledge of coordinates is arcane to me. -> Back to the sky -> (Skip to Foothills)
2. 2.: I didn't see an axe anywhere on the map!

Foothills: Encounters: 1 Standard -> Into the earth: Encounters: 1 Standard -> Coal deposit -> On shakey ground: Encounters: 1 Standard -> Hoisted -> Bombs away -> Eruption -> A shining point: Encounters: 1 Boss (2 Cargo Loaders, 2 Musket-Gear, 1 Arcamech, 1 Captain Nick) -> Your cut. Choose one:
1. Volunteer.
2. Do not volunteer. -> Choose one: 1. Fine, I'll stay OR 2. I ain't goin' nowhere till I get my cut.

1.: 1. Sure, it's for the good of the crew.
1.: 2. Sure... I just want my cut first. -> Pirate sense: Challenge Check: Back Defense 15+
2.1: 1. Sure, it's for the good of the crew.
2.1: 2. Sure... I just want my cut first

1.1.:
1.2.: Back Defense Success:
1.2.: Back Defense Fail: Kidney-kabob (Party starts with 50% HP)
1.1. & 2.1.1.: 1. No worries. I think I could use a little R&R after all that arr and arr anyways. -> Takin' it easy -> Curtain call -> Campaign Ends
1.1. & 2.1.1.: 2. Save your tears, and make with my cut. -> Pirate sense: Challenge Check: Back Defense 15+
Back Defense Success:
Back Defense Fail: Kidney-kabob (Party starts with 50% HP)

Mutiny: Encounters: 1 Standard (1 Captain Blue-Skeye, Cog Dog Rider, Cargo Loader, Mechanic, Musket-Gear) -> Curtain call (Item of Power: Arkstone) Campaign Ends
Wizard's Tower: Floor 12
Boss
A master tinkerer with a massive Absorb Damage shield for the first 3 rounds of combat.
Special
These clockwork creations are hard to cajole. [High Resistances.]
Welcome to the Steam Workship.

Notes:
Achievements: Killing Machine. Head Engineer. You can get both in one run by taking a solo party member. You don't even need to find enough parts to build a bot and you'll get both achievements. Otherwise you need two runs: Build some bots and fight Wheely with one character. Build no bots and fight Wheely with your whole party.
Items of Power: Toymaker's Hat. Obtained with Head Engineer achievement.
Challenge Checks: All these determine the quality of your build bot allies, and what you find is random: Physical Power 11+, Magical Power 11+, Move Object 11+, Aim 11+, Haste 11+, Initiative 11+, Focus 11+, Armor Penetration 11+
Enemies have +75 to Resistance. Bring a Dispel to negate the Absorb Damage shield of the boss on turn 3, else wait for turn 4 to attack Wheely Wrongka.
The Gearling, Automan and Arcamech enemies can be particularly deadly. Watch out for them.
Defeated enemies drop parts. These parts are used to build bots later. Each enemy has 3 types of parts dropped at random. A larger party means more enemies and more parts.
*Bug: Building 5 bots with a party of 1 results in Wheely Wrongka getting angry that you broke the rules, even though you're following his rules exactly.

Campaign Start
Items of Power -> Brass Ticket -> Grinding your gears: Encounters: 5 Standard -> Tabulator -> Choose one:
1. Step in: -> Pass (Good) -> Phase 2: Encounters: 2 Standard -> (Skip to Engineer's duel)
2. Pass: -> Detour: Encounters: 1 Boss (Difficulty Offset: Hard). The Steam Tank can move far and deal obscene amounts of damage in 2 range AoE. Split your party up to avoid a Turn 1 wipe. -> Choose one:
1. If you wanted a test dummy, you should've just used a test dummy. (Wheely Wrongka disliked that.)
2. Sure. What happens in the Steam Workship stays in the Steam Workship. (Wheely Wrongka liked that.)

1 & 2 -> Phase 2: Encounters: 2 Standard. ->

Engineer's duel: 3 choices:
Once you start crafting you'll have to fight the boss, so farm parts if you need them before crafting. Each robot has 3 parts and you need 1 of each per bot. You can build up to 5 robots.
1. More parts (One time only): Encounters: 3 Standard -> Engineer's duel
2. Craft Bench: Build a bot from 3 different parts. Max of 5 bots.
3. No bots about it -> A battle of bots: Encounters: 1 Standard -> The world is yours -> Killing Machine (Achievement: Killing Machine) -> (One time reward only) Charm of Resistance (Get a Charm of Resistance from token) -> Campaign Ends

2. Bot Crafting Recipes
The option to Cheat becomes available once you've built any robot.
For these Challenge Checks: Success results in an elite/master ally. Failing results in an adept quality ally. Rolling 20 results in a legendary ally.
Craft Arcamech: Magical Power 11+: Arcamech joins party.
Craft Robobby: Physical Power 11+: Robobby joins party.
Craft Cargo Loader: Move Object 11+: Cargo Loader joins party.
Craft Clockwork Crow: Aim 11+ Clockwork Crow joins party.
Craft Gearling: Haste 11+: Gearling joins party.
Craft Musket-Gear: Musket-Gear joins the party.
Craft Alarm Bot: Initiative 11+: Alarm Bot joins party.
Craft Steamlight: Focus 11+: Steamlight joins party.
Craft Auto-Nibbler: Armor Penetration 11+: Auto-Nibbler joins party.
All done -> One character + bots go to battle -> The world is yours (Item of Power: Toymaker's Hat, Achievement: Head Engineer) -> Campaign Ends
Cheat -> Assault Wheely Wrongka with your bots and full party. Can build multiple bots and cheat. -> The world is yours -> Campaign Ends
Wizard's Tower: Floor 13
Boss
An ancient one in a trenchcoat.
Special
Madness has gripped the crew of wayward humanoids, and it's spreading. [Imbue Confuse]
20,000 beleaguered leagues under the sea something eldritch dreams of you and me.

Notes:
Achievements:None.
Items of Power:Immaculate Mind [Energy Power and Energy Defense]
Challenge Checks:Status Defense 11+, Mind Defense 11+/15+
Challenge Checks in this one have varying outcomes. Might be based on number rolled, might be random. The Item of Power requires you to succeed all three Challenge Checks.

Campaign Start
Items of Power -> Set the stage: Choose one:
1. That's the ticket. (The Wizard liked that.)
2. Sorry, still not buyin' it... (The Wizard disliked that. One character is stunned for one turn in your first battle.)

A sinking ship: Encounters: 3 Standard. Choose one:
1. Drown it out: -> Reprieve ->
2. Drown it out: Challenge Check: Status Defense 11+
Status Defense Success: Reprieve (No penalty)
Status Defense Fail: Give Party Vertigo Ability for 5 turns OR
Distrust: Give party Distrust ability for 5 turns: On turn start: If ally in 1 range, high % chance to Fear them. OR
Multiple Personality Disorder: Turn 2: Every 2 turns transform into local entity.

In-descent: Encounters: 3 Standard -> They're here... Challenge Check: Mind Defense 11+
Mind Defense Success: Reprieve
Mind Defense Fail: Mortal Apathy: Chance to become Dazed at 33% HP or less

The long eye -> Challenger Deep: Encounters: 3 Standard -> Deafening: Mind Defense 15+
Mind Defense Success: Immaculate Mind: Party Energy Power +#, Party Energy Defense +#
Mind Defense Fail: Papyrophobia (Chance to become Feared at the start of your turn) OR Hallucinations: (-Confuse Defense at the start of Turn 1) OR Campaign ends suddenly.

Emissary: Encounters: 1 Standard (1 Avatar of the Ancients additional enemy) -> Curtains (If all Challenge Checks were Success: Item of Power: Immaculate Mind) Campaign Ends
Wizard's Tower: Floor 14
Boss
It is rumored that a Shinigami is at the head of the Yokai...
Special
You will not have time to heal between encounters in certain levels.
Will you finally be able to live out the Isekai adventure of your dreams? Your mind races with scenes from the obligatory onsen episode...

Notes:
Achievements:None.
Items of Power:Hand Katana
Challenge Checks:Evasion 11+, Physical Power 15+, Slashing 11+
The start of this one can change a little bit if you decide to kill the enemies or avoid them. There can be Reflect Damage enemies here (Oni), so have your Life Siphon Charm ready.

Campaign Start
Items of Power -> Paper door -> Youkuso -> The adventure begins!: Challenge Check: Evasion 11+
Evasion Success: Spear-catcher: (Disable enemies for 1 turn for 1 battle.)
Evasion Fail:
The reality of fantasy: Encounters: 1 Boss (Offset: Easy).
At the start of Turn 2. Choose one: (Only if you're not attacking them)
1. I'm here to help you!
2. [Lay down your weapons and pray they understand you're surrendering...]
At the start of Turn 3. Choose one: (Still not attacking them)
1. Please! You've gotta believe me... I don't want to fight you.
2. [Lay down your weapons and pray they understand you're surrendering...]
At the start of Turn 4. Choose one:
1. [Keep fighting.]
2. [Lay down your weapons and pray they understand you're surrendering...] (Battle ends -> Restrained enthusiasm -> How's it hangin'?)

If you if die during The reality of fantasy -> Painful understanding: Party starts with 50% HP ->

How's it hangin'? Choose one:
1. Brute force: Challenge Check: Physical Power 15+:
Physical Power Success:
Physical Power Fail: End of your rope: Stun Party for 1 turn for 1 battle. ->
2. Cut free: Challenge Check: Slashing 11+:
Slashing Success: Freedom ->
Slashing Fail:

The hopping dead: Encounters: 2 Swarm. Choose one:
I don't pay to win, bat. (No bonus)
Fine! I'll pave a path with pocket change. [Will cost you Gold] (Stuns all enemies for 1 turn.)
Battle 2:
I don't pay to win, bat. (No bonus)
2. I'm not spending any more gold! (If you spent gold in battle 1)
3. Count the coins, kyonshi! [Will cost you Gold.] (Stuns all enemies for 1 turn.)

Do ya love me? -> Finally! Encounters: 2 Standard
After battle 1: Choose one:
1. [Feed Kuzi to the yokai.] -> Enemy attacks enemy
2. [Do [b]not[/b] feed Kuzi to the yokai.] (No bonus)

Gates of Shiroi-jou: Encounters: 3 Standard (No time to heal between battles)
After battle 1: Choose one:
1. Let's rest up a bit [Recovers some HP] (Adds penalty: Party takes Fire Damage Turn 2+ in Samurai Showdown)
2. Let's put out some of these fires! [Reduces starting AP]

After battle 2: Choose one:
1. Let's rest up a bit [Recovers some HP]
2. Let's patch up the gate [Reduces starting AP]

Sanctuary: Choose one:
1. Forgery: Challenge Check: Physical Power 11+
Success: Item of Power: Hand Katana: +#% Slashing Damage, Party Slashing Power +#
Fail:
2. Loot: Reward (Japanese Equipment)

Samurai showdown: Encounters: 1 Standard (1 friendly samurai joins your team.)
Shogun's gratitude -> Campaign Ends
Wizard's Tower: Floor 15
Boss
A tournament of bosses awaits those who qualify.
Special
You can launch with a party of up to five, but you'll have to fight with a single character during each fight of the tournament.
Win The Kumite and bestow honor upon the House of the Bat.

Notes:
Achievements:Perfect!
Items of Power:Perfect! (Absorb Shield)
Challenge Checks:None.
Beat the 1v1 tournament without retries and you'll get the Achievement and Item of Power, which are both called Perfect! Having an Initiative Charm equipped can ensure that you go first, making it much easier to get Perfect!
*The Perfect! Item of Power doesn't seem to work correctly. If your characters go first, you get the Absorb Shield and then it ends when your character's turn ends, even though the entire round hasn't ended. This really reduces it's usefulness.

Campaign Start
Items of Power -> Village. Night. Ding Bat. Choose one:
1. What is it this time? (You're gonna like it)
2. I'm not your papermon! (You're my little papermon!)

Choose one:
1. The Kumite?! (Jargon and gibberish!)
2. The what now? (A tournament)

Asking for directions: Encounters: 2 Standard. The Ninja get the jump on you, which does ??? -> The bell tolls -> Lost Woods: Encounters: 2 Standard. Choose one:
1. Why would you assume that? (You're wandering around aimlessly)
2. Nope (He's not lost either!)

Choose one:
1. Sure, I assume we're heading in the same way. (Martial Artist/Sun Wukong joins party)
2. Fine, just don't get in my way. (Martial Artist/Sun Wukong joins party)

There's no penalty if Martial Artist/Sun Wukong dies, so feel free to throw him at your enemies.

Lone dojo -> Checkpoint -> The tournament. You fight one specific boss with buffs/debuffs listed in the battle dialogue notes. Choose an appropriate party member for each battle.
The enemies:
E.Toyota: (+Stability, +Health, +Defense, -Cover, -Reflexes)
Sohei Enryaku: +Spirit Power, +Defense, +Dispel, +Purge, -Initiative, -Mind Defense
Jonin Kamamaru: -Piercing Defense, -Cover, -Magic Defense
Checkpoint
Saito Hajime: +Slashing power, +Haste, +Speed, +mobility, -back defense, -flank defense
Jujutsu Jiji: +Blunt, +Status defense, -Cover, -Aim, -Dark Defense
The final soak -> Sun Wukong: (+Blunt Power, +Armor Penetration, -Confusion Defense, -Charm Defense)

Path Split:
Win without retries: Perfect: Item of Power: Perfect! (Absorb Shield), Achievement: Perfect! -> Curtain call -> (One time reward only) Psst! (Modify end of run charm: Charm of Elemental Defense) -> Campaign Ends

Win with retries: Curtain call -> Campaign Ends
Wizard's Tower: Floor 16
Boss
A constellation of celestials!
Special
Encounters are themed after the four elements, expect Damage Imbues and additional elemental effects!
Scale Mount Ordeal and ascend into the heavens...

Notes:
Achievements:None.
Items of Power:Elemental Conflux.
Challenge Checks:None.
At the Cauldron of Elements, put in one of each Mote in this order (Fire, Earth, Water, Air) and pull the cord to get the Elemental Conflux Item of Power. Acquiring each Mote seems to be random based on your game difficulty level and charm necklace level. Chill difficulty might find 0-1 mote from 4 enemies. Galaxy Brain dropped 1 mote per enemy almost every time.
You may want Life Siphon/Absorb Shield and ranged characters to deal with the first two debuffs of Fire Damage and -Mobility.

Campaign Start
Items of Power -> (One time only) Recap: 1 Boss (Difficulty offset: Very Easy) -> The wall opens: Choose one:
1. Sounds greats, when can I leave? (Now!) -> (One time only) Not THAT lonely!: (Your characters got put on the bench, drag them back to restore party size)
2. You said I'll have to overcome the elements; in what order? (Fire first)

1 & 2. Trial of Flame: Encounters: 2 Standard (Enemies have Imbued Fire Damage and you take Fire Damage at the start of each turn. 1 Suzaku spawns as an additional enemy in each battle.) ->
Trial of Earth: Encounters: 2 Standard (Enemies have Imbued Earth Damage and your Mobility is reduced. 1 Genbu spawns as an additional enemy in each battle.) ->
Trial of Water: Encounters 2 Standard (Enemies have Imbued Water Damage and your AP is reduced at the start of each turn by 1-4. 1 Seiryu spawns as an additional enemy in each battle.) ->
Trial of Air: Encounters: 2 Standard (Enemies have Imbued Air Damage and you are pushed backward at the start of your turn. 1 Byakko spawns as an additional enemy in each battle.) ->
Cauldron of Elements: Choose:
1. [Add Mote of Air.]
2. [Add Mote of Earth.]
3. [Add Mote of Fire.]
4. [Add Mote of Water.]
5. [Pull the cord.]

1 Air: Party Air Power+
1 Earth: Party Earth Power+
1 Fire: Party Fire Power+
1 Water: Party Water Power+

(Put in one of each Mote in the order of trials done and Pull): Choose one:
Clear the Cauldron:
Essence of elemental conflux: Party Elemental Power+, Elemental Defense+ for one level and (Item of Power: Elemental Conflux) ->
The Summit: Encounters: 1 Boss (1 Suzaku, 1 Genbu, 1 Seiryu, 1 Byakko, 1 Kirin) -> No need for stairs -> Campaign Ends
Wizard's Tower: Floor 17
Boss
The Tenjokai no Budokai is a gauntlet of bosses!
Special
Encounters are themed after various battle strategies and approaches.
A showdown against the avatars of battle on a windswept plateau among the clouds...

Notes:
Achievements: None.
Items of Power: Magic beans.
Challenge Checks: None.
Ding Bat will help or hinder you by doing something each turn. This won't occur if you win on turn 1, as you clearly don't need his help. To get the item of Power, let Ding Bat help you a bunch of times by stalling turns in each battle.
"Victory rush" Increases your Speed for 1 turn.
"Smelling salts" Revives a dead party member.
"Offensive advice" Flank Power increased for one turn.
"The bigger they are..." Grants ability.
"better hurry" Increase Mobility for one turn.
"Untreated swelling" Lowers Aim for one turn.
"Timid advice" Increases Power for one turn.
"Bite back!" Increases Life Siphon for one turn.
"Defensive advice" Increase Defense for one turn.
"Entirely unhelpful" No bonus.
The boss battles here change slightly based on your party size. For a party of 1-2, battles will be 1 enemy. For a party of 3-5, battles will be 2 enemies. The possible bosses pull from a pool of typing, listed below.

Possible Bosses:
Hulking Brutes: Cargo Loader, Dracosaur, Donkzilla, Gym Rat, Moccus, Ogre, Thornette, Yokozuna
Gallery of Rogues: Agent 19, Bobby Graves, Chimosine, Ninja, R5 Ghost, Racelette Rogue
The Long Shots: Astronomer, Captain, Kobold, Skull 'N Crossbow
The Unmundane: Ameratsu, Arcamech, Book Cook, Geonardo, Ghost, Shamphibian, T'owl
The Dinner Guests: Chimera, Glampire, Gluttony, Kyonshi, Oni, Swiss Hand Chef, Zombie
Life and Death: Bone Dog, Skeleton Mage, Sloth, Spectre, Thut, Unicorn
The Berserkers: Automan, Brass Jaw, Byakko, Cruel Cat, Kaisaur, Kangwaru, Werewolf
The Kaiju: Donkzilla, Fortoise, Gimantis, Krampus, Syderael
The Cosmos: Syderael, The Queen

Campaign Start
Items of Power -> The stage ->
Hulking Brutes: Encounters: 1 Boss ->
Gallery of Rogues: Encounters: 1 Boss ->
The Long Shots: Encounters: 1 Boss ->
The Unmundane: Encounters: 1 Boss ->
The Dinner Guests: Encounters: 1 Boss->
Life and Death: Encounters: 1 Boss ->
The Berserkers: Encounters: 1 Boss ->
The Kaiju: Encounters: 1 Boss ->
The Cosmos: Encounters: 1 Boss ->
(If Ding Bat helped you lots: Something in your pocket: item of Power: Magic Beans) ->
Star door -> Campaign Ends
Wizard's Tower: Floor 18
Boss
No boss in this one!
Special
Enemies will reduce one of your statistics with each attack.
Where's the Ding Bat?

Notes:
Achievements:None.
Items of Power:Premium Scrap.
Challenge Checks:Car Armor 11+, Donkeypower 15+
This campaign makes use of Run Items. After the first battle, you'll begin with your Goal: 108 miles, Resource: 1 Scrap and Vehicle: 3 Car Armor, 20 Car Integrity, 3 Donkeypower. Find more items by doing battles, choosing certain path options or winning Challenge Checks. Manage your resources and make it to your Goal! Every time you travel a different event can occur.

The Item of Power is from finishing with 5+ scrap in your inventory. Enemies have a chance to drop scrap and assoline, so taking a full party of 5 can speed things up when grinding battles.

Events
*Motorpsycholist: Choose one:
*1. Gladiate 'em: Challenge Check: Car Armor 11+
*2. Outrun: Donkeypower 15+
*3. Pull over: Encounters: 1 Boss (Scrap +2 to +4)
*Car Armor Success:
*Car Armor Fail: Twisted Metal: Encounters: 1 Boss, (Car Integrity -7~, Munkey +1)
**SUV: Gladiate 'em: Car Armor 15+
**Car Armor Success: Curb stomped!: Car Integrity -X -> No survivors (+2 Scrap, +3 Assoline)
**Car Armor Fail:
**Pull over: Encounters: 1 Standard (Scrap +2 to +4)
No picnic: (Assoline -1)
Fantastic Voyage: (No penalties)
Looted (-X car integrity)
New munkey! (+1 Munkey)
Robot Facility (Fight robots for scrap)

Campaign Start
Items of Power -> Stairs to ladder -> Into space -> Sudden Motion -> Hard landing: Encounters 1 Standard (Party starts with 70% HP) -> Curtains -> Your ride -> Dead -> Meet your engine: Choose one: (Travel advances to the next selection of choices)
1. Scavenge: Encounters: 1 Standard (Enemies drop Scraps and Assoline, repeatable. Battle difficulty +1)
2. Travel: Consume 3 Assoline to travel towards your destination.
3. Improve gear: Equipment upgrades (-3 Scrap)
4. Improve Car Armor: Improve Car's Armor (-2 Scrap, +1 Car Armor)
5. Travel -> No picnic (-1 Assoline) -> It's the mileage (distance: 21)
6. Let 'em eat scrap: (-1 Scrap, +1 Assoline) -> Gobbled up (no penalty) or Lead-belly (-1 donkeypower)
7. Repair: (-5 Scrap, +20 Car Integrity)

Travel (1) -> Event -> It's the mileage -> Meet your engine choices
Travel (2) -> Event -> It's the mileage -> Meet your engine choices
Travel (3/4/5/6/7) -> End of the road -> Ding Bat ->
(If scrap = 5+ -> All that scrap! (Item of power: Premium Scrap) -> Campaign ends.
(If scrap = 4- -> Campaign ends.
Wizard's Tower: Floor 19
Boss
The Wizard, no... not that Wizard... a video game wizard. No, not that video game wizard either... or that one!
Special
You'll be limited to a single character, but you'll be able to choose a companion to help you.
Bring your quarters... this is gonna be an arcade showdown!

Notes:
Achievements:High Score
Items of Power:Token (Add a random Companion every encounter.)
Challenge Checks:None.

Campaign Start
Items of Power -> Sliding in: Encounters: 1 Standard -> Armored Glove: Encounters: 5 Swarm (Difficulty Offset: Easy). Beat the score of # (Varies on party size). Score is gained by dealing damage and lost by taking damage. Challenge ends as soon as the score is reached. (Achievement: High Score)
Masters of Boardom -> Quarters in! (1): (Each can only be picked once, and you'll end up picking them all. Your ally matches the theme you picked.)
1. [Lowrule - An enchanted forest.]
2. [Sim Kaiju - Stompin' around the block.]
3. [Shinoobi - Ninjatoial combat.]
4. [Sword and Sandals - Gladitorial combat.]
5. [Z'Orc and Zombies - A graveyard bash.]
6. [Ring Runner - A classic space-shooter themed level.]

Pick your ally: (Lowrule): Gnoll, Kobold, Mercenary, Half-Centaur, Knight
Pick your ally: (Sim Kaiju): Dracosaur, Fortoise, Gimantis, Kaisaur, Donkzilla
Pick your ally: (Shinoobi): Kusari-Aniki, Martial Artist, Judo Jiji, Tanuki, Nunchaku Ninja
Pick your ally: (Swords and Sandals): Raven Knight, Arcamech, Wrath, Oni, Manticore
Pick your ally: (Z'Orcs and Zombies): Thrilla Killa, Mummy, Untombed Raider, Z'Orc, Hockey Maskacre
Pick your ally: (Ringrunner): Extinguisher, R5 Ghost, F5 Mercury, D5F Wolfangel, Space Lincoln

Loading (1): Encounters: 1 Boss (1 Kangwaru, + Chosen ally)
Quarters in! (2) -> Loading (2): Encounters: 1 Boss: (1 Dj Dizzy Bear + Chosen Ally)
Quarters in! (3) -> Loading (3): Encounters: 1 Boss: (1 Cruel Cat + Chosen Ally)
Quarters in! (4) -> Loading (4): Encounters: 1 Boss: (1 Party Kraken + Chosen Ally)
Quarters in! (5) -> Loading (5): Encounters: 1 Boss: (1 Dr. Pepperoni + Chosen Ally)
Quarters in! (6) -> Loading (6): Encounters: 1 Boss: (1 Rad Cade + Chosen Ally)

Played to death -> Lucky Token (Item of Power: Token) -> Warp zone ->
Campaign Ends
Wizard's Tower: Floor 20
Boss
Rumor has it, the leader of the Street Gang goes by the name of "Traffic Jam."
Special
You will NOT regain health after encounters, but you can eat food you collect from "Item Crates" to heal and gain buffs.
The Streets of Page...

Notes:
Achievements:Crate Master (Destroy every crate before the enemy can)
Items of Power:Chained Wallet (Destroy the car in the minigame)
Challenge Checks: Mobility 7+, Physical Power 11+, Spirit Power 15+

Item Crate items:
Aluminum Bat (Temporary Ability: Batting Stance)
Chain Link (Temporary Ability: Chain Link)
Chainsaw (Temporary Ability:)
Shotgun: (Temporary Ability: I Got A Shotgun!)
Whip (Temporary Ability: Whip It Good!)
Mexican Candy: Heal 20%, +Armor Penetration
Radioli: Heal 40%, +Critical
Yellowcake: Heal 40%, +Speed
Unsolicited Ham: Heal 60%, +Power

Campaign Start
Items of Power -> Totally tubular: Encounters: 2 Standard (1 Go-Hard Guppy/Skate Shark additional enemy)

Eat?: (Choose an item you found, if any) -> Eat more? ->
Don't eat.

Unhappy meal: Encounters: 2 Standard. -> Eat? -> Bonus stage (You have 3 attempts to deal 3 damage) Choose one:
Bat: Challenge Check: Physical Power 11+ (2 Damage)
Kick: Mobility 7+ (1 Damage)
Hadouken: Spirit Power 15+ (3 Damage)
Pass:

Bat Success: Bashed! (+2 Damage)
Bat fail: Whiffed the car (0 Damage)
Kick Success: (+1 Damage)
Kick Fail: Missed! (0 Damage)
Hadouken Success: Connection! (+3 Damage)
Hadouken Fail: (0 Damage)

Deal 3 damage: Success! -> Chained Wallet (Item of Power: Chained Wallet, Reward: Statistic Tomes, Ability Tomes)
Don't deal 3 damage: Failure -> Office space: Encounters: 2 Standard -> Eat? -> Bad traffic: Encounters 1 Standard (1 Bad Traffic additional enemy) -> The road ->
Campaign Ends
Wizard's Tower: Floor 21
Boss
The Original Sin that dwells in ground zero.
Special
You are limited to two party members.
You've decapitated the city's gangs, but now you have to deal with the Fallen Out...

Notes:
Achievements:None.
Items of Power:Leadership Award.
Challenge Checks:Aim 11+
Your party is limited to a maximum of 2 in character selection. Many enemies here can have Reflect Damage, so bring a Life Siphon Charm on your necklace to counter it or the Necronomnomicon Item of Power.
If you take a party of 2, each battle has 2 enemies except the final, which has 3. If you take the rad-head allies, each battle has 4 enemies.
To get the Item of Power, take the Rad-head allies and allow one to die. Having all 3 survive doesn't get you the Item of Power (might be a bug).

Campaign Start
Items of Power -> Deal with it -> Backup: Choose one:
1. Alright, bring on the thugs. -> Choose one Empty Shells ally (list below here)
2. I'd rather fight on my own. (Are you sure?)

2.1. On second thought, it might be wise to stuff some tiles with a few rad-heads.
2.2. I'm sure. (Good luck, Alpha! (Skip ally selection and go to Road to nowhere)

1 & 2.1: Choose one Empty Shells ally:
1. Dirty Mag [Ranged /Reactions]
2. Hot Flash. [AoE Fire Damage]
3. Compacter [AoE]
4. Concealed Carry [Ranged /Rogue]
5. Rumor [Super long range]
6. Locke Stocke [Tire Farmer]

Choose one Joy Cons ally:
1. Rad Cade [Ranged Energy Damage]
2. Dr. Pepperoni [Manipulator]
3. DJ Dizzy Bear [AoE]
4. Cruel Cat [Brawler]
5. Kraken Up [Manipulator]
6. Kangwaru [Berserker]

Choose one Street Gang ally:
1. Traffic Jam [Brawler / AoE]
2. Meter Maiden [Fighter / Support]
3. Lunchbreak [Manipulator]
4. Unyielding [Brawler]
5. Horsepower [Mid-Range Mobile Fighter]
6. Red Light [Support]
7. Skate Shark [Mobile Fighter]
8. Chain Link [Mid Range Fighter / Support]

These allies only get one life. Use it wisely.

Road to nowhere: Encounters 3 Standard -> Red Flag: Choose one:
Pass: (No extra battle)
Last stop: Encounters 1 Standard (Extra vending machines) -> Scavenge: Challenge Check Aim 11+
Success:
Fail: Too much junk: Equipment reward

The Long Road: Encounters 4 Standard -> Ground Zero: Encounters 1 Standard (Original Sin +3 others) -> Wizard angry -> Angry curtain -> Unscrewed -> Folded into space ->
Campaign Ends
Wizard's Tower: Floor 22
Boss
UNKNOWN
Special
N/A
Find a way back to The Wizard's Tower from... wherever this is.

Notes:
Achievements:Anubis, Key to Freedom
Items of Power:None.
Challenge Checks:None.
Party size maximum is 5 again. Anubis achievement requires you to kill 3 Anubis enemies during the "Into the Dunes" level while preventing their self-revive ability (Disable, Stun). Anubis may spawn in previous encounters that possibly add to this total. Take a full party of 5 and hope enough Anubis spawn.
The correct order for the puzzle appears to be random each time, but the solution is shown on the closed mural picture. There are 3 possible correct combination pictures.
Key to Freedom achievement also gives you the Mysterious Key charm.

Campaign Start
Passage -> Sands of time -> Buried -> ... -> ... -> Wind and Light: Encounters 2 Standard (Your vision is still adjusting -Aim every turn) -> Follow the bat -> Stones in the sand: Encounters 1 Standard -> Into the dunes: Encounters 2 Standard -> Secret passage (Achievement: Anubis) -> The Archway -> The Bat's Wings -> Back in the saddle: Choose one:
1. Save closet: Activate Checkpoint -> Tabs on the tablets
2. Tabs on the tablets -> Curator Research Outpost: Encounters: 2 Standard (1 Trooper additional enemy in both battles. 1 Administrator additional enemy in battle 2) Battle 2:Path split! Choose one:
Path 1: 1. Tell him about the Archway and cooperate with The Curators.
Path 2: 2. Don't tell him anything.

Path 1: 2.1. Reconsider your decision and cooperate with The Curators
Path 2: 2.2. Never (Then you will die!) -> (Skip to Path 2: Touring display)

Path 1 Choose one:
1. [Sign the contract.] (Second battle ends peacefully. Continue Path 1.)
2. [Consult a lawyer.] (Seems legit)
3. [Tear up the contract.] -> (Skip to Path 2: Touring display)

Contractual obligations -> Planetesimal: Encounters: 1 Standard (4 enemies always?) -> Return to the tomb -> Three tablets -> Some assembly required -> Choose one:
Glyph: Doorway
Glyph: Temple
Glyph Travel
Wrong order -> Sucked in -> Sliding -> Where are you?: Encounters 1 Standard -> A few days later... -> Where's the how-to? -> Trial and error -> Choose Glyphs again
Correct order -> Sucked in -> Sliding -> Warped out (Key to Freedom Achievement and Mysterious Key charm) Campaign Ends


Path 2: Touring display -> Sky Museum: Encounters 2 Standard -> Stellar charts -> Planetesimal: Encounters 1 Standard (4 enemies always?) T'Owl joins enemy party Turn 2 -> Return to the tomb -> Curated: Encounters 1 Standard ( 1 Administrator additional enemy) -> Some assembly required: Choose one:
Glyph: Doorway
Glyph: Temple
Glyph Travel

Wrong order -> Sucked in -> Sliding -> Where are you?: Encounters 1 Standard -> A few days later... -> Where's the how-to? -> Trial and error -> Choose Glyphs again
Correct order -> Sucked in -> Sliding -> Warped out (Key to Freedom Achievement and Mysterious Key charm) Campaign Ends
Wizard's Tower: Floor 23
Boss
None.
Special
The Wizard appears to be observing your every move rather carefully. Wonder what he's planning...
Welcome to the simulation.

Notes:
Achievements:Backup Disk.
Items of Power:Backup Disk.
Challenge Checks:None.
For the Achievement/item of Power, you need to hit the score within 3-6 encounters. If you've gone to Mining Deeper for the fourth time, you've taken too long (The Wizard won't make any comments in that encounter.)

Campaign Start
Taking shape: Choose one:
1. Hey! What about my Item of Power?! (Choose your Item of Power) ->
2. I'm ready! ->
3. OK, lemme change! BRB. (Back to character select)

1 & 2: Data mining: Encounters 2 Standard (Collect X Data by hitting enemies/using AP. Amount varies on party size) -> Mining deeper: Encounters 2 Standard: Choose one:
1. [Yes.]
2. [Don't believe in the simulation.]
Choose one:
1.1: I mean, if this is just a simulation, then what's the point of it all? (Wisdom!)
1.2: Forget it... I'm fine.
2.1. But if this were a simulation, then what would be the point of it all? (Wisdom!)
2.2. Still not buyin' it. (Not sellin'!)

If you hit the score mark in Mining deeper, Mining deeper (2) or Mining deeper (3): b]Backup Disk Achievement, Item of Power: Backup Disk)[/b] -> Sufficient Data Campaign Ends

If you still need more score: Mining deeper (4): Encounters 2 Standard -> (repeats until you hit the score mark) -> Sufficient data -> ... ->
Campaign Ends
Wizard's Tower: Floor 24
Boss
Many...
Special
An ever-changing gauntlet of challenges stretches before you.
I will use your greatest strengths against you.

Notes:
Achievements:Survivalist.
Items of Power:Survivalist Badge.
Challenge Checks:None.
Each floor is a Boss Encounter. Some enemies are fixed to always appear, some are random. Depending on your level of difficulty you may see variations of the enemy type (Example: Imp/Spitfire/Pagpad is the same creature). The adapt options are mostly you part'y strengths, as The Wizard is using your greatest strengths against you. Purging at the start of turns is always there.
The Achievement/Item of Power require you to do this without using a Checkpoint Save and answering 1 to The Wizard's difficulty question so he makes it more difficult.

Campaign Start
Items of Power -> The front door -> Floor 1: 1 Goblin, 1 Ogre, 1 Kobold, Yaxeman, 1 Burly Gnoll -> Choose one:
1. Adapt: Choose one: (List below. This option will appear after each encounter until all choices have been picked.)
2. Checkpoint (You get 3 Checkpoints to save from)

1. Adapt to the enemy's Air Defenses.
2. Adapt to the enemy's Body Defenses.
3. Adapt to the enemy's Piercing Defenses.
4. Adapt to the enemy's Stun Defense.
5. Adapt to the Purging at the start of the Enemies' turns.
6. Adapt to your reduced Speed.
7. Adapt to your reduced Aim.
Fully adapted: No more penalties!

Floor 2: Grouch Potato (2 per party member), 1 Dungeon Lobster.
Floor 3: Enemies have Life Siphon. Difficulty Offset: Very Easy: 1 Ancient Lich, 2 random enemies.
Floor 4: Enemies have Reflect Damage. Difficulty Offset: Easy. 1 Butcher 2 random enemies.
Floor 5: Enemies have Imbue Fire Damage. Difficulty Offset: Easy. 1 Dragon 2 random enemies.
Checking in -> (One time only for Sealed Doors) -> Sealed Door -> Sealed Door -> Sealed Door -> Sealed Door -> Sealed Door -> Sealed Door -> Sealed Door -> Sealed Door -> Curtain fall ->
Floor 6: Enemies have Imbue Kill. Difficulty Offset: Easy. 3 random enemies. 1 Boo-lly appears after 1-2 enemies die.
Floor 7: Enemies Regenerate. Difficulty Offset: Easy. 1 Funky Franky, 2 random enemies.
Floor 8: Your party has Were-Curse; a command ability that turns targets into werewolves. 1 Werewolf, 2 random enemies.
Floor 9: Enemies reduce Healing Received with each attack. Difficulty Offset: Easy. 1 #1 Flan, 2 random enemies.
Floor 10: Enemies have increased Critical Chance and Evasion. 1 Jack Bold, 2 random enemies.
A quick poll: Choose a number between 1 and 10. (Choose your difficulty modifier. Picking 1 or 10 is what he expects you to do, resulting in no change.)
Floor 11: Enemies get reinforcements every turn. 1 Blue Skeye, 2 random enemies.
Floor 12: Enemies have enhanced Status Resist. Dr. One, 2 random enemies.
Floor 13: Enemies have a Imbue Confuse. Dr.Cthulwho, 2 random enemies.
Floor 14: Party begins with 70% HP. Oni, Emma-O, 1 random enemy.
Floor 15: Solo battle. 1 Sun Wukong.
Determinism -> Cat on a keyboard. Choose one:
1. Carefully raise my hands, thereby forklifting the kitty off the keyboard.
2. Sneak a pinky towards CTRL in effort to save!
1 & 2: Alt F4 -> Illusion of choice. Choose one:
1. Life Siphon Up: Increase Party Life Siphon by %
2. Damage Reflect Down: Reduce enemy Reflect Damage by %.

Branching out -> (ADD CHARACTERS BACK IN PARTY!)
Floor 16: Every round a different element becomes more powerful (random each time). 1 Genbu, 1 Seiryu, 1 Sun Wukong, 1 Suzaku, 1 Byakko.
Floor 17: Extra difficulty: Difficulty Offset: Hard. D5F Wolfangel, 1 random enemy.
Floor 18: Enemies reduce your Defense with their attacks. Dirty Mag, 2 random enemies.
Quarters in! Choose Player 2: Talon, Ninja, Dwarven Smith, Undertaker, Dentist.
Floor 19: Duo battle with your companion. Rad Cade, Dawnald Von imp
(ADD CHARACTERS BACK IN PARTY!)
Floor 20: Traffic Jam and his street gang. Bust crates for power-up items. Difficulty Offset: Hard Traffic Jam, 2 random enemies.
Proud of you: Choose one:
1. I have. (He's gonna explain it anyway)
2. Comfortably, no. (Development mirrors history)
Floor 21: The Original Sin's attack bolster his allies. 1 Original sin, 2 random enemies.
One last curtain call: If you used no Checkpoint Saves: Achievement: Survivalist, Item of Power: Survivalist Badge -> Stairway to... -> Campaign Ends
Wizard's Tower: Floor 25
Boss
Me...
...that's all you're getting! The rest you'll have to figure out on your own.

Notes:
Achievements:The Tower.
Items of Power:None.
Challenge Checks:None.
If you can kill/disable The Wizard before he gets his turn, it'll be much easier on you. Sometimes The Wizard spawns away from his allies, making his Swap ability useless.

You need the Mysterious Key equipped on your charm necklace to fight The Wizard.
The Wizard can summon any creature, even ones from your downloaded content.

Campaign Start
Locked: Game Over (Mysterious Key not on necklace)
The Key -> An epic encounter (Upgrade rank of equipment by 3) -> No greeting -> Items of Power -> Sketchy: Encounters 1 Boss (The Wizard + 1 additional enemy (party 1-2) or +2 additional enemies (party 3-5).
On death of The Wizard, Furious Wizard is summoned. On death of Furious Wizard, initial enemies are removed and Worried Wizard is summoned along with shadow clones of your entire party. They will all get their turn when summoned. After turn 2 of Worried Wizard, Ding Bat crashes the party by lowering Worried Wizard's Defense and Evasion by a lot for 5 turns.)

If The Wizard, Furious Wizard and shadow clones are defeated Turn 1: Wizard is PEEVED!(+Power, +Haste, +Dispel/Purge, +Speed, -Defense, -Speed)

The Boss(es):
The Wizard: Thorns: Give Reflect Damage. Double: Clones a summoned creature. Summon: Summons a creature. Unsummon: On turn start, decrease enemy summon duration. Swap: On hostile ability, swap caster with ally.
Furious Wizard: Death Ray: 1-5 range kill in a line. Shock Wave: 2 range AoE damage and push. Player's Bane: Box AoE Light Damage. Stun Storm: Box AoE Stun. Dying Blast: On death: AoE damage around caster.
Worried Wizard: Detaunt: Single target Detaunt. Flash Heal: Heal % Max HP. Strike: Two damage types. Emergency Heal: On mortal wound, Heal % Max HP. Shell: React to hostile ability: Absorb Shield on self.

Congratulations: Choose one:
1. I look forward to it! Although I'm not entirely sure what you mean...
2. Whoa, whoa, that's it?
1 & 2 -> Stairway into stars (Achievement: The Tower, Wizard's Talisman charm)
Campaign Ends

Credits are unlocked in Wizard's Tower Campaign so you can see who everyone is that was involved in the game's creation.
Runs: Endless, The Arena, Top Ten
Runs are non-story battles that focus on combat and challenges. Focus on the action gameplay instead of reading dialogue. There's some achievements here.

Endless
Your charm level determines what floor you'll start on. Every 3rd level is a boss. How far will you go?
You can choose between three ways to start: Begin on the floor equal to your charm level, begin on the floor 3 levels lower than your charm level, or begin at the lowest floor. Every Encounter is 2 Standard. Boss battles are 1-2 enemies (depends on party size).
Know when to fold 'em: End the run and receive a bonus based on your performance.
Continue: Keep the run going.
There's an achievement for beating level 29.

The Arena
Pledge yourself to a patron, and rise through the rank of gladiators in a hardcore gauntlet of 10 boss battles.
Gladiator achievement for winning all 10 battles. Between rounds you can either fully heal, or risk appealing to the crowd through Challenge Checks. Succeed and you can improve gear, get ability upgrades or party stat upgrades. Fail and you're off to the next battle. You chance of success improves based on the "Amusement" tokens earned during battle. Do things your sponsor likes to generate amusement tokens.

Top 10
Earn score by dealing damage; lose it by taking damage. Cash it in for prizes! Go for the high score!

Notes
After every score beaten, you get to pick a reward. Sometimes the rewards are random from a pool of choice, sometimes they are paired together (Pocket Blacksmith vs Legendary Blacksmith). Taking damage of any kind lowers your score, so keep the summons and absorb shields at home. Self-damage abilities do not lower score however, like Ex's Gamma Glow. Enemy summons give you score for attacking them, so consider it a bonus when they appear. Abilities that kill or reduce max HP will net you lower scores, as the goal is to deal straight damage. You also start losing score if you take too many turns.

You may want to bring a dispel for enemy absorb shields and a kill ability/life siphon to bypass the few enemies with built in reflect damage. Just avoid using Imbue Kill/-Max HP on hit charms.

Top 10 Run Starts

Beat Score 10: Choose one:
One Random Offense: Party Armor Penetration +#, Party Power, Magical Power
One Random Defense: Party cover +#%, Party HP+
Beat Score 9: Choose one:
The Forge: Equipment Upgrades.
Treasure Chest: Equipment.
Beat Score 8: Choose one:
Bookshelves: Get ability tomes.
Restamper: Upgrade ability tomes.
Beat Score 7: Choose one:
Moving Target: Get evasion boost after moving 5 tiles.
Kinetic Power: Get a power boost after moving 5 tiles.
Beat Score 6: Choose one: Patience/Initiative are paired, Regeneration/Purity are paired.
*Shield of Patience: Start with a powerful absorb shield
*Take the Initiative: Party gains +# Initiative
**Regeneration: Regenerate at the stat of your turn
**Purity: Purge negative effects at the start of your turn
Beat Score 5: Choose one: Immortal/Mortal Companion are paired. Pocket/Legendary Smiths are paired.
*Immortal Companion: Master Crablob joins (revives if dead) (random creature?)
*Mortal Companion: Legendary Glampire joins (stays dead if dead)
**Pocket Smith: Prevent Equipment Degrade
**Legendary Smith: Upgrade equipment by 2 ranks
Beat Score 4: Choose one:
Imbue Statistics: -Life Siphon per damage (possibly random)
Imbue Status: Add Fear chance per damage (possibly random)
Beat Score 3: Choose one:
Stand your ground: increase Defense and Resistance at the end of your turn
Second Wind: Gain AP at the end of your turn
Beat Score 2: Choose one: Resurrection/Clone are paired. Death Rattle/Rally are paired.
*Resurrection: revive one party member at the beginning of every round to 50%hp
*Clone: randomly clone one party member every round
**Death Rattle: Deal damage to all enemies when an ally dies.
**Rally: If an ally dies, boost stats of all surviving allies.
Beat Score 1: Top Ten achievement, Number 1 achievement if you did it without retries. Choose one:
Turbo mode: Party +Speed, +Haste, +Mobility
Power mode: Party +Armor Pen, +Power, +Critical Chance

High score -> End run: Choose one:
Keep it rando! (Token is random)
Charm Selection: Imbue Kill (Token is Imbue Kill)
Charm Selection: Armor Penetration (Token is Armor Penetration)
Charm Selection: Mobility (Token is Mobility)

Top 10 run ends.
Grus Vom Krampus Campaign
Set the game mode to seasonal and swap the campaign slider over to find the Grus Vom Krampus campaign. Will you survive the 12 days of Krampus?

This campaign begins by letting you choose a bonus Wish List Gift for each character in your party. Each gift can only be picked once, so choose wisely. In all of the battles "Gift" enemies will spawn. Destroy them to activate your chosen characters Gift Wish.

Campaign Start
Wintry Fun -> 12 Days of Krampus: Choose one:
1. So...can I help you? (Got any Schnapps?)
2. Eszett? (Got any Schnapps?)

1 & 2 -> Wish List
1. M64 [Gain AP and Haste]
2. Hard Rubber Wrestlers [Defense and Physical Power]
3. Pizza Turtle [Full Heal and gain Healing Received]
4. Jam Boy [Deal Light Damage to all Enemies]
5. Yak Attack [Clones You]
6. Ghost Smashers [Gain Energy Power, Aim, and "Cross the Streams" combo ability]
7. Belly Bears [Gain Support, AP, and Belly Beam ability, which grants a random buff and heals as a bonus.]
8. De-truck-efiers [Triggers a powerful Transformation]
9. G.I. Johns [Gain Armor Penetration and Evasion]
10. Poketto no Monsutaa [Gain Elemental Power, and a mythical being joins your party] Allies include: Byakko, Kirin, Suzaku, Seiryu, Genbu. These creatures persist for the entire battle.
11. Rectangular Plastic Caltrops [Enemies take damage when they move]
12. Power Strangers [Gain massive Power and Critical Chance after a delay]

12 Drummers Drumming: Enemies have increased mobility via "Marching Orders" ability. Enemies:12 Musket-Gear. On Turn 1 they can only melee, as their ranged attack has a 2 turn cooldown.

The gift of giving: Choose one:
1. Oh well... how bad could your presents be?
2. What did I do to deserve this? (Exist)

1. 1.*Gulp*
1. 2. What you mean I don't get both?
2.1. Oh well... how bad could your presents be?
2.2. Could I be forgiven? (No, you can't)

Krampus "Gift" #1. Choose one:
Ticking Present: Time Bomb (Party takes Fire Damage at the start of round 5)
Leave it to Chance: Challenge Check: Straight Roll 11+: Success: Ticking Present. Fail: Heavy Present.
Heavy Present: Shackled (Party Mobility -50%. Moving reduces your Cover)

11 Pipers Piping: All enemies have chance to charm in a "T" formation with the "Flute Toot" ability.
5 Traffic Jam: "T" AoE damage, 5x5 AoE defense/resistance buff, 1 target resistance debuff.
2 El Muerto: Aoe Absorb. Small AoE taunt and mobility debuff. AoE AP and Power buff.
2 Dj Dizzy Bear: AoE damage buff, AoE damage, detaunt, mind power buff. Imbue confuse damage.
2 Rokurokubi: AoE Fear, damage. AoE defense/resistance debuff, AoE Fear if targetted by hostile.

Area of Effect is their game plan. Keep your distance and spread out to avoid a Turn 1 wipe. If you can attack Rokurokubi from a distance her AoE fear will target her allies, effectively removing them as a threat for several turns.

10 Lords-a-Leaping: Enemies gain "jump" ability for a 2-3 tile movement. Enemies:
10 Kyonshi. They also have a "hop" ability for 2 tiles, melee for AP steal/damage and self-revive on mortal wound. They are very vulnerable to movement reduction. Their self-revive won't work if you can Stun/Disable them.

9 Ladies Dancing: Enemies gain "dance" ability. They can move forwards at the beginning of their turn and dodge backwards when attacked. Enemies in order of Support to Damage dealers:
Geisha: Heals allies, Dazes enemy if attacked. Can reduce Resistance/Defense of one enemy.
Mad Scientist: Can steal buffs and pass debuffs. Can buff Power while reducing Resistance. Can heal and grant a small absorb. Can give Haste/Speed/Mobility to one ally.
Red Light: Speed/Mobility buff, Speed/Mobility debuff and small damage. Stun. If stunned: Kill.
Lady Luck: Increases Crit Chance. Lowers Crit Chance of enemy if attacked. One damage ability.
Thornette: Chance to self-revive on death. 2 turn taunt. Double hit siphon damage.
Miko: Big damage over time and magical power reduction to enemy. Give Kyou ability to enemy: Curse Betrayal: If Miko is attacked, some of the damage is transferred to the holder of Betrayal.
Kunoichi: Two damage abilities and one decoy log transformation if attacked.
Cheese Burglar: Back attack damage. Double hit stab. Places trap that does big damage if enemy movement is above 100%.
Spy: Disguise to become enemy unit, effectively giving an extra turn/extra life. Small damaging abilities with one that reduces Cover.

Lots of threats here. Mad Scientist can mess with turn order by infusing someone with Haste/Speed/Mobility, even more so if Spy mimics Mad Scientist. With every enemy having "Dance", expect them to dodge out of range of short ranged attacks.

Krampus "Gift" #2. Choose one:
Lumpy Present: Coal! (Take fire damage whenever you use or are hit by a fire-based attacked.)
Leave it to chance: Straight Roll 11+: Success: Lumpy Present. Fail: Sloshing Present.
Sloshing Present: Oh schnapps! (+1 AP round one and -1 AP every round after. This effect stacks.)

8 Maids a-milking: Enemies get "Blew Milk" ability. They counterattack in a small AoE when damaged in an X shaped area. This ability can stack multiple times. Enemies:
8 Moosader/Divine Bovine: Heal and debuff purge in a 2x6 area. Damage in a "T" shape in front. Damage in a 1x3 area with fire, light and slash. 3x3 area 100% Guard, Resistance buff.

Don't let them group up or they'll buff/heal each other and it'll be rough trying to overpower them.

7 Swans a-swimming: Enemies get two abilities here. "Swim Through": Enemies can pass through targets dealing water damage. "Waterwalking" grants levitation, water power and defense boost. Enemies: 7 Merman: 2 turn stun that can be used twice. High single target water damage with 1-2 range. If attacked: gain absorb shield and cover for 1 turn. If enemy stunned: kill in 2 turns.

Pretend that pond in the middle is grass, because they'll be walking through it Turn 1. Don't let them get in melee range on their turn or you're going to get stunlocked to death. Dispel can clear their shield, else you're going to have to brute force it with lots of damage. You can also hit them once to activate it, then run and repeat for 3 turns when their uses run out.

6 Geese a-laying: Enemies gain "Pop Some Whelps" ability, which summons 3 Dragon Whelps in a line. Enemies: 6 Dragons: Large AoE stun. Large AoE fire damage. If attacked from behind, deal damage and push back enemy many spaces. Summon up to 5 Whelps at 50% chance each.
Pop Some Whelps summon: Hot Tooth: Deal fire damage, reduce fire defense. Can levitate.
Whelps! summon: Hot Tooth (two copies). Can levitate. Firebolt 1-5 range fire damage and DoT fire damage.

Things can get out of control quickly here with their mass summoning. Kill the summoner to dispel all of it's summons. Dragons have a low movement range and the map has lots of water to block pathing, so make use of it and pick them off one by one.
Grus Vom Krampus Campaign Pt. 2
5 Gold Rings: Enemies gain "Golden Rings" ability, which stuns enemies in a line. Enemies:
5 Hall Monitor/Observer: Eye Beam: 1x5 line with light damage. Glare: 1x5 line with light damage and confuse. Mind the Line: On movement: 1-5 range, light damage. Clear Sight: dispels per damage dealt to enemy. Behold!: 1x5 line if you dealt 400 damage, if confused: deal tons of damage.

Stun, Confuse and lots of damage in straight lines. Their attacks pierce, so spread your characters out.

Krampus "Gift" #3: Choose one:
Game Station X: It's cat food! (20% chance to summon enemy cat every round.)
Leave it to chance: Straight Roll 11+: Success: Game Station X .Fail: Plain Present.
Plain Present: Silver Branch (Summons Krampus' Lil Helper: Friendly unit that steals Gifts)

Game Station X enemies:
Cat Knight: Deep Cut x2: slash damage, damage over time, Pounce: if not in front, damage, Skitty Kitty: on hostile ability: fear chance, back away 2 tiles, +% evasion.

Puma: Back Scratcher: if behind; slash damage. Bush Stalker: if not in front and next to object, detaunt for ? turns. Cat Pounce: jump, slash damage. A cat of opportunity: ?

4 Calling Birds: Enemies gain "Harpy Song" which pulls and has a chance to charm. Enemies:
4 Harpy/Harpy Queen: Scathe: slash damage, massive healing received debuff. Scratch: pierce damage. Short Flight: jump 2-4.Diseased: chance to add damage, reduces healing received. Fly Away: If attacked, jump backwards.

Between high base movement, Harpy Song and Short Flight, these enemies can cover a ton of distance and deal an insane amount of damage. Expect your characters to get tossed around the field if they use Harpy Song (and hopefully not charmed). I deployed as far away as possible and they still tossed my team around the map on Turn 1 many times (they went first). This battle was awful.

3 French Hens: Enemies gain Peckish ability, which deals melee damage. Enemies:
3 Niwatori: So Juicy: lowers damage reflection, multi turn taunt if Niwatori is below 80% HP, Hen Tide: if you took 250 damage, do massive damage to enemy. Pluckin' Mad x2: if damaged, target enemy and deal massive damage. Going Cuckoo: if below 80%hp, 50% chance to increase piercing power and levitate.

Niwatori are only dangerous in melee range of 1. Until they've taken 250 damage, they can only use "Peckish". Once they've taken 250 damage, watch out for Hen Tide. Their 2x counterattack will also murder you equally well. If you don't have ranged attackers you're kind of screwed, unless you have crowd control to pacify them.

2 Turtle Doves: Enemies gain "Short Flight" ability, allowing 2-4 jump movement. Enemies:
1 Genbu: Shell Up +defense, +? -mobility 1 turn. Turtle Tail: High damage in a cross shape, gain absorb, Kame-Ha: if you dealt 300 damage and below 60%hp, deal massive damage. Terra Cross: 2 range cross shape big damage and -% mobility, Snaked: if enemy moves, launch 2 tiles away and cripple movement.
1 Fortoise: Jet Burrow: 2-5 teleport. Rock and Awe: 2-8 range high damage. Ground Wave: 1-10 range in a line high damage. Cosmic Karma: 2-5 range, if enemy deals damage to you, target enemy for high damage. Rock Block: enemy targets you with hostile ability: absorb shield, +defense 2 turns.

Both of these enemies are dangerous. Fortoise is weak to back attacks while Genbu is weak to dark. Fortoise's absorb shield will negate imbue charms like stun/disable, so dispel the shield first if you can.

Partridge in a Pear Tree: Enemies: Pear Tree: The Pear Necessities: +massive defense, heal. Unpearable x2: deal massive damage and ?. Pearing is Caring x2:
Attacking the Pear Tree summons a T'Owl. It has: Short Flight 2-4 jump. Spell Steal: steal buffs. Moonstrike x2: ? Talon strike: ?

The Pear Tree can't move and attacks in 1-5 range. If you have 6+ range it's an easy win.

Showdown: Enemies:
2 Abominable Snowman. Weak vs blunt and fire.
1 Krampus. Weak to confuse, light, spirit, water. He has reflect damage, so hitting him hurts you. Life siphon will ignore reflect damage. You can also opt to disable/kill him outright if possible.

Achievement: Krampus. Campaign Ends.

The token reward will grant you the Christmas Charm, a crystal rarity unique. Grants party members a copy of one of their abilities at -5 AP cost each turn (reducing 5 or less AP abilities to 0 cost.).
Halloween Campaign
Set the game mode to Seasonal to pick the Halloween campaign. This campaign is played on Hardcore Mode: Your characters won't heal or be resurrected after combat ends. Failing a battle means the campaign ends, even if you had extra characters on the bench. You are able to retry a battle, but you must win to continue.

This campaign structure is different than the others. You have a map that you can free roam on, and you get to see the map and your current location every time you move. Your main goal is to go your house at L1. You begin at A7. There's side quests, secrets and achievements to be had for exploring the map. This campaign summary will be broken down into Quest sections.

You begin with 3 Candy and 7 Cash. Candy can be eaten between tile movements to heal your party. It can also have other uses. Cash is used to buy things from various vendors. Always begin with 5 characters, and bench the ones you don't want to use. Benched characters still contribute to Challenge Checks. So you can play with a party of 3 and benefit from more Challenge Check modifiers! If it's your first time playing this campaign, Claire is a good pick as she can heal/revive. Taking a Life Siphon charm is also a good idea for Reflect Damage enemies. A character that dies in battle and gets revived during the same battle will stay alive after the battle ends. A dead one stays dead.

I made a google spreadsheet for a quick reference guide for important things. The game map is on another tab there too.
https://docs.google.com/spreadsheets/d/1Ccp_sZ9oQ777OEJvc6j149XIbzGYpkP86flbFP6Azuc/edit#gid=0

Achievements:Bringin' Down the House, Corn Cannon, Evil Eye, Deco Quest, Kooky Cookies, Halloween Machine, Lycanthropy, Ring Runner Arcade, Skate White, Slam Page, Samhain, Shinoobi, Supa Lupa, Sweetwater Taffy, Vampirism, Witch Coven
Challenge Checks: Too many!

Campaign Start
Fortune teller -> Encounters: 1 Standard.

You begin in A7, the bottom left. You're now free to roam. The only exception is the Main Quest, as that ends the campaign run if you finish it. Also avoid the Pumpkin Patch until you get the Talisman of Fear. You can trick or treat at most houses to get +1 candy or a special candy type for a buff. Rarely a new random party member may join you as well. Most tiles can have random events or fights. Some random events can give you candy, cash, healing or items. Fights usually give you cash. I'll list events after the Quests here.

Main Quest: Confront Samhain (Main boss)
L1 is the point of no return. Recommended to stockpile a bunch of Candy as Pump Ken will use them during the battle to heal your characters to prevent death. You should also find the Wandering Merchant and buy the Talisman of Fear to protect against that Status type, as Samhain uses it to cripple your team. Alternatively, have a Purge charm on your Charm Necklace.

Gain knowledge of Samhain's Curse/The Evil Eye pendants by asking Lupa about it. (G6)
Can also ask the Convenience Store Clerk about his necklace the first time you meet him. (E6)

Quest: Corn Cannon
Find the Corn Cannon (Gun Equipment) by defeating the Boo-lly at the Playground. (E5). Take it with you.
Find the Original Batch by opening the locked warehouse at U-Stor (C3). Requires Crowbar. Defeat Concealed Carrie to take her Crowbar, or buy one from Convenience Store Clerk for $2. (E6)

Quest: Untombed Raider's Decorations/Playground Boo-lly/Convenience
Talk to the Convenience Store Clerk to learn about his raider problem. Defeat Playground Boo-lly (E5). Go to Mausoleum (B5) and defeat Untombed Raider. If you failed Challenge Checks you might have to revisit the playground to find evidence before returning to Untombed Raider.

Quest: Arcade
Go to A1 to play the arcades. There's 3 in total. It costs $1 to play each one, and you have to pay again if you lose. Achievements for winning all 3.
Slam Page:
Ring Runner Arcade:
Shinoobi:

Quest: Frat House/Fright Night
Go to (E1). Ask about Fright Night and opt to take part in it by helping. When the battle begins, focus on destroying the support pillars. There's 3 battles in a row, so you have time to break pillars. Destroy enough of them and the battle will end, and you'll get an achievement.

Quest: Sweetwater Taffy
Go to the mansion at (J4). Open the chest when you can to get the Sweetwater Taffy Quest. Find the Cave in the Creek at (G5) through a Challenge Check: Aim 11+ Success roll. You can revisit (G5) to try again if you fail. Head in the cave without using a flashlight. Head towards the red light to find the crystal. Choose to smash it/fight it. Win and head back to the mansion at (J4) to claim your reward.

Quest: Witch's Coven
Head to (L3). Ask to join the Witch's Coven and sign your name in the book for one achievement. Steal the book and take it to Lupa's House (G6). If you fail the dice roll to steal it, you'll have to kill the witches. It'll still work for Lupa. The book is one of the tasks required for Supa Lupa. You can also get the Magic Broom here for fast travel locations. This is good for the Kooky Cookies quest.

Quest: Vampirism
Go to (K1) and be friendly. Ask to stay for dinner. When the chance arises, allow yourself to get bitten to become a Vampire. Achievement for doing so and a task requirement for Supa Lupa. Go to Lupa's House at (G6) and bite her.

Quest: Supa Lupa
Go to (G6). Ask Lupa what she needs to become a tribrid. Steal an unsigned Witch's book from (L3). Become a Vampire at (K1). Give both to Lupa at (G6). Lupa will now join you for the final battle. Win the fight and check the credits button after to pop the achievement.

Quest: Fear Powered
Go to (H1). Ask to help to get the Fear Powered Quest. WARNING Buy the Talisman of Fear ($12) from Wandering Merchant first to avoid being Feared to death. Go to the Pumpkin Patch at (H4) and defeat the scarecrow for it's heart. Take it back to (H1). Doc Cog will now join you for the final battle. Win the fight and check the credits after to pop the achievement.

Quest: Party Animals
Go to K6. One of the party animals is a murderer. Correctly murder the murderer in battle to receive a prize. Once the killer is identified, all the other enemies will stop fighting you. The killer is the one that starts off being Confused. Reward: Party Critical/Evasion buff, +2 candy. You can also opt to trick-or-treat, avoiding the encounter and getting +1 candy. Killing everyone gets you +2 candy.

Quest: Skate White
Find the quest at (B2) after going in the arcade at (A1) and returning to (B2). Skate Shark challenges you to score points doing tricks. Beat his score for an achievement.

Quest: Kooky Cookies
Go to Dr. Funk's House at (H5). Don't fight her to learn about a cheap revival method. You can also use her oven to bake Kookies and get the Kookie Quest. Now when you defeat undead enemies they can drop ingredients. Return when you have enough to bake. Your first attempt is 100% success. Second attempt is a Straight Roll 50%. You need to bake all the Kookies to get the achievement. If you fail a roll the oven explodes and you have to fight Dr. Funk. You won't be able to continue trying for the achievement in that run. Save this achievement for the last thing you do in Popup Dungeon if you don't get it first try. You can go get the Magic Broom from the Witch's Hut at (L3) to allow for fast travel to the graveyard and back.
*Bug in graveyard (A6, B6). Travelling here too many times automatically ends the campaign.
Halloween Campaign Pt. 2
Random events:

Roads:
1. Empty
2. Trick or Treaters? Encounters: 1 Standard.
3. Lights out. Challenge Check: Movement Ability 11+
Success: No battle.
Fail: Result determined by dice number.
Roll of 1: Faded enemies appear and then transform into copies of your party.
Roll of 2-3: Sewer encounter with boss Kraken Up enemies with dialogue from "It" (Sewer Clown).
Roll of 4-5: Dungeon sketch encounter with demon enemies.
Roll of 6+: Stub your toe, reduced HP punishment.
-Graveyard: Descend stairs into an empty encounter level that has three treasure chests.
-Crossroad demons can be encountered at street intersections.
-Road: merchant (note: merchant's inventory expands and eventually includes kookie ingredients,death mints, batteries), finding an object (coins, candy shaped like coins (heals HP), batteries, body spray).

Fail:
Abandoned Pail. Choose one:
1. Pick up the pumpkin: Jackpot (Candy+1 to +3) OR
2. Pass on the pumpkin (Nothing gained)

Forest
Deep Wood Trick-or-Treaters. Encounters: 1 Standard
Animals 1 Standard Encounter.
Dogs? 1 Standard Encounter. Can be avoided if you're a werewolf or you have the hotdog from U Can Haus Burger.
Form in the mist. 1 Standard encounter. Possible undeads.
Water encounter on creek tile.

Graveyard:
1. Graveyard. Encounters: 1 Standard (Mostly undead types)
2. Safe Passage (No battle)
3. Ding Bat -> Squeaks! (Party added Imbue Fear, Magical Air Damage)
*4. Spooky Stairway: Choose one:
*1. Descend -> A single chest: Choose one: 1.Pick the lock. Challenge Check: Evasion 11+ 2. Bash it. Challenge Check Power 11+ 3.Back out
*2. No thanks (no reward)
*1.1. Evasion Success: Evasion Fail: Mimic! Encounters: 1 Standard -> The undigested (Equipment reward) -> Climbing out.
*1.2. Power Success: Power Fail: Mimic! Encounters: 1 Standard -> The undigested (Equipment reward) -> Climbing out.
Descend stairs into an empty encounter level that has three treasure chests.
Sweetwater Campaign
Sweetwater Campaign

Sweetwater is a story driven campaign. It will be a long journey filled with choices. The main choice changes apply to have Positive or Negative Faction. For Positive: choose to be friendly, avoid unnecessary bloodshed and don't steal or loot the dead. The doorman is the exception. Killing him can get you +1 Faction if you say you regret it. Negative: Be mean/rude, loot everything, kill everything that resists. There is a unique charm reward for clearing the campaign once. Most important choices occur at +8 (Positive) or -8 (Negative).

I'm using a color scheme in the spreadsheet. If something has no color (white background) then I have not tried that path option yet to see what happens. Yellow tiles jump you back to where different paths meet up again. Magenta takes you to the next tab at the bottom or back to the 5 choice hub (inside Sweetwater village). Neon bright green is Checkpoints or Achievements.

Checkpoints let you reload the game back to that point. This is useful if you fail a Challenge Check and want to retry it. Some Challenge Checks are required to be successful if you're going after certain achievements. There's two automatic checkpoints. You can generate one at any time by going to The Rich Pour and resting there. The option to save a checkpoint there resets once you've completed a battle. You can also find a checkpoint in the Murder Von Imp route, once you've acquired his mansion and left it/re-enter (don't burn it down!). Checkpoints are wiped if you finish the campaign.

Spreadsheet is here. https://docs.google.com/spreadsheets/d/1HrAhxLGYXjjtdS8HcccrFufURs9TgKnDxbdeuosIimg/edit#gid=0
I have most of the choices from Campaign Start to the Sweetwater Village Hub done. Cooking options I'll just list together, as they are random based on hunt/forage items found and don't have unique paths like the others do. Some options appear or change later based on items found/made, but nothing too significant. Cooking is disabled if you eat some bad mushrooms.

<Got some paths for Graveyard done in rough shape. Book Wyrm/Smith are basically done. Abandoned Chapel I have one path for Vigilante achievement.
Accidentally uncovered an infinite loop in graveyard path.>

Notes
Recommend taking Life Siphon charm. Life Siphon is the direct counter to Reflect Damage, and late campaign enemies will have it.
Also suggesting Max Health to avoid a no-win scenario. I had two damaging debuffs of Slash Damage and Fire Damage per turn in one battle doing a total of 818 damage, while my characters had 550~ Max HP. I'd die as soon as my turn started because I had no counter for it. With a Max HP charm I'd survive easily.

There's is one battle here where you can be permanently Feared. A simple fix is to drop the difficulty to Story for that battle. A better solution is to create a custom ability and apply it to an equipment piece. Make it a passive. Actions>Remove>Dispel Purge Action. Change the Placement to self and Dispel type to debuff. Make the Source and Type match your character's chosen Source/Type. This ability will counter Dialogue events that induce status effects. A Charm of Purging is supposed to do this, but it activates before the debuff is applied so the charm is utterly useless in this situation. The custom ability works perfect in any campaign.

Resurrect Brevik achievement: Requires 6 things!
1. Find the Towel by Foraging 3 times or Hunting twice. There's a Challenge Check near the end of the campaign to identify the Towel as a Shade Angel Mantle if you succeed.
2. Find Brevik's Doll by choosing to return home and climbing over the mountain. You'll find it in the graveyard or Brevik's House.
3. The Gem from the balanced scale. Succeed the Challenge Check to grab both or simply choose to take the gem. You can also find the Gem later if you failed the first Challenge Check by Succeeding another Challenge Check when you're looking around. You can also opt to dive in after the Gem when it falls.
4. A T'Owl feather. You'll get this at the end of the campaign when returning home if your Faction is Positive (8+). There's an achievement for this as well.
5. A Mirror Shard. Choose to smash the Mirror and take a piece with you.
6. The Resurrection Spell. Visit the Book Wyrm library and ask about the spell from Zinfandel. Read the book in the collection to get a copy of it. Positive Faction required for Zinfandel to trust you.
Get all these things in one run where you return home and you'll successfully resurrect Brevik for the achievement.

Cold Brew achievement is for foraging 3 coffee beans and cooking them. You can succeed or fail the Challenge Check for the achievement. Spam forage for this one and hope you find enough. If you successfully Cold Brew, you get 2 extra hours to Hunt/Forage/Cook.

Great Betrayer involves you going to Von Imp's manor, agreeing to defeat the evil but do not smash the mirror. Negotiate for a better reward and accept the deal. Later on when you're summoned, take your weapons in and defeat Von Imp. Proceed to defeat the mirror and it's demons and you'll get the achievement before that battle starts. If you do this during a Negative Faction (8-) run, you an also obtain Majority Owner (If you chose the 80% option)

For Vigilante you need to kill Von Imp and defeat the evil demons. Leave the mirror alone and choose to return to the manor. Hire a butler and the achievement is yours.

Seems bugged: Barrely Victorious is for acquiring Von Imp's Manor (kill him) then pillage it. Return to the village and re-enter the manor. Search Von Imp's stock successfully to find the barrel. Unlock the barrel and choose No to go back to the Sweetwater Hub. There will be a new option to Abandon Sweetwater. Taking this route should reward you with the achievement, but it currently does not.
Run Home Campaign
Played once. I'm going to need to figure out a format for this monster of a campaign.
Special Thanks
Thanks to:
DaetherX - For helping confirm various things that I would have missed/overlooked, and for working on the charm guide and letting me help out.
Enrique (Popup Dev) - Taking bug reports and and answering questions.
MaxBedlam - For answering a bunch of questions on different multiple paths and general things.
TikTikKobold - For letting me playtest/bugtest Popup Dungeon custom campaign; PFC: Darkmoon Vale / Hollow's Last Hope. A good break between working on the guide.
Popup Dungeon's community in general. You've all been helpful!
36 Comments
Matt Jun 9, 2023 @ 4:51am 
I found some more information about Self-Destruct Mutton. I posted about it here .
Realms×Myths Jul 30, 2022 @ 2:29pm 
The SD Mutton is, from what the dev told us, from a route where zombies come to your manor.
So it is likely down a route where you acquire Von Imps manor. However, we have not yet found the route ourself.
It is very likely you have to pick very specific negative choices.
Masquerine  [author] Jul 30, 2022 @ 2:09pm 
If you can get the mutton one to pop, I'd love to know how you went about it. I've tried quite a few paths with no luck on it before the patch.
Realms×Myths Jul 30, 2022 @ 12:26pm 
We were told Self-Destruct Mutton was working by one of the devs.
Guess something changed during release.

Thanks for the heads up.
Masquerine  [author] Jul 30, 2022 @ 10:15am 
I ended with 7 scrap and got the item of power. Going to assume it's 5+ for now until I can roll a run where I end on 5. I added the info in for floor 18.

Barrely Victorious and Self-Destruct Mutton are still broken, but they are aware of it for another patch to come.
TheOneWaaagh Jul 30, 2022 @ 6:36am 
For floor 18, I'm also guessing it's 5+ scrap. I know for sure that having eight scrap works and that having four scrap does not work.
Realms×Myths Jul 30, 2022 @ 5:37am 
Pretty sure it's five. Might be eight?
Realms×Myths Jul 30, 2022 @ 5:36am 
Floor 18 was fixed in July, and getting the Item of Power is not from the robot factory, but rather having 5+ scrap at the end.
Realms×Myths May 13, 2022 @ 1:13pm 
I spoke to a developer this month about Floor 18, a patch is planned.
Not sure when it'll come out, though.
Masquerine  [author] May 13, 2022 @ 12:28pm 
You should only need to mouse scroll down to find option 5 & 6 for Floor 1's boss form choices. I don't remember there being any reason why the options wouldn't be there otherwise.

As for Floor 18, using the Extra Level game mode did not change the final outcome of the floor. It still ends without a proper conclusion. There's just something wrong with how they structured this floor that prevents it from resolving as intended.

I remember talking with one of the devs a year or so ago and giving him a list of all the bugs and issues I found while creating this guide. Sadly there's been no update yet to bring those fixes into the game.