Tombs of Terror Strategy Guide to Chapter 2: The Scorching Dunes

Tombs of Terror Strategy Guide to Chapter 2: The Scorching Dunes

 

Tombs of Terror is the Solo Adventure accompanying the Saviors of Uldum expansion where you get to play as 1 of 4 League of Explorers members with a new fascinating dual class system and 6 brand new treasures for each, in the familiar Dungeon Run style. The Adventure consists of 5 Chapters, the first 4 of which culminate in fighting a dreadful Plague Lord, who has a persistent health pool between fights, leading to the fifth Chapter dubbed The Finale, which is as of yet a "delightful mystery"...

This is the Guide to Chapter 2

  • Release Date: This Chapter unlocks on September 17th.
  • Location: Takes place in the Deserts of Uldum.
  • Hero Unlock: Sir Finley Mrrgglton.
  • End Boss: K'zrath, Plague Lord of Madness.
  • Chapter Twist: Twist - Plague of Madness
  • Number of Encounters you need to win: 7 + the Plague Lord.
  • Rewards: 3 Saviors of Uldum Packs for beating 5 bosses in a Chapter.
  • The Encounters listed here are accurate until you have beaten the Chapter, then all bosses from all defeated Chapters can show up.
  • If an Encounter is not on this list yet, let us know in the comments!

Chapter 2 Hero:

Sir Finley Mrrgglton. Dual Classes: Paladin and Shaman.

Treasures

 

The Jr. Scout will turn into the Sr. Scout on completion of all 4 chapters.

Hero Powers

   

Starter Decks


End Boss:

K'zrath, Plague Lord of Madness

Every Chapter in Tombs of Terror ends with a fight against a Plague Lord. These are not your typical end bosses. They have persistent health pools, meaning that any damage you do to them persists and on your next run you start the fight with however much health you had left after the previous run and not with the Plague Lord at full health again.

The Plague Lords are tricky fights however, because at certain health points levels the Plague Lord will change tactics and get a new Hero Power, making them even more deadly. We suspect this is at 200 life left and 100 life left.


Portrait and Hero Powers


Tactics for K'zrath, Plague Lord of Madness:

For extensive tactics for Heroic K'zrath, Plague Lord of Madness, check our post right HERE

A tip: If you have the option offered to you, choose the Glyph of Warding as a treasure. It makes the Plague Lord unable to play his main win condition C'Thun!

In this fight, minion placement is everything. The first 200 Health he has will require that you think critically about where you summon your minions.

First 100 HP: His hero power here, Systematic Betrayal resembles the Carousel Gryphin from the Dalaran Heist. Every time you end your turn, you’ll be giving him whatever minion is on your far right and take the minion on his far left. His deck is C’thun based, so you won’t get anything you can really capitalize on. Sometimes he’ll just decide not to play a minion in hopes that he simply takes one of yours for no sacrifice. Try to be able to play a weak minion to the right of a strong one when this happens. If your board is getting too intimidating, he might drop a Ticking Abomination on his left side to deliver to you, so if you’re going to make a big board, be ready for that.

Second 100 HP: This Hero Power, Evoke Panic is easier to work around, but still requires you to think about what kind of minion you’re playing. You should be safe while your opponent controls the lowest Attack minion. However, if you control it, then try to make sure it’s too weak to deal very much damage to its neighbors. Even though having strong minions can protect you from this Hero Power, he can still remove them with Plague of Madness and Blade of C’thun.

Third 100 HP: Since this boss doesn’t use very much removal, this hero power, Murmurs of Mortality doesn’t seem like the worst thing to deal with. Especially since it can affect minions that already have 1 Health. But by this time, his C’thun has massive Attack. So if you aren’t careful when destroying enemy minions, C’thun can easily kill you instantly once he’s played. Do your best to have some minions with enough Health to absorb some of that damage should C’thun come into play.


Other Bosses:

The Twist in this Chapter Twist - Plague of Madness makes it CRUCIAL even in the early fights to be very aware of your board placement. Keep this in mind in every Encounter!

If you are looking for an Encounter and Hero Power not listed yet, check our datamining HERE.

   

Tactics:

Waste Wanderer Cardish: Lots of deathrattles, many of which hit the face (sandtrooper, bombs, etc) Has hunter cards and a big secret package. Clearing the bombs every turn makes his hero power really weak. Has a bunch of random cards like injured tol vir.


 

Tactics:

Nash The Greatworm: Generic Hunter cards and beasts (mostly things that look like worms), Nothing overly difficult as long as a few weak minions die to keep the hero power weak.


 

Tactics:

Water-toting Murlocs: May be a first boss, but the gimmick can force his murlocs to rush you down if you don't strategically choose which minion to play and where. His hero power is neglegible.


 

Tactics:

Skarik: His minions consist of Poisonous beasts and Deathrattle Eggs. The eggs can attack with the chapter gimmick even without attack value, so that's how he cheats out bigger minions.


 

Tactics:

Suspicious Palm Tree: Token Druid deck and synergies.


 

Tactics:

R.O.B.O.L.D.: Largely Mech synergies. Only half of his deck consists of mechs themselves, but he also has a few hero power synergy cards like pyromaniac.


 

Tactics:

Runaway Ruby: His hero power is placement-based board control. Since the rightmost minion will keep attacking, it's best to use your middle minions to protect your right hand beatstick.


 

Tactics:

Ozara: Overload Synergies and Elementals. Her Dust Devils will generally be the end of turn attacker. Her deck includes buffs that make windfury even more of a threat.


 

Tactics:

Beetle Herder Zenda: Beetle related cards.


 

Tactics:

Gorebite: Gonk Druid deck and synergy and vanilla cards. I mean, he even has River Crocolisk! We heard you like Crocolisks...


 

Tactics:

Kasa Softspeaker: Weapon Warrior, but he's apparently the kind of boss that runs Cursed Blade, so just capitalize on that.


 

Tactics:

Demolisher 3V-11: Mech Warrior with a slightly better Armor Up. Very long and arduous fight, but the boss runs out of cards in his hand, and from that point becomes easier to control. Still a grind to get down, until you have managed to build a board.


 

Tactics:

Jolene Knottley: It was very hard to tell what kind of Warlock deck she was using. There was no noticable pattern.


 

Tactics:

Wildtooth: A deck that benefits from it's Hero Power, it had Serpent Egg, Sated Threshadon and things with slightly higher health, like Dire Mole. The fight was pretty intense, because playing Sir Finley with a bit of a wienie buff deck it was hard to keep a board and the Twist makes sure that damage sometimes reaches your face, even when you have taunts or minions on board to reduce the chance.


 

Tactics:

A Beautiful Oasis: A meme like Hero Power that copies a card in your hand, and gives you that copy, but if you play the copy instead of the actual card, you discard your actual copy. It's deck seemed filled with Hunter cards. In some cases you may have to look out, cause it did play Gahz'rilla and Swarm of Locusts, which seems to indicate that this fight may sometimes get problematic. It wasn't in my case however.

Alternative take: Mill Druid. Not only does his Hero Power add cards to your hand, but he has just about every card in Hearthstone that add cards to your hand as well.


 

Tactics:

Colossus of the Sun: It's Hero Power is easy enough to deal with, just try to trade away minions that are damaged, and keep healthy ones healthy, especially if they have some benefit. Boss does not seem to have single target removal. Watch out though cause he has some tricky cards. Wiped my board through a combination of playing Whirlwind and Plague of Wrath. Also has Ragnaros, Lightlord in it's deck, which can be tricky to deal with.


 

Tactics:

Squeamlish: A very annoying Encounter. It has a deck with Token cards and other good quality Druid cards. It's Hero Power is devestating if it gets the chance to ramp up, and with it starting on 2 mana, and going to 3 mana at the start of it's first turn, it is especially daunting to deal with, cause it is basically free to start using it's Hero Power from the very start. The only reason I beat the fight was through luck with the particular treasures I had chosen. Board control is EVERYTHING here. Do not try to race this boss, just keep board control and chip away. Problem cards I saw: Oasis Surger and especially The Forest's Aid + Hero Power on turn 10 (which if you clear the board, happens again on the next turn).


 

Tactics:

Coming Soon!


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