Choices
Return the Key
- Gain 100 Gold
Refuse to Hand It Over
- Fight the mysterious knight. Winning grants the Lantern Key (Quest card)
Recommended Choice
If you are confident in your deck, "Refuse" and take the fight is the recommended line. Carrying the Lantern Key into the Act 3 Leppie event rewards you with either the History Course Relic or 2 random Potions plus 2 random Relics, both of which clearly beat 100 Gold.
However, a fight is involved, so if your deck is still weak or HP is low, 100 Gold is the safer take. 100 Gold is a guaranteed reward with immediate shop utility.
Strategy
- The Lantern Key enters the deck as a Quest card. You have to carry it until the Leppie event in Act 3
- The quest reward is either the History Course Relic or 2 Potions plus 2 Relics — both significantly outclass 100 Gold
- The knight fight is meaningful in difficulty, so going in at half HP is risky. Check the map for upcoming healing spots
- If Act 3 has few event rooms, you may never meet Leppie. Factor that risk in
- 100 Gold feeds immediately into an Act 2 shop for a strong Relic or card removal, so it is a solid play if you want guaranteed deck progress
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