One way to earn the All Hands on Deck achievement. includes the spirit combos I used, and a few tips I learned on the journey.
The All Hands on Deck achievement is not for the faint of heart. I spent a fair amount of time working on it. I looked through the discussions looking for tips that might help. Some credits are below. I’ll add more as I finish digging them up again.
There might be easier ways to do it, but here is what I came up with, after trying a few different combos.
- Adversary – England
- Adversary Level – 0, you’ll end up at 5 by the end
- Scenario – None, well except the ongoing one.
- Starting Difficulty – 1, you’ll end up at 9 by the end
- Number of Spirits – 2, required per achievement
- Map Type – Balanced Map, default positioning. B on top and A on bottom
- Content owned/used – Promo Pack 1, Branch and Claw
- 1st Combo – Heart of the Wildfire / Vital Strength of Earth.
- 2nd Combo – Lightnings Swift Strike / Shadows Flicker
- 3rd Combo – River Surges / Keeper of Forbidden Wilds
- 4th Combo – Thunderspeaker / Sharp Fangs
- 5th Combo – Serpent Slumbering / A Spread of Rampant Green
- 6th Combo – Ocean’s Hungry Grasp / Bringer of Dreams and Nightmares (Bodan)
- As difficult as this was, I often took at least a little extra time to set up/prepare the board before the last turn that would win a game. Ideally, remove all blight, have 2 snakes/wild animals, and be as close to the max of 9 Dahan as possible. Although early, I didn’t worry about the Dahan as much, knowing it would be easier to add more when I played the River Spirit. I also didn’t worry too much about the 2 of each token but kept it in the back of my head as something ideal to have on the last turn.
- I always tried to have Thunderspeaker in the next game right after the one I played the River Spirit in.
- Don’t forget the building boom on stage 2 cards. This can trigger a 7th building loss.
- Mistakes will happen, but some simple ones can be taken back. One loss can make you start back at game # 1, which can be really frustrating when you are in-game # 5 or 6. Learn the timing specifics, and know what triggers something that can’t be taken back to reduce painful ones. Be prepared to practice extra patience.
One example: if I knew I wanted to gain a card, I got into the habit of planning my turns in more detail, sometimes choosing +money growth options if I felt the need to click cards or even start a turn to make sure I didn’t miss a requirement or something, and then undoing it all before choosing my intended growth option to gain a card. There were even a few rare times I went all the way back to undo some slow action choices from the previous turn after realizing it would have a big effect on the future turn, with cards I already knew about.
Another example: if both spirits plan on gaining cards after I see the first set of cards but before I actually choose the card, I have the other spirit option to look at the set of cards. Rarely, but sometimes knowing both options changes my mind on the first card choice.
Some examples of actions that can’t be undone are; choosing to gain a card and seeing the usually 4 card options; learning what a fear card can do, usually when using them, or with Bodan’s innate; when the event card is drawn,. The screen doesn’t always look like you can undo an action, even though you can. Sometimes you need to click off a screen to get the undo button visible again.
- Reminder – if you are going to use Bodan’s innate to give someone an extra element, don’t forget to choose the correct spirit before looking at a fear card. Once you see it, that action can’t be undone, even if you didn’t select the Spirit you meant to pick.
- It is possible to intentionally pick specific boards and have them in specific positions. However, once you start the game, you are stuck with those boards in that configuration. I usually ended up accepting the first random draws for some variety, including the time I went all the way. Early on, I did some experiments with the boards in different positions. I even did a few 3 and 4 player games before I realized you had to pick 2 players to get the achievement. DOH!
- Something I didn’t understand when I was using my board game version: you can’t pick spirits you’ve already used. In-person, I interpreted the scenario meant you just couldn’t pick spirits you immediately used in the previous game, and sometimes picked ones I used 2+ games previously.
- Don’t get too excited when you win a game. A few times I forgot and out of habit clicked the generic end game button instead of the button to continue to the next game in the series. Fortunately, there is a delay in loading the game screen before the buttons are active, which saved me a few other times. This would be a REALLY nice play for an undo button, especially since you haven’t learned anything that would be random.
Other options I tried:
- I tried using Thunderspeaker and Sharp Fangs as my 5th group a few times after reading some comments. It just wasn’t working well for me.
- Many more. I just need to remember them first:) I’ll add them later.
Specific Game Comments
Again, these may not be the best combos, but they were the ones I used when I earned the achievement.
I wanted to use Heart of Wildfire early before I had to worry about the previous game ending with a lot of blight already on the board. It also gives you an extra nine total blights for future games. I used Earth as the combo for the extra defense. I was tempted to save the defense for a later round.
With the extra high immigration, don’t forget it’s possible for the invaders to build after your fast phase and before they attack. This isn’t as big of a risk until game 4 when the extra build stays out the entire game.
Don’t forget to plan for builds that will occur during the high immigration phase just before the attack phase.
I have really learned to enjoy the Serpent’s abilities if you survive long enough to use them at full strength. The first time I used the full-strength version of Serpent Rouses in Anger was actually in the series of games I got this achievement for. To help give the serpent enough time, Rampant innate Green’s Choke the Land With Green helps avoid painful attacks, and in an emergency can prevent the 7th building from being built. I experimented with combining Serpent with Earth, but I liked Green’s medium offense to keep the island partially under control.
I wanted to make it as easy as possible for Bodan to push invaders into the ocean to drown. Although the extra health made the usual methods harder, On the ocean’s 1st turn, I chose the growth option to add presence to the ocean next to Bodan. I also spent extra time planning my first turn to prepare for the turn 2 defense of one coastal spot with many invaders, even at the risk of having to accept blight in 3 other spots. Luckily, I gained good cards and the events allowed me to only take 1 blight on the 1st turn.
Because of England’s level 5 ability to give buildings extra health, the starting/early cards that deal 2 damage were a lot harder to use unless I could use more than one card.
Things happen… heart rates fluctuate…
I just barely got the win on the 6th round. It was a big rush for a fear victory, not even close to keeping the island under control. Keeping it under control is always harder with Bodan. Just before I won, the island was blighted and I only had 1 blight token left in the pile, one land that already had 6 buildings, and 40 total buildings in all 16 lands. I was able to win in the last phase, and choose growth options to gain cards looking for fast fear. I was concerned the event would do something to make me build a 7th building and lose.
And that concludes this Spirit Island guide. Help us improve this guide by leaving your suggestions in the comment section below.