Bosses

Gunk Worm: surviving the third stage

Nothing official describes this fight yet. What players know comes from people who have beaten it, and one detailed breakdown on the Steam forum explains why so many runs die in its last stage.

A red cavern fight against a tall long-legged mushroom and four smaller creatures
A fight in a red cavern against a tall, long-legged mushroom and four smaller creatures. Screenshot: Team Lazerbeam / Devolver Digital, via the Steam store page.

The loop that ends runs

The damage people complain about is not the worm hitting you. It is two curse cards working together, as laid out by a player who has cleared the fight several times in Steam discussion: The Gunkworm thoughts:

  1. You play a card.
  2. Shivering Horror discards a random card from your hand.
  3. If that card is Creeping Horror, it refuses to leave and you take 15 damage instead.
  4. Creeping Horror is still in your hand, so the next card you play can hit it again.
You’ve just lost 45 HP for playing four cards, and you haven’t even reached the enemy turn.
From The Gunkworm thoughts on the Steam forum

That also turns the usual fix upside down. Drawing and generating more cards normally rescues a hand that keeps getting discarded, but here every extra card you play is another roll that can land on Creeping Horror. A deck built to churn through cards can make the stage worse, not better.

Why the stage goes wrong

The stage-three curse loop and the two ways out of itPlaying a card makes Shivering Horror discard a card at random. If that card is Creeping Horror it refuses to leave and deals 15 damage instead, then sits in your hand ready to be hit again by the next card you play. Players break the loop either by making Creeping Horror stubborn with Thick Sludge, or by exhausting the discarding curse.1You play a card2Shivering Horror discardsa card from your hand3If that card is Creeping Horror,it stays and you take 154Creeping Horror is still in hand,ready for your next cardthe loopWay out 1Thick Sludge on Creeping HorrorWay out 2An exhaust card for the discarderPlayer reports, not a published rule
Drawn from one player's breakdown of the fight and the replies under it. The two ways out are what other players report working; none of this is a developer statement.

What the stage throws at you

These are one player’s figures from their own runs, not published numbers, and a patch can change any of them.

666

Gunk Worm health in stage 3

4 × 75

Minion health on the board

32

A Gunk Worm hit

×2

Damage once it uses its teamwide Inspire

The minions are not idle either. The same post lists damage, card theft and shielding among what they do, which is why the fight feels like several checks at once rather than one big health bar.

The counters that work

Stubborn is a card keyword whose listed benefit is a cheaper card, and it changes what happens when a card would be discarded. The idea first floated in the thread was to make Creeping Horror Stubborn so its 15-damage trigger never fires, with Thick Sludge named as a card that adds Stubborn. Players have since tried it:

Before you get there

Players who lean on creatures instead of gunk hit this fight differently, and the tactics that fit a pet deck are on the Activist page. What else players report about the second map is on the Facility page, including one reply’s suggestion to keep a Frog Tonic for this fight and ignore the curses.

  • Arrive with health to spare. The fights before this one can go smoothly and still leave you short for a stage that can take a hundred health in a turn; resting and camp covers the trade-offs.
  • Plan for minions. A deck that only scales single-target damage is racing the Inspire timer with four extra health bars in the way. Cards and the two decks explains how cards grow during a run.
  • Expect the achievement to lag. Steam credits 19.4% of players with Gunk Slayer, and players have reported the kill not registering. The bosses overview explains why.

The other final boss is the Gloom Worm at the end of The Forgotten Path.