
Walkthrough: Part 3
The Sewers
We are ready for a new area and new hazards.

The Sewers has a much bigger emphasis on environmental effects and traps. Water will push you about, slow you down, and has hidden enemies hiding in it. Being wet makes you vulnerable to Ice attacks.
Harpoon Traps are quite deadly for the unwary. Don’t end your turn in their reach. The traps are not fixed in place, they can be moved around and may end up pointing somewhere unexpected. Shove your enemies into their path, while exercising caution yourself.
There are much more threatening enemies in the Sewers than in the Alley. Overall, I recommend an emphasis on ranged attacks. Melee fighters are going to have their enemies explode in their face, shove them around and inflict debuffs. Meanwhile your Hunters and Mages are going to remain at a polite distance, thank you very much.
Enemy: The Shark Family
The shark themed enemies in the Sewers have a notable emphasis on the Bleed status effect. They will seek to inflict it in large stacks and focus on units that are Bleeding. If you get into a sticky corner, you will have multiple sharks converging on you.


You can exploit this behaviour. Inflicting Bleed on an enemy will get the sharks to focus on a foe rather than your friends.
Because of the gang-up nature of the sharks, prioritise killing them over other enemy types. If you have a Cleric, then by all means be paranoid and pick a spell that lets you easily remove debuffs. Cleanse would be ideal, if you’re lucky enough to have the option. Bleed is a tricky status effect to remove, and there aren’t any items that prevent it either. Antidotes will do the trick, if you have any in stock.
The big bad of the family is the Daddy Shark. This is the first enemy you’ve met with an insta-kill attack. It will immediately eat and destroy a cat on a tile next to it. Thankfully, it moves very slowly, just one tile a turn. Unfortunately, it can get more turns when there are Bleeding units.
Daddy Sharks are considered minibosses in sheep’s clothing. Never attempt melee attacks on a Daddy Shark, it’s not worth the risk. Just stay well away and let your Hunter handle it. Remember also that Daddy Sharks, like the other sharks, are liable to go after their own Bleeding allies.
Charm, Freeze and Stun are good tactics against the sharks. They come in packs, so denying them turns and spreading some chaos will help you out.
Miniboss: Flushmaster

Flushmaster does not deal direct damage. Instead, it summons a wave that will knock everything in the direction the boss is facing. The spiked balls are especially bad to hit. A chain of cats bashing into each other also does a lot of damage.
Flushmaster is extremely vulnerable to Ice and will immediately freeze if hit with it. Delay him a turn to heal or get your cats into a less compromising position.
Flushmaster teleports after every attack. Ranged attacks will be easier to land on him. Abilities like Stalk and Telefrag will also be helpful. Familiars are a liability in this battle, they are just another object to get flung in your face.
If there happens to be a blizzard blowing through the Sewers, you will get a special encounter. The frozen variant of Flushmaster has a ton of health. Prepare for a very prolonged battle if this happens.
Boss: Boris

Boris is the Trample boss. He will do damage by walking over you. There is of course a very easy solution to that, by letting your ranged units handle everything. Boris has a lot of health but limited options, so just staying out of his way is a valid strategy.
Because Boris has a large health pool, inflicting Poison or Bleed is a very good idea. Traps work well against him.
What you don’t want to bring to this battle is Sparkles. You will just give Boris more turns to move and be a menace. Sparkles are fun but not against reactive enemies that respond in kind. Also as a general rule, avoid lots of little attacks. Instead, go for quality over quantity.
Familiars can be a liability, as they will send Boris in directions you probably didn’t intend.
Class: Thief

You should unlock the Thief class around now. Thieves are ranged fighters, meaning that they need Dexterity rather than Strength. Their most important trait however is arguably their mobility. The spells of thieves have a heavy focus on movement and critical hits. Lean into this by trying to choose a cat with good Speed and Luck. Or, if your cat hasn’t got the stats, make up for it with the right items. At this point, you should have been picking up some loot from your adventures. Give Butch some cats if you’re struggling to hold it all.
Thieves are glass cannons. Watch out, they go down fast. Give them Shield if you can. Don’t ever let your Thief be surrounded and boxed in by enemies.