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Welcome to the absolute beginners' guide for Darkest Dungeon: The Crimson Court! While it's ideal for complete newbies, this guide is suitable for anyone who's having trouble beating the game. Full disclosure: I have played very little of the Crimson Court so far, and apparently my assessment of the Flagellant was a little off - turns out he's pretty OP right now, so he's probably worth taking even for a new player. Note that I've deliberately tried to stay away from discussing specific strategies. Instead I give a broader overview of how to make decisions within the game, because I feel that's more important for beginners. Please try to keep the comment section relatively spoiler-free! Here are the promised timestamps: 0:00 - Intro and Game Overview 3:00 - Difficulty Settings 3:58 - The Character Panel 4:57 - Interpreting Tooltips 6:23 - Managing Heirlooms 7:56 - Managing Gold 9:30 - Adventurer Dismissal (Roster Management) 10:10 - Quirk Management 11:07 - Party Composition (Class Choice) - see above for post-upload Flagellant notes 13:35 - Trinkets 14:59 - Provisioning 16:29 - Torchlight 18:18 - Curio Interaction (no curio spoilers) 19:15 - The Campfire 21:52 - Scouting 23:44 - Secret Rooms 25:20 - Combat 25:20 - Damage Mitigation 26:01 - Combat Stats 29:22 - Speed 30:29 - The Opening Round (Spike & Sustain) 33:02 - Damage Priority 33:48 - Stuns 35:05 - The Brutal Arithmetic of Combat 37:54 - Advanced Mechanics: Guard, Mark and Riposte 39:43 - Example Fight 1 Goes Well 42:31 - Example Fight 2 Does Not