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Spoiler Tag DD2

The mind must be freed of its self-imposed incarceration!

~ The Academic

The Shackles of Denial are the final boss for the Denial act of Darkest Dungeon II.

Description[ | ]

The world's mind imprisoned by its own command. It is protected by its own chains that bind it attacking heroes with powerful blows and multiple Debuffs Debuff dd2 / Stun Dd2 token stun. At the beginning of each round one of the chains will cause one type of Heroes' skills (Dd2 token lock meleeMelee, Dd2 token lock rangedRange, Dd2 token lock healthHeal, Dd2 token lock stressStress) to be Denied and if the player is not prepared this could force the heroes to Dd2 token stress Pass.

Lock Overview[ | ]

Latch of Regret
MeleeLock
Base Stats
Icon HP dd2 MAX HP 55 Icon speed dd2 SPD 3
Resistances
Bleed dd2 Bleed 60% Stun dd2 Stun 75%
Blight dd2 Blight 10% Move dd2 Move 200%
Burn dd2 Burn 10% Debuff dd2 Debuff 20%
Type(s)
Cosmic
Size Turns per round
1 1
Permanent Condition(s)
Give allies +20% DMG on death

Bolt of Lamentation
RangeLock
Base Stats
Icon HP dd2 MAX HP 55 Icon speed dd2 SPD 5
Resistances
Bleed dd2 Bleed 10% Stun dd2 Stun 40%
Blight dd2 Blight 30% Move dd2 Move 200%
Burn dd2 Burn 10% Debuff dd2 Debuff 30%
Type(s)
Cosmic
Size Turns per round
1 1
Permanent Condition(s)
Give allies +10% CRIT on death

Padlock of Wasting
HealLock
Base Stats
Icon HP dd2 MAX HP 55 Icon speed dd2 SPD 1
Resistances
Bleed dd2 Bleed 50% Stun dd2 Stun 50%
Blight dd2 Blight 50% Move dd2 Move 200%
Burn dd2 Burn 50% Debuff dd2 Debuff 20%
Type(s)
Cosmic
Size Turns per round
1 1
Permanent Condition(s)
Heal allies for 33% on death

Shackle of Despair
StressLock
Base Stats
Icon HP dd2 MAX HP 55 Icon speed dd2 SPD 2
Resistances
Bleed dd2 Bleed 20% Stun dd2 Stun 50%
Blight dd2 Blight 20% Move dd2 Move 200%
Burn dd2 Burn 20% Debuff dd2 Debuff 40%
Type(s)
Cosmic
Size Turns per round
1 1
Permanent Condition(s)
On death: Buff allies: Apply Dd2 token blind (10%) or Dd2 token weak (10%) on hit

Combat Skills[ | ]

Skill Name Target Ranks DMG Crit Self Effects Cooldown Notes
Crippling Doubt Yellow dotYellow dotYellow dotYellow dot Red dotRed dotRed dotRed dot 4-6 5%
  • 1 Dd2 token stress
  • 1 Dd2 token stress (25%)
Hits up to two random targets.
Paralyzing Fear Yellow dotYellow dotYellow dotYellow dot Red dotRed dotRed dotRed dot 3-6 5%
  • Dd2 token stun (75%)
  • Dd2 token vulnerable

Skill Name Target Ranks DMG Crit Self Effects Cooldown Notes
Denial of Arms Quad yellow dot Red dotRed dotRed dotRed dot N/A N/A
  • Dd2 token lock melee
2 Heroes cannot use Melee attacks for the rest of the Round, even if self is killed.

Only one lock can use a "Denial" move at the start of a round. Will not take the lock's action.

Ruptured Vessel Grey dotGrey dotYellow dotrYellow dotl Red dotRed dotRed dotRed dot 10-13 5%
  • Dd2 token weak

Skill Name Target Ranks DMG Crit Self Effects Cooldown Notes
Denial of Reach Quad yellow dot Red dotRed dotRed dotRed dot N/A N/A
  • Dd2 token lock ranged
2 Heroes cannot use Ranged attacks for the rest of the Round, even if self is killed.

Only one lock can use a "Denial" move at the start of a round. Will not take the lock's action.

Mental Lashes Yellow dotrYellow dotlGrey dotGrey dot Red dotRed dotRed dotRed dot 6-10 5%
  • Dd2 token blind

Skill Name Target Ranks DMG Crit Self Effects Cooldown Notes
Denial of Fortitude Quad yellow dot Red dotRed dotRed dotRed dot N/A N/A
  • Dd2 token lock health
2 Heroes cannot use Healing moves for the rest of the Round, even if self is killed.

Only one lock can use a "Denial" move at the start of a round. Will not take the lock's action.

Cerebral Falter Yellow dotYellow dotYellow dotYellow dot Red dotRed dotRed dotRed dot 8-11 5% Applies 1 of these at random
  • 4 Bleed dd2
  • 4 Blight dd2
  • 4 Burn dd2

Skill Name Target Ranks DMG Crit Self Effects Cooldown Notes
Denial of Reason Quad yellow dot Red dotRed dotRed dotRed dot N/A N/A
  • Dd2 token lock stress
2 Heroes cannot use Stress healing moves for the rest of the Round, even if self is killed.

Only one lock can use a "Denial" move at the start of a round. Will not take the lock's action.

Overwhelming Anguish Yellow dotYellow dotYellow dotYellow dot Red dotRed dotRed dotRed dot 8-11 5%
  • 3 Dd2 token stress
  • 1 Dd2 token stress (25%)
Hits up to two random targets.

Strategy[ | ]

The biggest factor of the fight is how your heroes will have moves restricted each round. Going into the fight, you should plan to have varied moves of Melee, Ranged, and healing moves of both kinds, as well as having a backup plan in case certain moves like a heal can't be used on a round you need it. Caution and adaptability are the names of the game. Note 2 things; Anything tagged as Melee or Ranged is fully blocked however moves with secondary effects for healing or stress healing will not block the entire skill for the effect. Rather, healing or stress healing effects will be ignored if the token is applied to the hero using it. For Example, Man At Arm's Crush skill will not heal on combo effect if the Denial of Fortitude token is on the man At Arms.

Pre-Mountain preparation, you'll want to bring a lot of Clarifying Poultices. Each Lock has a shared Stun move that can suppress your team just as well as Denial of abilities, so topping off hero Stun Resistances can save you from missed turns entirely. In general, though, you would best use Inn items that can help a hero survive for multiple turns without healing, to make the weaker heroes more self-sustainable in the case of a heal being rounds away.

One benefit of how the fight is structured, due to the separate enemies constituting the boss, is that the fight becomes easier the more Locks you destroy. Not to say the boss stays easy, and a crippled team can still be put down by the remaining Locks. In particular, the remaining locks gain a buff when their allies die, based on which Lock was killed. As well, the lowered amount of locks will increase the frequency that the other locks use their Denial skills, reaching a constant suppression of a specific type by the last Lock standing. The locks will also spawn in randomized positions, which may dampen plans to focus certain locks first.

The general strategy for killing the Locks is to first decide if you want to kill the Healing Lock first or second to last, as it will heal all of its allies upon its death. Whether you destroy the Healing Lock first or not, your next target should be whichever Lock denies the most damage from your team. For Compositions with heroes like Leper and Hellion, you'd more likely target the Melee Lock, while teams with Grave Robber or Highwayman, it'd be the Range Lock. If at all possible, leave the Stress Lock for last, since its effects are largely moot at the end of a run (The largest danger is the low health from Meltdowns, which can't kill you, as well as the lowered Death Blow Resistance. Affinity and most quirks are negligible).

Trivia[ | ]

  • Unlike all other Confession bosses, the main opponent isn't the organic creature but the chains themselves. When defeated, the chains and the crown are destroyed, leaving the brain free.
  • Each lock's appearance is based on the type of skill it restricts.
    • The Latch of Regret is themed after a beast, presumably in reference to claws, teeth, and other melee attacks.
    • The Bolt of Lamentation is themed after arrows, in reference to ranged attacks.
    • The Padlock of Wasting resembles a Restoration status effect symbol, as it restricts healing abilities. The cross is also emblematic as a symbol of health and being in association with medical facilities, especially those run by a church.
    • The Shackle of Despair resembles an iron crown, as it disables stress heal abilities.


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