If you invested gold back in Mahakam, there will be a couple of couriers standing by a cart who will give you 5000G. Use the recruitment post and talk to the dwarf for a puzzle battle. Each one you kill increases the reinforcements timer by 2. Follow the northern path back to the bandit camp and take the path leading southeast. Play an Arbalest to the RIGHT of the Forager and attack the General for 2 HP. You will see an abandoned camp with a puzzle battle. If you talk to the two individuals here you can pay 150G for 8 recruits. Play another Arbalest in your melee row and damage an Archespore by 3. This is a standard battle. This is a standard battle. You will realise from talking to Villem that you have a traitor in your ranks. Use the Skull, select all Arbalest units and choose the enemy ranged row to damage the Grave Hag by 8. The commander boosts all vampiric units by 2 and plays a lot of them which means lots of power for Eyck and Isbel. Your units will now have 11 and 6 HP. Continue east. If there are several 2 HP Foglets, play a Rivian Sapper, otherwise play the Strays Slinger to move three 4 HP Foglets to the ranged row. 6 damage to the enemy every turn is pretty powerful. Help yourself to the contents of his woodpile regardless. This can be awesome or can suck, unlike the Flail which is always good. Continue through the barricade to see Aldersburg under attack. The Solution is: up-up-up-right-right-down-right-up-right-right-down-down-left-left-down-right-right-right-right-up-up-up. Damage the Hym by 4 HP and your Scytheman by 4 HP. As ever, the way to deal with them is to destroy enemies (or, perhaps, deploy spies between them). When you get close to the fast travel point, take the path leading south. Not bad. If you let the Rivians in Mahakam leave rather than handing them over to the dwarves, you can talk to the man at the top of the town to receive 2500G or a morale boost for your army. If you didn't use the shrine earlier, you can do so now. An enemy Warmonger will destroy the Sapper. However, it is not good if you need the deathwish ability of the enemy unit to trigger: if you use Artefact Compression on a Verendal Elite, for example, a bunch of enemy units will be left with the immune attribute. Meve: SpearEvery 4 turns, sets a unit's power to 1. Since destroying Scoia'tael boosts Rayla, she and Eyck should be sufficient to get enough points to win on their own. You will then have to choose whether to punish one of your soldiers who has killed a civilian in an argument. Aretuza Adept (Human)When deployed choose a regular unit on the battlefield or in your hand and add two copies to your deck. Talk to the retainer at the gate. Your goal is to eliminate the Deranged Cow without letting any of the other cows die. Afterwards, you will be able to decide Vrygheff's fate: Despite what the game says, you probably don't need the gold right now (wood is a different matter), so make your choice accordingly. The two units you need to preserve will have 10 and 9 strength. This is a standard battle. After the battle you have a choice of whether to hang Falbeson (increasing morale) or show mercy (reducing morale). Use the Rivian Broadsword to punish them for all having the same power. Use the Flail as your weapon. Just before the bridge you'll come to a recruiting station where you can obtain 9 recruits. Lay an Arbalest on the melee row and attack the same Rotfiend you attacked last turn. If you're using the Lyrian Banner trophy, it will be of little use in the upcoming battle so replace it with something else. You can obtain 500G at the cost of army morale. If you fought the elves at the field hospital earlier you will have the disadvantage of reduced morale, however. Your goal is to eliminate all foes. All dialogue and choices about a small Nilfgaardian settlement under attack by necrophages, which you can choose to help or not. You can either buy a treasure map for 50G or take it off him, lowering army morale in the process. Black Blood (Trinket)Damage all enemies by 1 and boost an ally by the damage dealt. Go through the gate and approach the Arachas for a puzzle battle. Cross the bridge and approach the gates of Kaveldun for a scene. Continue northeast to come to a graveyard. Examine the statue near the praying nun. This battle is only fought if you had Lippy Gudmund imprisoned. You will also find a locked golden chest (7/9) for which you have the key. Alzur's Thunder (Trinket)Damage the chosen unit by10 and units either side of it by 5. There are three Assassins on the enemy side with countdown timers. This is a standard battle in which you'll be fighting a lot of slave units. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold. You will receive a new weapon after the battle, Meve: Angreni Blade. The nearby gate represents a point of no return. Disgraced Brawler (Human)The order ability is to damage himself and two enemy units by 3 HP. You'll find a letter among the after-battle spoils. I used a Slinger, Meve: Flail, Alzur's Thunder and Northern Wind to bring proceedings to a speedy close. Arnjolf is good for eliminating these. Caldwell should be deployed between two cards that you wish to add to the field of play, allowing you to pick them from your reserve deck and play them immediately. Although when replayed they have half strength, the healers will soon get them back into fighting shape. March the two infantry to your ranged row and place Raymond in your melee row. Otherwise, cross the bridge to the east. Unlock the fast travel point as you continue northeast. Not sure what the point of this is, however, since you appear to gain nothing. Here's a solution. This should complete the Lyrian Horn trinket. Ho hum. Arnjolf can be useful, however. Go east to the signpost and take the road going south. The freed gnome, Barnabas Beckenbauer, will introduce himself and agree to join your forces. I'm missing out or gaining resources. There are two different versions of this battle depending on whether you chose Gascon or Reynard. For her part, Meve can only move if Torrential Rain is absent from the row in front of her. You may want to use the Scepter of Storms trophy rather than the other two. A short distance further along, you will be ambushed by Scoia'tael. The Cow on the left will then move one position to the right while the one on the right will move one position to the left. If you destroy one, all the others will leave the field. This will allow you to maybe capture one or two weakened enemies but he isn't really worth the unit cost. If it is higher, he will power one of his units by 10. Wow, lot to go through there, most of em I've added to the guide, but a few I'll comment on: For consistency's sake: You forgot to mention the Skellige Party joining (Arnjolf & his gang) after this part of the 'Behind enemy lines section [just before the Tomb]. Go further east. You can choose to kill him, let him go or press him into service. The wings move allied units between the two rows. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. You can grab some loot nearby, but a broken bridge prevents you going further south. 2023 GAMESPOT, A FANDOM COMPANY. Cross the bridge leading east and unlock the fast travel point. Strays Bomber + (Human, Blitz)Gains 2 power and doubles the effectiveness of fire. Return the way you cam and continue northeast. Nilfgaardians fleeing the village have taken everything of value with them. We might mention intangibles, but they are not the focus of this guide. The Slinger should target the last enemy in the ranged row and 2 Light Infantry. Return to the main path and gather some loot before inspecting the house. Paying 400G for the wood depletes your gold by a further 250G. Grab a bit of loot by the water's edge and cross the bridge leading east. Instead of going west, continue southwest and round until you come to a blockage. Killing Foglets deals 5 HP damage to the Ancient Foglet. Follow the path northeast and you will reach a village being rebuilt. He will play lots of units that support each other and that damage your units. You will receive the Wolfsbane trinket upon victory and there will be a new report for you to read. If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians. When they are unable to summon another Nekker, they gain one point in strength. Use Meve's Longsword ability on the Arbalest and it will do 2 more damage, leaving the Alghoul with 13 HP. Read the letter on one of the notice boards and read the regular notice board to highlight nearby points of interest. Deploy the second Alchemist anywhere and select the Sapper so that his strength is reduced to 4. There are new reports for you to read. But not much better. Disgraced Warrior (Human)The order ability is to force an enemy unit to duel him. There are a couple of pieces of loot that are inaccessible from your current location so don't worry about them for the moment. Your goal is to damage the wyvern and you do so by moving cards on the battlefield horizontally or vertically. The commander will target the least powerful of your cards every three turns. Continue for a battle against the forces pursuing you. Be aware that you will lose Gabor if you do so. Yes please! Here is a solution: After the battle you will be able to dig up a golden chest (3/8). Agree to pursue the abductors. Follow the path around and you will leave the Moulderwood behind. Use Alzur's Thunder to attack the Alghoul in the enemy melee row, inflicting 10 HP damage. Gold and wood can be found in the overworld and in after-battle spoils. Then use Raymond to recharge both units for two more summons. Ah okay nice, I see you've made the guide public now, and it's looking good. Walkthrough Travel to an area northeast of Rastburg Castle where this quest will start. Lay the Arbalests next to it. I don't rate these units, but they're useful for an upcoming battle. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. Return to the merchant and go south from him to get onto the top of the stone bridge. Leave Crumhorne through the northeast exit. Unlock the fast travel point just to the south of the camp and continue southwest. If you believe your item has been removed by mistake, please contact, This item is incompatible with Thronebreaker: The Witcher Tales. You only ever want one of these in your hand because deploying one will pull out all copies of the unit from your reserve deck. Curiously, wood is scarcer than gold. Respond in the first instance as you please (I was tempted to have the man flogged, I must say). It's not enough to make me change my loadout, however. Continue and unlock the final fast travel point of the chapter. The location indicated by the treasure map is a short distance away. Not really worth a place in your army. The Nilfgaardians are demoralised so all units have 1 HP fewer than normal. If you left Broadhead in the care of Barnabas, you will receive some resources at this point. Use the Manticore Trophy, Pit Traps and Slingers as well. Place the Regiment Drummer in your melee row. The enemy will do 2 HP damage to Meve. Afterwards, a lumberjack will explain that they won't be paid unless the wood gets to Nilfgaard. You will find a letter and a treasure map among the after-battle spoils which should unlock the Cartographer trophy. Dig to reveal a golden chest (7/9). Start heading southeast. The enemy uses a new unit: a medic unit that can both heal and boost damaged enemy units. If it reaches 0 and you are ahead, you will win. Return to the temple grounds and head east then north. Continue west a short distance to find a golden chest (3/9). You can spend 50G to bury them if you like but since you don't need the morale boost, you can also save your money. Play the second Alchemist + anywhere you like (or another Hajduk to the left of the Alchemist already on the board). You can retrieve a letter from an obelisk as you cross. That's a somewhat rubbish ability that takes ages to trigger. Leave the town via the northeast. Before ending your turn, destroy them with the Wagenburg. It will cost you two recruits to obtain a card fragment. Meve will move to the enemy ranged row. Make your way to the east of the area you're currently in and approach the group of dwarves for a scene where you learn of treasure in Black Brook Vale. If you are using it, you can wipe the Pikemen out with one swipe of the Rivian Broadsword. 30 prisoners killed without raising an alarm: that is a literally incredible feat that I guess the writers thought was cool. Every 3 turns, the enemy commander can replay units from his graveyard so you may want to outscore him rather than destroy his units. This is not required for the story, but does win you favour with the dwarves later. This ability can result in a major boost to your overall strength. Go through to unlock the Through the Fourth Wall trophy. Note how the Grey Riders follow them around. They combo well the Wagenburg and Reynard Odo. In addition, when choosing the right cards, you have to pay attention to the army limit. Don't use the Mahakam Ale trinket because you have no way of recovering it and it will boost the enemy for the remainder of the battle. You can leave it there, which will cost a large chunk of resources, or fight the Barbegazis to recover it. Wade northwest through the swamp and turn to the northeast when you can for an optional battle. At this point you can choose to rat out the Zigrins. Since your morale should be in the red anyway, you may as well let them join. Not bad, but good enough? Place an Arbalest in the melee row and attack an enemy in the ranged row. You will meet the leader of the Scoia'tael, Eldain. The abductor starts on the left hand side of the enemy melee row. Make a note of the shrine but do not use it at this time. If you choose to banish the family, you will have a fight on your hands. Some of them have stolen supplies and fled. Afterwards, Gabor will come to you and announce his intention to remain with your army. In the picture above, in the upper left corner, you can see that the deck has 25 cards and uses 118/150 of . Read the nearby notice board, unlock the fast travel point, use the recruitment post and go southwest. Continue west and help yourself to some wood. If you saved an elf from an angry mob earlier and recruited him into your forces, you will lose 5 recruits to poisoning at this point. Dig up the gold and you will also unearth a golden chest (6/9). You can either take it by force, reducing your force's morale, or pay him 100G. Deploy Reynard and flip a banquet table on your ranged row. When moving back to your side of the board, boosts itself by the combined power of the units either side. Artefact Compression (Trinket)Transforms an enemy into a Jade Figurine and moves it into your hand. These cards damage a selected enemy by the number of cards already in the allied row + 1. Follow the path to the end to find a trader who will trade wood for gold or vice versa. You will find a letter and a key among the after-battle loot. Make judicious use of Slingers, Lyrian Landsknechts and your Flail ability to keep the Fruits alive and damaging the boss. The Nilfgaardian units you face are starting to get a lot tougher. Unfortunately, they restore any damage you do at the start of their turn. Investigate for a scene. All three enemy units will power themselves up such that the two Ghouls on the ranged row have 21 HP and the Alghoul 24. Your choice. All the tricks you have at your disposal should still mean an easy victory, however. A suggested upgrade order in the workshop is as follows: Unlocking the Strays Den node will double the effectiveness of Strays Bomber units making subsequent encounters a lot easier. Interact with the recruitment post (marked by a blue banner) to pick up 7 recruits. Approach the gates for a scene. The latter choice will result in Eyck leaving your army. Grab another loot pile before you leave. Crow's Eye (Trinket)Move 6 random enemies to the other row and damage them by 2. Cross the bridge leading northeast. Ignore the Nilfgaardian camp to the east for the moment. You will also have a choice of whether to keep it or whether to return it to the cloister. Here's a solution. Order the Troll to let the Rivian Pikeman pass. Use the Arbalest to destroy the Water Hag in your ranged row, adding a Slinger to your hand. Use the fast travel to return to your previous location. Move another from the ranged row to the melee row. Since the former choice is the only way forward I'm not sure why there's a choice at all. After four turns it will start devouring units but you should be able to destroy it before then - I used a War Wagon on the melee row, moved the banner up and deployed two Arbalest units. Every 3 turns, it will damage one of your units by the amount of armour it has and reset its armour. Go south to find another two. The Jade Figurine has 10 power but is destroyed when damaged. Not bad, but probably not good enough to take the place of other units that you're using regularly. After victory, Gascon will agree to help you recover your throne. You can choose to give the true measurements or lie. After the battle you will receive the Devana Runestone trinket. From here, go southwest a short distance. Not that great. The turn after playing them, you can either use your cards to duel your opponent's cards or to damage your opponent directly by their power. Make your way northeast. This will pull in another Gawker. Since you'll be able to increase your morale shortly, so you may want to choose the former option. This will gain you some gold and a letter but lose you morale. You can talk the innkeeper here and pay 50G to raise morale. Use Royal Decree to summon two Lyrian Arbalest units. Go down and read the notice board. Once again, you'll be subjected to row effects so Lyrian Pathfinders are good to have. Approach the soldier for the point of no return. North of the broken wagon are three loot points and there's a woodpile to the south. And my guide is finished! Cross the bridge leading to the Nilfgaardian fort and approach the gate for an optional battle. Your goal here is not to eliminate enemy units but rather outscore them. Make your way northeast across the bridge. Your enemy has the Cliff on her Ranged Row. Ignore the path that leads west for moment and go east instead. The goal is a simple one: kill the Grave Hag. This should complete another card. Letting her go will cost morale but will net you a treasure map. Instead, wait for Gernichora to move them to the ranged row whereupon they will start draining her. If you feel justifiably squeamish at being complicit in a war crime you can refuse and still keep her since the next decision will be much easier to make. Go west past the wedding party to your south and go west picking up loot. Victory will earn you the Mahakam Ale trinket. Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. After the scenes, You will be introduced to Gabor Zigrin who will join your forces and act as a guide. Go left to find a merchant who will exchange wood for gold and vice versa. Even better, it can prevent the enemy from deploying one of its units since it occupies a space. There are also two Gluttonous Barbegazi enemies. You may want to let the enemy commander fill his ranks with Slaves and make your strategy outscoring him rather than destroying his units. Continue north to find the place where the humans sell goods to the Scoia'tael. Light Infantry are a danger to your units if you destroy them which is why I suggested the deck alterations above. Go south and pick up some loot from the water's edge. In the first round, the enemy will inflict Biting Frost on your rows and play Dwarven Marauder units that power up when Biting Frost is in effect. Here's a solution. The solution involves making your enemies seize Soldier Puppets until you get the charged Wagenburg back on your side of the board. After the battle, you will be able to use the mage's megascope to talk to Duke Ardal Aep Dahy, the General in charge of the Niflgaardian invasion. Choose to follow Gascon. Eldain will request to be buried decently, This is the third of the decisions that determine whether Rayla stays in your army. Dimeritium Bomb (Trinket)Restore all enemy units to their base power. Grab loot as you make your way south towards the fast travel point. Your goal here is to eliminate 4 Niflgaardian Spotters before they escape. Since the enemy has Cavalry that will get boosted every order you give, if your. You'll be drained a lot which will power up Eyck and/or Isbel. Make your way back to the main path up the eastern side, gathering loot on the way. You skulk out of the city and make your way to Aedirn, a neighbouring kingdom. Use Bekker's Dark Mirror on the Powerful Elf unit. On any turn, Gascon can move Knickers vertically or horizontally one space. You'll notice that Elven Archer units can damage one of your units every turn and Elven Swordmaster units can eliminate any damaged allied unit each turn. Suggested order is: If you are able to manage all these camp upgrades in this chapter, you will unlock the A-ten-hut! If you do so, you will eventually receive a card for your troubles. Unless stated otherwise, assume that you should fight all battles. The units may not be ones that you currently have in your army. The tree near the centre of the camp is the Wayfarer's Beech. Ignore the locked building for the moment and pick up some loot just to the west. Leave the village via the path leading northwest. Basically, this gives you the effect of a Wagenburg without having to build up its armour which means that it can be quite a powerful play. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. It also means that she cannot be targeted by your units so that you cannot use the Adept to create two more Adepts. Place one in the top row and attack the 8 HP Rotfiend for 7HP damage. As you approach some ruins you will be thrown into a puzzle battle. Retrieve a letter from an obelisk and grab any nearby loot. Go past the dwarf and examine the cave mouth to obtain 200G at a cost of 2 recruits. To the south is a ruined village where you can fight a puzzle battle against a group of necrophages. Keep to the east of the new area to pick up some loot then go west for a bit more loot and a scene with Nilfgaardian pursuers. It's difficult to make use of the Wagenburg, unfortunately, since the enemy Stray of Spalla and Stray Slinger units damage allied units on deployment and your foe will play them in his first few turns. Afterwards, you can choose to keep your word or have them killed. Lyrian Merlot (Trinket)Boosts the lowest ally by the power of the highest ally. Your allied rows will be on fire - Lyrian Pathfinders can help here; alternatively you let the damage over time power up Eyck to insane levels. If the enemy unit is destroyed, repeat. You will find a letter among the after-battle spoils. Afterwards, you'll be in battle against Gascon and his forces. You'll also receive a new report along with a decent amount of loot. There's a requirement to win the battle while keeping Shupe alive. The key opens the gate to the south. Not sure how actively people are playing this game or updating anything, but I did want to share my findings from the Dwarven chapter. However, spending gold gets you more wood. At the bottom right of the camp past the merchant is. Unlock the next fast travel point and go northeast. Approach the platform overlooking the valley for a scene and examine the nearby stone obelisk for a letter. Use all 4 Landsknecht units to damage the 15 HP Knights, reducing them to 11 HP each. The Nilfgaardians will deploy a new unit: the Spotter who can increase his own power every few turns. You will find another mass grave nearby. Afterwards, you will find that the enemy wagons contain nothing but scrap. After the battle you will receive a new weapon for Meve and a decent amount of gold and wood to boot. I chose 200 wood for 250G. It will be reduced to 1 HP and moved to the melee row. Play a Singer in your melee row and attack three carcasses. Solve the curse of Black Brook (which requires you to recruit Barnabas), Give the Vidmar treasure to the elder-in-chief, Don't take vengeance following the avalanche, Lie about the relative heights of the peaks. Not as good as being able to select any unit but this is pretty powerful. Otherwise, you'll lose morale along with some recruits. Whenever Meve uses her command ability, Villem and all enemy units with the same power will move to the allied side. Afterwards you will have a choice of whether to abandon your injured soldiers or take the time to have their wounds dressed. Play an Arbalest in your ranged row and damage an Archespore by 3. Scepter of Storms (Trophy)Damage the lowest enemy unit by 2 and repeat until charges are depleted. Northern Wind (Trinket)Damage all damaged enemies by 4 then damage all enemies by 2. After three turns you will be joined by Arnjolf the Patricide and a group of Disgraced Skellige units which should make winning this battle straightforward. You may also want to remove units that damage entire rows. You will emerge at the lower mine entrance and receive a Zoria Runestone trinket for your troubles. Even with the disadvantage of reduced morale, this battle was more of a massacre. Like his Warrior counterpart, he has a deathwish ability that strengthens all other Skellige units by 2. End your turn. Fortunately, they also damage their entire row when you destroy them. Gabor Zigrin + (Dwarf)On deployment either damage one or more units by a total of 15 or play two trinkets from your deck. Answer how you please. Continue north relatively undisturbed for a while. Speak to the nearby peasants if you like and grab some loot from behind the largest house. Approach the reveling soldiers for a battle. The enemy commander has nothing special up his sleeve and you should have no trouble emerging victorious. When you reach the top of the slope go east for a puzzle battle. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. The enemy commander seems to throw pretty much everything at you in the first round so just let him waste his cards. Use a Fortitude Tonic on Gascon and end your turn. This is a standard battle. There are two new reports to read and you may want to take a moment to review and rearrange your forces. He will ask to join your company in spite of his injuries. Talk to the man standing at the gate of the compound and pay him 100G for a card fragment. This is to prevent them repeatedly duelling your units and destroying them. Personally, I'd add an upkeep mechanic for higher difficulties (e.g., losing x amount of gold and wood every time you complete a story chapter). As the game progresses, the tent will fill with more characters to talk to. Every turn, the inn will spawn a Skelligan Warmonger that duels your strongest unit. This could be useful, but it has a high unit cost and to be useful at all requires that one of your units is destroyed. You can end this quickly simply by destroying Falbeson's Guard units to accelerate the countdown. Use the Wagenburg to inflict 2 HP to the entire enemy melee row and follow up with a Rivian Sapper. Return to the most recent fast travel point and head south across the wooden bridges until you come to a Nilfgaardian camp. If you took the freed slaves under your wing at the start of the chapter, they will leave you, giving you a Bone Talisman as a parting gift. Play an Arbalest into your melee row and attack the Wyvern for 7 HP. Version: 1.0a | Updated: 09/22/2022 Highest Rated Guide. Cool music! Here's a solution: After the battle you will acquire the Skull trinket. You will see a Troll blocking a bridge leading northeast. You will gain a huge chunk of resources and a letter to read but lose some recruits to the marsh. When you get to the northeast corner you'll have a choice as to whether or not to do battle. Note that there is a shrine a short distance ahead, so doing nothing is a valid option here. Eyck of Denesle (Human)His strength grows by 1 every time an allied unit is damaged.
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