Afterwards, make your way north to the dragon's lair. As you cross the bridge to the northeast, you can help out a merchant in need. It is also a battle where you can unlock the Party's Over trophy. The Barghests will grow to 9 HP each. Walk out onto the nearby broken stone bridge. Wyvern Scale Shield (Trinket)Gives a unit 8 armour. trophy while creating a "Gascon" unit gives you Dog Trainer. Head west into Abbot's Farm and read the notice board. When you reach the end of the path, the game will give a summary of stats for this chapter. Place an Arbalest on the melee row and attack the 4 HP Elemental. If it reaches 0 and you are ahead, you will win. You will gain a huge chunk of resources and a letter to read but lose some recruits to the marsh. Use the Slinger to move a Water Hag one row down. Deploy Reynard and flip a banquet table on your ranged row. This is not required for the story, but does win you favour with the dwarves later. Otherwise, avoid destroying too many Harpy Eggs and use your own units to outscore your opponent. There are some elves who wish to trade wood for gold and you can choose to profit from their desperation or pay them a fair price. When you come to a split in the path, make your way south. You'll see some rocks with a tree growing out of them. Play an Arbalest on your ranged row and attack the fourth corpse along. The Barghests will grow to 7 HP each. You are then presented with a choice that has consequences: Since recruits aren't really a scarce resource, the first option is the optimal one. You'll be able to boost your morale shortly so take the gold. Loot the camp when you're done and make your way south and west back to the main path. Even though it's hard to eliminate enemies, you want to repeatedly damage any Elven Sentry units that the enemy plays. Go southeast from Meve's starting point. If your morale is raised, your units will count as boosted and the Elven Archers will do 6 damage rather than 2. Return the way you came and cross the bridge to find a notice board. From the battle site go east and southeast to find a wooden pier sticking out in the swamp. You may need to rearrange your deck a little. After the scene, you will be controlling Meve in the overworld. Use the final Splish Splash card and drain your drink, beating Gabor by a single mouthful. This is a standard battle so don't spend all your forces in the first round. Here's a solution. Afterwards, talk to the individual you ignored earlier. As you do, you'll see a campsite a short distance to the west. You can choose to observe the spies or not - it doesn't seem to make a lot of difference. Meve: Flail (Weapon)Every 3 turns damage 3 adjacent enemies by 3 and move them one row back. Use the recruitment post here and make a note of the nearby shrine. Talk to the man on the other side and pay him 50G for a treasure map. Note that hanging every third one will result in Isbel leaving your army and will cost you morale and recruits into the bargain. Return the way you came and head west. If you recruited that elf earlier, you will learn that he is the one responsible for poisoning the water. Meve is surrounded by enemy archers with only 1 HP. The other choice gives you a morale boost and you don't really want that. This is a standard battle fought against familiar Nilfgaard units and there is nothing interesting to be found among the after-battle spoils. If you also do direct damage with your Arbalest units, at some point Lippy will start feeding on his allies. Move the Infantry back into the melee row. Just to the northwest is some loot. Talk to the dwarf in the red waistcoat to exchange four recruits for a card fragment. Afterwards, you will have a sombre scene where Meve finds the chosen lieutenant dying. The commander will send a fair amount of damage your way which you can use to power up Eyck and Isbel. Eldain will request to be buried decently, This is the third of the decisions that determine whether Rayla stays in your army. Place the Onager to the RIGHT of the Sapper. This round, play a Scytheman into your top row. This means that if you start off with a Wagenburg, move the Lyrian Banner into the same row and use Meve's Longsword command ability you will give it two armour to start. Not bad if you get lucky, but not great either. In battle, all your units will have a +1 modifier applied to their stats. When you kill the Phantasm, you will do 3x the banished unit's power in damage to the Colossal Beast and recover your unit. Fighting the Nilfgaardians will restore your army's morale but will have negative consequences down the line. Here's a solution: You'll find a letter in the after-battle spoils. If you do so, you can spend two recruits in return for a morale boost or 200G. Continue along the past the shrine. If you choose not to take advantage, you can come back later. Follow the northern path back to the bandit camp and take the path leading southeast. Deploy a Sapper, destroy the 1HP Nekker and damage a second. There are a couple of pieces of loot to gather along the way. If Gabor is with you, you can obtain 800G for 200 wood which is better than the exchange rate if he isn't. Examine the tomb along your way for a letter and a treasure map. You will find a letter among the ruins just to the north. Choose to attack the printers' workshop for another battle. Play a Singer in your melee row and attack three carcasses. You'll likely need to sacrifice a few cards to make this possible. I can't find anything after this point that gives me 5000 gold from Murko, is it a mistake? Go through the gates and make your way through the allied camp to Demavend's tent for the final scenes of the game. The enemy will also deploy Alba Armored Cavalry units that gain 2 power and 2 armour every time you use an order or a command ability. Go south to read a notice board. If both your rows have the same number of units, the Troll will do nothing. This will give the Wagenburg three points of armour. Start making your way southeast and unlock the fast travel point. Gascon + (Human)Gains 2 power whenever an enemy or allied card is moved. When the path forks, take the right hand path to find a golden chest (9/9) for which you should have the key. On the minus side, she has a bad habit of committing war crimes. You'll find a letter among the after-battle spoils. Grab some loot from the south of the area and approach the necrophage in the centre for a puzzle battle. Strays Infiltrator + (Human)Gains 1 power. If you destroy them, the countdown timer is reduced by 2. If you want to feel bad about the deed, talk to Keltullis first and find out why she attacked the town. and Dogs of War trophies. You can read a new report after the battle. Not as good as being able to select any unit but this is pretty powerful. Walkthrough TBA Categories Community content is available under CC-BY-SA unless otherwise noted. Otherwise, they increase the timer by 2 after two turns. He has a very high strength but loses 25% of the current total each time an enemy unit is destroyed. Mardroeme: Vengeance (Trinket)Destroy the highest ally and play 2 allies from your graveyard. Meve is armed with her Longsword which allows you to boost your units. Read the letter on one of the notice boards and read the regular notice board to highlight nearby points of interest. Play the Sapper and destroy the Barghests. Your goal is to eliminate all foes. Lay an Arbalest on the melee row and attack the same Rotfiend you attacked last turn. Lay the Aretuza Adept next to the Arbalests and select an Arbalest to create an additional two copies. This will start out at 1 and go up by 1 each turn. Examine it and choose to attack the elves' hideout for a battle. Falbeson will invite you to a banquet in your honour. Adjust your army for the final assault. You will have some scenes with Geralt after the battle and you will earn the Witcher to the Rescue trophy. My Enemy's Enemy Description Region (s) Aedirn My Enemy's Enemy is a subquest in Thronebreaker: The Witcher Tales . Queen Meve is on the field so you lose your command abilities. Continue your journey west into a blizzard. Read a new batch of reports in the Royal Tent. If you invested gold back in Mahakam, there will be a couple of couriers standing by a cart who will give you 5000G. There are several piles of loot to be found here along with a letter on a body in the centre. above his head. Go into the enclosure with the pumpkins and look for a dig point to reveal a golden chest (5/9). Continue east and collect a bit of loot on the map as you leave the town. your discard pile). Examine the tent in the southwest corner for a letter. Go across and continue east. The Hajduk will take 3 points of damage on the enemy turn. He's on your side of the field but cannot be targeted directly. So do the right thing and give it back. From here, go southwest a short distance. It's not enough to make me change my loadout, however. The Troll has seven snowballs which he will throw at the row with the most humans in it. You can give them 50 gold for a morale boost or, if you have Isbel, can gain 8 recruits. Here's a solution. You can retrieve a letter from the notice board after the battle. Since he's an outright terrorist, this is a request that is quite easy to refuse. After completing the Davor's Abyss story . When you're done, check with Grey Rider in your mess tent that the number of chests that the game reports as having been unlocked is correct. Help yourself to the contents of his woodpile regardless. Rivian Onager (Machine)Can be ordered to damage an enemy by 3 (2 charges). Return to the eastern gate to the city and read the nearby notice board. If Rayla is not in your army, you will be given a decent chunk of gold and the rogue dwarves will be sentenced to hard labour. The other thing to remember is to avoid destroying Harpy Eggs. That'll be a no, then. Order the Troll to let the Arbalest pass. Place one in the top row and attack the 8 HP Rotfiend for 7HP damage. When a fourth unit is seized, the leftmost card will be returned to your side of the board. Ignore the Nilfgaardian camp to the east for the moment. While you're here, there's a bit of loot to pick up a short distance further east. Every turn he consumes the most powerful card on the field, damaging himself in the process. You may also choose to dismiss her. 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. Use the Wagenburg on the enemy ranged row. Return to the fast travel point and go south. There's a decent chance continuing on with a review copy to a game might have destroyed my PlayStation 4. This is a trinket. To save time, you may want to use the fast travel point northeast of Crumhorne. They are arguing over the height of two peaks, each one in a different clan's territory. Strays Infiltrators are excellent because they use the enemy's strength against them. On the second round it will spam Hawker Healer units (you'll find out why shortly) making it very difficult to eliminate enemy units. You have an optional goal of eliminating the enemy leader, Gimpy Gerwin. Do not talk to the man with the "?" Use Scorch to eliminate the two Warmongers. If you destroy any of his units, he will summon another in its place. The treasure map points to the nearby field with chickens and a cow. The enemy will pretty much hand you the first round. Continue northeast to the quest marker for a scene which will result in unavoidable loss of morale. After the battle, collect loot and read the notice board. The Troll will throw a snowball at your melee row and everyone will end up in the ranged row. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold. These cards damage a selected enemy by the number of cards already in the allied row + 1. These are ridiculously powerful units that pretty much guarantee victory. The enemy will use war machines and plays units that give them resilience. You can obtain a treasure map and, if Eyck is with you, it doesn't cost you anything. Talk to Demavend and reply how you like when given the choice. Make sure you adjust your deck and approach the creature to the northwest for an optional battle. The summon ability is not too shabby either. You should be able to take out the slinger you just damaged and win the round. Play Count Caldwell between the two Arbalests. It will be reduced to 1 HP and moved to the melee row. Take a right and use the recruitment post. You will witness the bride being abducted by bandits. This is a standard battle. Later in the battle, your enemy will start deploying spy units. Grrr trophy. Remember this because you'll come back here later. This is a standard battle. As the game progresses, the tent will fill with more characters to talk to. Play the Regiment Drummer on the melee row. There is an enemy boss, the Glustyworp whom you may want to target. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright . Is there any way to fix it? Place the last Slinger in your melee row and target the three units with Meve. Pretty simple, winning mostly involves keeping nekker numbers down and wolves from buffing themselves too much. Order the Troll to let the Bomber pass. Approach the soldiers for a puzzle battle. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. The Adept also has the "immune" attribute which means that she cannot be directly targeted by enemy units. As you approach some ruins you will be thrown into a puzzle battle. Once they're in your melee row, attack them again so that they end up in your ranged row. Grab nearby loot and make your way to the quest marker for a scene. Not sure how actively people are playing this game or updating anything, but I did want to share my findings from the Dwarven chapter. The enemy deploys spectral units that haunt your allied units - an effect that does increasing amounts of damage each turn. You will also find a letter among the after-battle spoils. Unless the enemy is injured, this is likely to end in the Disgraced Warrior's demise. Both cards will return to your hand. You'll need your Wagenburg and Arbalest units to damage the abductor. Gains 2 power and a Loyal ability which damages a random enemy by 2. Here's a solution. Don't worry about the gate - concentrate on Vrygheff. If you talk to the two individuals here you can pay 150G for 8 recruits. The problem is that ideally the most powerful unit should be on your side of the board making this trinket somewhat situational. 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. In the Mess Tent, you can have a chat with Reynard Odo. Head east from here to find a shrine and some loot. Play the Strays Bomber and set fire to the enemy ranged row. This is reasonably easy: use Meve's Rivian Broadsword ability, Wagenburg units and Arbalests to destroy the enemy's limbs. You will find captives bound to a willow tree and left to die horribly. Read the nearby notice board and unlock the fast travel point. Spend 250G to bury the dead and raise your army's morale. Every turn, the inn will spawn a Skelligan Warmonger that duels your strongest unit. Gascon will trick the guards into opening the gate. Since most enemy units have more than 9 HP by this point in the game, you might prefer it over the Flail. You will receive a new weapon after the battle, Meve: Angreni Blade. If you are using it, you can wipe the Pikemen out with one swipe of the Rivian Broadsword. Every turn the Troll will damage the three units to its right by 3, 2 and 1 HP respectively. Continue north relatively undisturbed for a while. As it happens, I was never short of recruits so you can treat them effectively as a free resource. This is a good opportunity to aim for the I Have the Power! The Nilfgaardians are demoralised so all units have 1 HP fewer than normal. Choose to help the troll for a battle. You will realise from talking to Villem that you have a traitor in your ranks. Before continuing south, go west and round until you come to a cave mouth. The enemy deploys Hulking Nekkers which do their usual trick of summoning a copy of themselves each turn. Also the Gheso Arbalests will be quite useful here. The path now turns southeast. There are three loot piles to grab. Go east from here, picking up some gold along the way, until you come to a puzzle battle. So this is basically a way to kill an enemy with 10 HP or fewer or boost an ally with 11 strength or more. It's a 30-hour long RPG that employs Gwent:. In an annoying twist, the enemy also spams Healers that restore full health to injured units every other turn. You are back in Aedirn. It seems to me that the answers that change your army's morale are the wrong way round. Make your way northeast and make a note of the shrine. The Alchemist will take 3 damage on the enemy's turn. The direct route is impassable so continue south east and around an islet at the bottom. From here go west. Unfortunately, he has doesn't have any other special abilities which means that he's only useful when the goal is simple accumulation of unit power. You can only play cards whose value is equal to the amount of Mana you have available. Head back down the mountain for a scene. The only problem is that captured units lose any special abilities. There's a new and annoying card for you to worry about: the Hawker Smuggler that will summon cards from the enemy deck. While you're here, there's a little bit of loot you can pick up. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. Now go north onto the main path and unlock the fast travel point. For best effect, you'd want to deploy them at the start of a round, but then you're not deploying your Slingers or your Bombers. You will unlock the We Have the High Ground trophy for completing the chapter. This can be useful to in combination with abilities that damage all units on a row such as Meve's Broadsword command ability or the Wagenburg. Bargain! Return the way you came and leave Lord Clayton's grounds through the eastern exit. You will be able to unlock the following additional units through camp upgrades: Lyrian Cavalry (Human)These units are useful for their loyal ability which is to play a copy of themselves from your reserve deck. Return to the main path and cross the bridge. Return to the most recent fast travel point and head south across the wooden bridges until you come to a Nilfgaardian camp. You will do 4, 5 and 6 HP damage to them respectively, fulfilling the victory conditions. Continue west to the Old Graveyard. Afterwards, you can order it to allow one unit to pass. Leave the quarry. Go to your right and examine the building at the end. The latter choice will result in Eyck leaving your army. From the battle site, head west along the northernmost path. Go left to find a merchant who will exchange wood for gold and vice versa. Adjust your deck so that you're not using the Manticore Trophy. This is a large undertaking so if I missed anything please let me know in the comments, and obviously there will be SPOILERS, stop reading if you care about that. I eliminated the assassin by moving the banner to the melee row, deploying an Arbalest there and then using the Rivian Broadsword power. Unlock the fast travel point and make some minor changes to your deck. Meanwhile, the enemy commander will banish two of your cards each turn. Deploy Gascon to the melee row and destroy the Guard with 1 HP. However, spending gold gets you more wood. Make sure that you are not using the Manticore trophy - I would suggest using the Lyrian Banner instead. Meve: Sihil (Weapon)Every 3 turns damage an enemy unit by 1. Destroying the Light Infantry will charge up your Onagers as well as damaging enemies. Read the notice board and look just south of it for loot and a recruitment post. Unfortunately, she cannot be directly targeted. There's a little bit of loot to be gathered in the area where you fought the dragon and you can talk to the one of the dwarves four times to gain a recruit. Place the War Wagon wherever you like and use Meve's Longsword ability on it. Eventually, you are sprung from prison by Gascon of all people. This is a standard battle. This makes the battle quite easy to win - in fact you can eliminate every single enemy unit if you play your cards right! Gains a charge whenever an allied unit is destroyed. Return the way you came and go east for a puzzle battle. Thronebreaker is a little bit tougher to balance in this department. Take a moment to have a look at your cards. To the west of the village is a golden chest (2/9). Play the last Regiment Drummer. Pass to win the round. Play an Arbalest in your ranged row and damage an Archespore by 3. Gabor, Decoy and Alzur's Thunder should win you the battle without having to attempt to outscore your opponent. This has a 1/3 chance of inflicting 2 HP damage to any unit in the row each turn which is pretty good. Talk to the two people to learn that someone has given an injured Nilfgaardian shelter. Note how the Grey Riders follow them around. One occupies each row on the board. WATCH THE TRAILER. Your goal is to destroy all the Rot Tossers and Cow Carcasses without letting a carcass explode on your side of the board. Adjust your deck so that you're not using the Manticore Trophy. Deploy Gascon to your melee row and attack an enemy Guard. It only has 5 health and 2 armour so two Drowners will leave you perilously close to defeat. Use the recruiting station as you make your way round to the north. Go south to encounter a group of Skelligan Raiders taking advantage of the disruption caused by the Nilfgaardian invasion. Return to the main path and head northwest for a scene. Another round of Landsknecht orders will see all enemy units reduced to 3 HP each. You will receive the Wolfsbane trinket upon victory and there will be a new report for you to read. Return to the crossroads and take the path leading northwest and make a note of the shrine. It will cost you two recruits to obtain a card fragment. Repeat. Make your way down into the temple area for a scene. Since they're not valuable, I like to start off with a Rivian Pikeman which summons any other Pikemen in your deck when deployed. Use the Wagenburg to inflict 2 HP to the entire enemy melee row and follow up with a Rivian Sapper. Approach the palisades for a scene and a battle. If you have the coin, roleplay this by all means but it is a large amount to spend at this stage. Your allied rows will have the Impenetrable Fog affect which will damage one of your units at the beginning of subsequent turns. Go through the gate to the north and approach the point of interest for a scene. Lyrian Landsknecht (Human, Blitz)When ordered, damage all enemies with the same strength by 1. This will unlock the Out of the Sizzlixer Into the Fire trophy. I'll assume you choose the former option. This can combo quite well with the Wagenburg. Continue round to find a village where some peasants are persecuting an elf. Possibly worthy of a place in your deck. In the second round, the enemy will deploy lots of units that damage or destroy yours when played. Pray at the shrine even if your morale is currently green. Continue east to the Nilfgaardian camp and approach it for a battle. This guide was built upon the same framework as I did for The Banner Saga; if you enjoyed Thronebreaker, you might enjoy that game as well. You can talk the innkeeper here and pay 50G to raise morale. Gather all the loot in the area and continue along the main path. Return to the village and leave through its southern exit. After the battle, Hoog will not be sympathetic to your requests but Gabor will suggest ways in which you might be able to bring him round. Play another Arbalest in your melee row and damage an Archespore by 3. The latter choice will cost you army morale but give you an excellent weapon for Meve, the Flail. The first choice will will result in you receiving 5000G at a later time (when you won't need be needing it) so giving it to Hoog is the optimum choice. Lyrian Blacksmith (Human, Field Support)When deployed allows you to play a trinket from your graveyard so that, for example, you can use the Lyrian Horn twice which makes the Blacksmith really rather good. Here are a couple of examples that came to my mind: Ya, those would all be intagibles. Among the after-battle spoils is a letter. Play another Arbalest on your melee row and attack the fifth corpse along (note that it has 6 HP). He has 27 strength and 5 armour which means that you need to be able to inflict 32 damage to make this possible. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. ALL RIGHTS RESERVED. Ho hum.
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