Let Cartwright keep the orchard: 15 recruits. Here's a solution. Afterwards, you will find that your opponents were Rivians. An additional charge is gained when you use your command ability. This is a standard battle. Numbering the columns 1-8, here is a solution. Examine it for a puzzle battle. After your victory, answer Caldwell how you please. Oh well. Version 1.0 of the guide is now available here: I'm not sure how far into the guide you are, but I have contributed to some reddit threads asking about consequences, you so I might be able to help out when I'm free. If the druids from earlier are accompanying you, don't choose to make a sacrifice to the marsh gods. Sounds good. After the battle, talk to the man in purple four times to have him join your cause. Grrr trophy. Play a fifth Arbalest on your melee row and attack the fourth corpse in the enemy ranged row. The world stands on the verge of chaos, as the tensions between the power-hungry Nilfgaardian Empire and proud Northern Realms grow. Slip between the two buildings here and go north to find a wood pile. After the battle, you will receive 5 Reinforced Ballistae. Golden Froth (Trinket)Boost all allies in a row by 4. For every turn that a corpse is on the board, it will do one more damage when consumed. Adjust your deck so that you're not using the Manticore trophy and add Alzur's Thunder to your trinkets. Use the Drummer's ability to summon another Drummer and lay it next to the existing one. Play the final Arbalest in your melee row and use it to destroy the last Archespore. Meve is armed with her Longsword which allows you to boost your units. If you damage him on your turn, he moves one square left. Your goal is to move Meve to the opponent's ranged row. Tainted Ale (Trinket)Boost a unit by 10. Play an Arbalest and destroy the Lesser Dao. This is a standard battle and is very much optional. Note that there is a shrine a short distance ahead, so doing nothing is a valid option here. Here's a solution. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. You will have to destroy her by using the deathwish ability of the Rotfiends alongside her. You skulk out of the city and make your way to Aedirn, a neighbouring kingdom. Your goal is to kill the Beast. Make your way northeast. But not much better. A Bitter Return I, Ardal aep Dahy There's No Place Like Home Ashes of Aedirn Unusual Haul The Price of Peace Among the Ashes Secret Caverns Heart of the Woods High-Level Talks Weeping Willow Summit Meeting Draconid Instinct Boro's Rump Black Brook Vale White Death Behind Enemy Lines Red Lobinden Downstream . They become really good when you promote them through camp upgrades since the chance of inflicting damage on each turn doubles. The abductor starts on the left hand side of the enemy melee row. You can allow them to buy their freedom or recruit them into your forces, but both of these choices cost morale. Thronebreaker: The Witcher Tales Walkthrough Please note that the details below reflect the time and playthroughs required to get all the Achievements in this walkthrough. Nothing happens with the feast other than a background change and minor dilogue changes, if it resulted in +Morale then I'dve included that. This is a standard battle. Remember to add the Decoy card to your deck. You may want to add a Lyrian Pathfinder to your deck to deal with the Impenetrable Fog that will power up the enemy. Instead, you can let them accumulate to power up Arnjolf's attacks against the more dangerous enemies, for example. If you need to raise your army's morale, examine the ruined church, otherwise wait. Goes very nicely with the Bombers. What's not to like? Grab the loot and take the path leading east. This item has been removed from the community because it violates Steam Community & Content Guidelines. If you have the instigators hanged, you will lose morale but the surviving victims of the mob's violence will give you 350G. There are two people you can talk to here. In the solutions, rows will be labelled A-D (with your ranged row being D) and columns are numbered 1-9. You will also receive a new report after the battle. This should complete one of the cards for this chapter. Depending on your previous choices, you may want to pay the nearby innkeeper 50 gold to restore your army's morale. Some peasants will entreat you not to carry out the measures stated on the false decrees that the Nilfgaardians have been distributing. Allowing them to stay will give you a bunch of resources you don't really need and reduce army morale. 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. Otherwise, you will have to decide whether to abandon the soldier, which will cost you morale, or take him with you which will allow sickness to spread through your forces and cost you recruits. Since they are added to your hand, this can be OK in conjunction with Alchemists (preferably promoted) and maybe Bekker's Dark Mirror. Afterwards, you get to decide the envoy's fate. Examine it and order your men to search the cave. one that the game gives you) rather than your own. Go north across the bridge to find the body of a dwarf. Choose to take the dog to add a new unit to your army and unlock the Arf! Instead, continue north and go northwest across a wooden bridge to find a village. Alchemist + (Human, Field Support)Gains 4 power and its deployment ability becomes an order ability. You only receive minor loot as a reward. It is obtainable as a reward for My Enemy's Enemy quest. Keep using your Longsword to boost the strength of your Scythemen and use summoned Alchemists to duplicate the power of your supercharged Scythemen to other units. You will find a letter among the after-battle spoils and on the other side of the newly formed lake is a golden chest (5/8). You won't be able to unlock One Big Happy Family in this chapter, however. Read the notice board and approach the Arachas in the centre for another puzzle battle. Agree to help to be thrown into battle with Scoia'tael. This is one of three decisions that will determine whether she stays with you after this chapter. Mardroeme: Bear (Trinket)Turns a damaged unit into a bear with 22 power. Allowing the soldiers to join will cost morale but give you two new unit types to add to your forces. Not bad and synergises well with Pitfall Traps on the enemy rows. Grab some loot from the south of the area and approach the necrophage in the centre for a puzzle battle. Eyck will also join your forces permanently. You will want to pack your deck with Strays Cavalry and use the Lyrian Banner trophy so that Meve can use her Flail ability more often. If you want a platinum trophy, you're going to have show your merciful side, I'm afraid. This is the courthouse which is still housing prisoners. Just to the northwest is some loot. You have an optional goal here of eliminating Vreemde, the enemy commander. Otherwise aim to outscore your opponent with units like Lyrian Cavalry and degrade enemy units with your Slingers. You'll be able to see a golden chest but can't access it from here. Talk to the two people to learn that someone has given an injured Nilfgaardian shelter. Go to the Mess Tent and talk to any of your remaining lieutenants - everyone has something to say for themselves. You can choose to let them go or have them handed over to Demavend. After the battle you can read one notice board for local information and retrieve a letter from the other. Ignore the Nilfgaardian camp to the east for the moment. Not bad, but good enough? After the battle you will find a golden chest (8/9) along with a letter among the after-battle spoils. Here are the first few turns of a solution. Crushing Trap + (Machine)If the average power of affected units after activation is 3 or less, all units are destroyed. Go south for a scene in which someone is being forced into a barrel to be tossed off a cliff. This round, play a Scytheman into your top row. Northeast of Rastburg Castle Turnifen Enemy Moves is a secondary quest in Thronebreaker: The Witcher Tales . When you find all three fragments, you will add a trinket to your deck. Your Onagers will have four charges each. Isbel: Destroyer (Human)Damage enemy units at random by the total damage that your units have received. Gascon can order a drone to consume the units adjacent to it vertically and horizontally. Otherwise, they increase the timer by 2 after two turns. Continue along the path, gathering loot, and unlock the next fast travel point. Use the Flail as your weapon. over his head. 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. If you pardon him, you will gain morale. Ideally, you'll have Gabor in your hand. Strays Bomber (Human, Blitz)When deployed, set fire to an enemy row. To save time, you may want to use the fast travel point northeast of Crumhorne. Every four that you kill will move the caravan closer to your row. Adjust your deck so that you're not using the Manticore Trophy. Play the final Soldier Puppet on your ranged row. Deploy Gascon to your melee row and attack an enemy Guard. Not bad and synergises nicely with the Skull trinket. Since I can't load prev saves, I am stuck with the conv not appearing in the tent. You will also get a morale boost and two additional Field Medic units into the bargain. It is only visible to you. It will cost you two recruits to obtain a card fragment. After you've used the Wagenbug's charge, the enemy may well leave it alone and it may build up a thick layer of armour. Potato-Soldier. If you go to the Royal Tent, you can view a couple of letters and reports. Lay the Aretuza Adept next to the Arbalests and select an Arbalest to create an additional two copies. In a classic case of interface stupidity, you are able to select an enemy unit first; make sure this does not happen. As the game progresses, the tent will fill with more characters to talk to. After the scenes, You will be introduced to Gabor Zigrin who will join your forces and act as a guide. Examine it and choose to enter for a battle. Pray if your morale is not currently high, otherwise save it for later. After the battle, you'll have a choice: Note that the villagers treat the middle choice, which seems pretty fair to me, as a great crime. If you believe your item has been removed by mistake, please contact, This item is incompatible with Thronebreaker: The Witcher Tales. If you choose not to spend it, you can restore your army's morale to neutral shortly. Question the peasants to gain some intelligence about the bandits. The other thing to remember is to avoid destroying Harpy Eggs. Use Command: March on the Strays Bomber so that he can survive two turns. Approach the gate of the Nilfgaardian fort and choose to attack. Approach the Werewolf for a battle. Since your morale should be in the green, it's worthwhile to do so. You can retrieve a letter from an obelisk as you cross. You will receive the Wolfsbane trinket upon victory and there will be a new report for you to read. Deploy Reynard and flip a banquet table on your ranged row. Fortunately, they also damage their entire row when you destroy them. Can be ordered back into your deck and will summon a random unit when they go. If you have Barnabas with you, you can spend 100 wood to get 750G. Continue east to the imposing looking castle and examine the point of interest for a scene. You will win the battle if he manages to get next to the exit. Grab the bit of loot here and unlock the fast travel point. Choose to continue for a scene. You can choose to punish the raiders or turn them loose against Nilfgaard. You'll also want Eyck in your hand and the Manticore Trophy. Return to the fast travel point. To the south is a ruined village where you can fight a puzzle battle against a group of necrophages. Otherwise, you'll lose morale along with some recruits. You can talk to the prisoner but he doesn't have anything useful to say for himself. Choices result in an obvious immediate variation in dialogue (most times anyway), so that probably won't need to be included in a "consequences" guide, but what if they have story effects in future scenes? This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6). Use it to destroy three drowner units. Play the final Arbalest on your melee row and destroy the fifth corpse along. If they have an even number of HP, they will move 1 row up and damage one of your units by 1. This is your first battle using your own deck. If the first ability kills its target, any remaining damage can be done to a different unit of your choice. You can turn him down, in which case you'll lose him. Two will take its place. Every four turns the enemy commander can destroy the lowest powered unit(s) and damage another of your units by the power of the unit destroyed. Go east to the signpost and take the road going south. Whether it's good enough to be added your deck is another matter. Use the Wagenburg on the enemy ranged row. Otherwise this isn't a challenging battle. Northern Wind (Trinket)Damage all damaged enemies by 4 then damage all enemies by 2. Leave via the entrance that you came in through and head north to unlock the fast travel point. If you choose not to help fight the dragon, Eyck will leave your army. Place Gascon on D2 and move him one space left to D1. You can choose to drive the Nifgaardians out of Willowhain for a battle. There will also be new reports to read. Return to the fast travel point and cross the bridge to the southeast. After victory you will receive the Shrike trinket and your army's morale will be boosted into the bargain. All trademarks are property of their respective owners in the US and other countries. Go south and pick up some loot from the water's edge. If you choose to banish the family, you will have a fight on your hands. March the two infantry to your ranged row and place Raymond in your melee row. Go north to come to a broken bridge and spend 50 wood to repair it. The goal in this battle is to remove all corpses from the board. You will find a letter among the after-battle spoils. Examine the point of interest for a scene. Note that you no longer need to be quite so careful about maintaining neutral morale since you've left behind Scoia'tael encounters for the time being. Order the Troll to let the Arbalest pass. Ignore her and go in. Your goal is to prevent the ballistae from being destroyed. Place a Scytheman in your ranged row. Use the Manticore Trophy, Pit Traps and Slingers as well. Choose to follow Gascon. Continue north and east for another battle. When a fourth unit is seized, the leftmost card will be returned to your side of the board. Instead I saw more blue than a Smurf adult theater. They should not pose any threat to you. Return to the main path, unlock the fast travel point and investigate the village of Braithwaite to the northwest for a scene. You can leave it there, which will cost a large chunk of resources, or fight the Barbegazis to recover it. Break camp and continue east. Play the Arbalest in the melee row and destroy the last drowner. The enemy will do 2 HP damage to Meve. Your goal is to destroy all enemies. When you kill the Phantasm, you will do 3x the banished unit's power in damage to the Colossal Beast and recover your unit. All dialogue and choices about the nilfgaardian ambush near Dravograd and the attack in Turnifen village. Enemy Cards: Hulking Nekker, Nekker Warrior, Frenzied Ghoul, Fiend. How many of each dwarven unit you'll have depends on the amount of favour you earned in Mahakam: 2, 4 or 5. Cross the now open bridge and start making your way south. If you imprisoned the raiders earlier, you will have a battle here. Gather the after-battle spoils and make your way north a short distance to enjoy the view and pitch camp. Even with the disadvantage of reduced morale, this battle was more of a massacre. Use it if your army's morale is not already raised. 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. Gather all the loot in the area and continue along the main path. If he plays a Venendal Elite, you will have to eliminate that first so that you can target him, however. All the tricks you have at your disposal should still mean an easy victory, however. Just inside the gates is a loot pile that will give you a treasure map. Thanks, Rayla. For any future playthrough (where you're not going for a platinum trophy), actions that improve your standing with the dwarves include: Note that winning maximum favour will require you to lose both Eyck and Gabor and not have Rayla in your army in the first place. This is battle is very much optional. Gernichora TrophyOn deployment, seizes a basic enemy unit and every six turns returns to your hand so that you can do it again. Play the Rivian Sapper and destroy all the enemies. Continue south to fight a battle against monsters. You want to have neutral morale at the end of this chapter. Choose to spend 250G for a morale boost and a card fragment. The game will force you to use the Fortitude Tonic even though you can win by passing. Continue across the bridge and head west when you get to the other side. If you use Lyrian Scythmen and Reinforcements to outscore your opponents, this is an opportunity to score over 300 in a single round if you've not done so already. Use the recruiting station near where you just fought the Skelligans and help yourself to the various bits loot lying around the place. Approach the gates for a scene. Use the Drummer's ability to pack the melee row with Pikemen. Use your command ability and use all 4 Landsknecht units to damage the 11 HP Knights. I'll assume you choose the former option. Use the recruitment post and collect the loot. This will cost you 8 recruits and result in a battle. Place the Forager next to the final Light Infantry. You have an optional goal of destroying the monster nest.
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