After the Hym's turn, it will have 5 HP and your units will have 4 and 1. The enemy will keep throwing cards at you. Before you can do anything else, the game forces you to select the Workshop and upgrade the Royal Tent to level 2. This can double their effectiveness and is not a bad ability at all. You may also want to remove units that damage entire rows. If this is your first playthrough you will unlock the For the Good Book States and Distillation of Filth trophies. When played, it will spawn two copies, each of which have 2 HP. When wagons appear on the enemy side, you have two turns in which to defeat them. Although your path to proceed is to the north, begin by going south where you will find a golden chest (1/9). Another carcass will appear in your melee row and two more in your ranged row. Gets a lot better when promoted since the damage is doubled. Here's a solution: After the battle, you will unlock a new weapon for Meve. Deploy Gascon to the melee row and attack a guard, reducing him to 1 HP. Since most enemy units have more than 9 HP by this point in the game, you might prefer it over the Flail. Use Bekker's Dark Mirror. Right now, you probably need the gold more. You can retrieve a letter from the notice board here. Return the way you came and go north to find a burning church. Place the Pitfall Trap on the enemy melee row. Deploy Count Caldwell between the two Arbalest units to summon two more. You can talk to the man here but he doesn't have anything useful to say. Play your final Arbalest next to the other two and inflict 3 HP damage on the Alghoul. Play another Arbalest on your ranged row and destroy a corpse close to the centre of the enemy melee row. The Nilfgaardians will deploy a new unit: the Spotter who can increase his own power every few turns. Mardroeme: Vengeance (Trinket)Destroy the highest ally and play 2 allies from your graveyard. Dragon's Dream (Trinket)Destroy 3 random enemies after 5 turns. Valmir's Horn (Trophy)When an ally appears, strengthen it by 1 and give it 1 armour. Even better, it can prevent the enemy from deploying one of its units since it occupies a space. Play the Horse Thief to the RIGHT of the Scytheman. This makes the battle quite easy to win - in fact you can eliminate every single enemy unit if you play your cards right! Return to the gate that you ignored earlier for a scene. For its part the enemy will play Archer units and Armored Cavalry, but the boost that you get from the spies should ensure a points victory. This damages the highest powered unit by 5 if its power is even. Every 2 turns, it can banish one of your units, replacing it with a Phantasm. Leave the village and continue east to the bridge for a scene. Pitfall Trap (Machine)When deployed, damages all enemy units on the target row by 2. You can also view these in the overworld by clicking R1. 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]. In round two, it should be obvious that you shouldn't play the Arbalest first so lay down a Scytheman and end your turn. When you play this card, it summons two light infantry units (strength 2) which are deployed to its right. The southern path leads to the continuation of the main quest so take the bridge to the west. Continue south until you come to a gap in the wall. 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. Approach it for a puzzle battle. You will start with two spies and Gascon among the enemy ranks. One relates to the Scoia'tael leader while the other relates to reprisals taken against Lyrians. The game will force you to use the Fortitude Tonic even though you can win by passing. Continue forward for a scene with Keltullis the dragon. If Isbel is with you, she prevents a bloodbath. Your enemy will start with a 23 point advantage. This is a standard battle. After the battle, gather the spoils and examine the tomb in the top left corner where you can acquire a card fragment for 100G. Leave the ruins to the north and rejoin the main path leading southwest. Gabor, Decoy and the Flail can destroy the gates which means that you don't need to destroy palisades with the catapult. Fortunately, you can use this to power up Eyck and/or Isbel. Possibly worthy of a place in your deck. You can talk to the prisoner but he doesn't have anything useful to say for himself. Black Rayla (Human)Her order ability allows you to choose any card from your reserve deck and play it. Return to the Hag's Pit and make your way south and west across the next bridge. alright i'll finish the story and report back, I can't remember exactly but that +evil does mean that is the consequence in a later chapter. Grab some loot from the back while you're up here. Approach the gates for a scene. If you choose not to help fight the dragon, Eyck will leave your army. You will also start seeing evidence of Nilfgaardian activity again. Use your Wagenburg units to finish it off. The commander will target the least powerful of your cards every three turns. The Alghoul will consume the Nekker to its right and grow to 17 strength. When you kill the General, however, one of the Recruits will take his place. Return the way you came and cross the bridge to find a notice board. Remember to pick up the loot from outside the camp as well. Just ahead is a patch of ground with trees on it. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. You're done here so go back east and then take the bridge south. At some point, the enemy will bring the commander onto the field. Grab some loot just below a peasant working at the side of the road. Afterwards, you can order it to allow one unit to pass. Save your resources for the next chapter instead. Use the Arbalest to destroy the Water Hag in your ranged row, adding a Slinger to your hand. Choices and Consequences Guide : r/thronebreaker - Reddit Here's a solution: You will find a letter among the after-battle spoils. Whether you have to fight or not, you will obtain the Mardroeme: Vengeance trinket either as a victory reward or picked up from the loot lying around. Its 250 HP makes that problematic. Not so useful when you need to damage enemies, however. Use Alzur's Thunder. Blizzard (Trinket)Spawn and play two random trinkets. There are also two Gluttonous Barbegazi enemies. Since they're not valuable, I like to start off with a Rivian Pikeman which summons any other Pikemen in your deck when deployed. Your goal is to eliminate both the Reckless and Shrewd Vampires without allowing your soldiers to be seized. This will limit the boosting effect of the Grey Riders. As you approach a wooden bridge, Meve will wonder whether you've been that way before. It will cost you two recruits to obtain a card fragment. Arf! Grey Rider + (Human, Field Support)Gains 3 power. You can kill them all in the first turn: Strays Slinger + Rivian Broadsword. Retrieve a letter from the noticeboard here and leave the village through the eastern exit. This is a pain because there is one on each enemy row (preventing you from using abilities that might end up damaging them as well) and they do major damage to your units every turn. You can use Foragers to destroy them, capture them with the Decoy card or use the Fake Floren and have an enemy unit duel them to death. You will have to give the order to attack to proceed. Simple but extremely powerful and can turn a losing round into a winning one. Follow the path east until you come to a crossroads. This allows for a combo if one of your rows has an effect such as Impenetrable Fog that damages the weakest unit since you can use the weak infantry to damage more powerful enemies. Continue further south and read the notice board. Pitfall Traps are good because they reduce the number of units that an enemy can play. He will play lots of units that support each other and that damage your units. If you order him to be killed, Isbel will leave your company. Meanwhile, the Glustyworp summons additional enemy units. Talk to the retainer at the gate. After victory, you'll have the choice of spending 1000G to help the people of Dravograd. After Villem has presented his terms, you can choose to accept them (really?) Your Onagers will have four charges each. Play your second Arbalest into your melee row and attack the Wyvern for 8 HP. You can have a whole bunch of new conversations in the Mess Tent and read some new reports in the Royal Tent. The goal here is to reduce each Rotfiend enemy to 1 power, but not destroy them. Place the Wagenburg into the melee row. To proceed, take the southernmost path leading east grabbing loot on the way. The Fake Floren trinket is no good for this battle while the Dazhbog Runestone is useful. If you made your own sacrifice you will lose resources. Move Gascon one space to the right. This should unlock the Pilgrim trophy. There are three loot piles to grab. Continue north and east for another battle. And my guide is finished! Place the other Wagenburg on your melee row. Even though you could pass and win the round, the game forces you to play Count Caldwell. Go back and take the path leading further north. The other eight reveal Grey Rider units which boost the other units that the enemy commander lays down every turn. Choose to follow Gascon. Choose either Gascon or Reynard to lead the initial assault (if Villem is in your army, I would suggest Gascon simply because Reynard is more useful to you). The commander has the same annoying command ability as the last Scoia'tael battle. And again. The Wyvern will eat a cow. Not bad but not nearly as good as the Lyrian Horn. The enemy spams Smuggler units and Archers. The location marked on the map is in the ruins to the north. Play Raymond into the melee row to give the Drummer an additional charge. Return to the fast travel point and use the nearby recruitment post. You can choose to exchange gold or recruits for wood. If you destroy one, all the others will leave the field. If the first ability kills its target, any remaining damage can be done to a different unit of your choice. Approach the bridge leading to the cemetery for a scene. Among the after-battle spoils is a letter. Examine the point of interest for a scene. You can either buy a treasure map for 50G or take it off him, lowering army morale in the process. Afterwards, you'll find a letter amongst the loot and if you talk to the woman here three times, she will give you a treasure map. Besides doing damage, snowballs will cause damaged units to swap rows. You will find yourself northeast of Tuzla Castle. Play your Lyrian Arbalest next. Read the notice board and approach the Arachas in the centre for another puzzle battle. Continue east and unlock the fast travel point. Each turn, the Ancient Foglet summons two normal 4 HP Foglets who attack the palisades. Or you can simply reject his terms. You can choose to let them join your army. Go through the gate to the north and approach the point of interest for a scene. Order your men to begin the hunt for the Manticore to trigger a battle. In the second round, the enemy will deploy lots of units that damage or destroy yours when played. Use Meve's ability to ensure that an Arbalest is at the top of the deck and summon it to the melee row using the Drummer. Otherwise, let the commander fill his ranks with Nekkers which you should be able to outscore. Puzzle battles give you a fixed handful of cards and a goal. The champion leader can damage you based on the number of units you've lost, so try and keep your troops alive. Examine the wagon for a letter. Deploy a Sapper, destroy the remaining Nekker and damage the Alghoul. Use the Aretuzan Adept to add more of them to your deck and you can easily outscore most opponents. You cannot target her directly but you can target the Barghests . This is a standard battle so don't spend all your forces in the first round. Your goal is to boost one unit to 125 strength. The deck has to have at least 25 cards and no more than 40. 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. Approach them for a scene. This will leave two Spotters with 2 HP each. You want a Lyrian Pathfinder in your hand to avoid being placed at a disadvantage by Biting Frost. Personally, I prefer the Flail since it can actually kill enemies. Your goal is to destroy all the Rot Tossers and Cow Carcasses without letting a carcass explode on your side of the board. At this point use the Rivian Broadsword on the Wolf, reducing it to 5 power. Examine the tomb with the "?". 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. Click on the figure in the corner, Grey Rider, to get some stats for the current map. To the west of the village is a golden chest (2/9). If you freed the Nilfgaardian prisoners earlier, you can examine the church for a scene. Continue northeast to come to a graveyard. Eventually you will come a cave mouth. Your immediate goal is to destroy the Castle Gate which has 11 strength and 25 armour. Their order ability can now summon any type of unit, not just blitz units. After the battle is finished, your temporary allies will reveal themselves to be inhabitants of Gheso, a vassal state with no love for the Nilfgaardians. Continue west and you'll come to a farmstead. Lyrian Hajduk (Human)When deployed, give 1 charge to the unit to its right. Continue north to meet the Nilfgaardian envoy demanding unconditional surrender. You can choose to observe the spies or not - it doesn't seem to make a lot of difference. You are approaching the chapter's closing section so you may want to send out scouts to reveal any resources you may have missed. However, he will run into a patrol on his way out, resulting in a puzzle battle. You'll want the Bekker's Dark Mirror and Alzur's Thunder trinkets. Here's a solution. Don't bother targeting the gate because it will be destroyed after a couple of turns. Examine the barricade across the path to discover the location of Falbeson, an Aedirnian traitor. When you're ready to proceed, make your way to your tent at the top of the camp to consult with your advisors. The two units you need to preserve will have 10 and 9 strength. Enemy Alba Spearmen units are weak but have the resilient trait so you want to eliminate them to avoid making the second round more difficult. Speak to the townsfolk afterwards. Continue northwest. If you didn't take advantage of the inn earlier, you can restore it a little. Afterwards, continue east, retrieving a letter from another obelisk. You will pass an abandoned camp with a group of people picking through it. The board is is divided into alleys and Spotters. Go east along the main path and then north into a brewery. 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? Continue north and examine the obelisk for a letter. Make your way northeast. If you choose to allow Rayla to look around the village, you will find out what happened to Elkenfurt's human inhabitants. Choose to pursue them for a battle. 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. Go through the broken wall in the south and then go all the way west until you come to a golden chest (6/10). This is because of their Loyal ability which adds 5 to their unit strength whenever Meve uses a command ability. He does a fair amount of damage to your units so you can use Eyck to win the round for you. If you give the enemy a few turns to get both rows full (for example, deploy Rayla then Xavier then use the Decoy card on Xavier and deploy Xavier again), you can really go to town on wrecking his units. When the enemy deploys an Alghoul, it will use its command ability to consume one your units and boost both its units. Regiment Drummer + (Human, Blitz)Gains 1 power and 1 armour. We'll start out with a discussion of WHAT this guide covers and HOW we can go about uncovering Thronebreaker's secrets. You will also find a letter among the after-battle spoils. Here's a solution. The carcasses have 8 HP and when they take damage, they will move to the other side of the board. The enemy commander boosts vampire units by 2. Leave the town via the northeast. Go past the soldier and continue northwards picking up loot from the remains of battle until you come to a cave mouth. Continue north and east to a Nilfgaardian camp for a battle. Follow the path east and you will come to a golden chest (6/9). Choices and Consequences Guide :: Thronebreaker: The Witcher Tales Repealing them will result in you losing Gabor. Here is a solution: After the battle you will be able to dig up a golden chest (3/8). Cross the bridge and examine Gatberg's town gates. Lay an Arbalest next to him and attack a Rotfiend for 2 HP. Each of these will have 5 power. Besides the golden chest, you can also recover a letter. Not as good as being able to select any unit but this is pretty powerful. Even though it's hard to eliminate enemies, you want to repeatedly damage any Elven Sentry units that the enemy plays. Meve will move to the enemy melee row giving you another Arbalest. The legs will damage allied units either on the melee or ranged row. Investigate for a scene. After 1 attack the HP of all units will become equal and all five Knights will end up with 7 HP each. Goes very nicely with the Bombers. You can choose to let Murko Vidmar keep the treasure, have it returned to Brouver Hoog or keep it for yourself. Play the final Soldier Puppet on your ranged row. There will also be an unalerted one on the ranged row separated from his fellows by the trap. This is an outstanding ability and synergises with Raymond and the Decoy card. They are arguing over the height of two peaks, each one in a different clan's territory. Keeping them in place will give Gabor a further boost to his abilities. Place an Arbalest next to the Wagenburg and attack an enemy with 6 HP. You may need to rearrange your deck a little. If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians.
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