If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians. 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. Here are the first few turns of a solution. Place the last Slinger in your melee row and target the three units with Meve. Grab the loot nearby and go south collecting more resources. 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 Raymond into the melee row to give the Drummer an additional charge. It starts with 2 and gains a charge if there's a unit to its right. Deploy a Sapper, destroy the remaining Nekker and damage the Alghoul. You'll also want Eyck in your hand and the Manticore Trophy. I'm going to shoot myself in the foot down the track, 3. Whether it's an improvement depends on your playstyle. Pretty good, actually. Speak to the nearby priestess and pay 250G for the final card fragment. Play a Lyrian Hajduk to the LEFT of the Alchemist and use Meve's Longsword ability on the Alchemist. Use Meve's command ability. Two cards are critical to winning this fight: the Frozen Giant who gets a boost to power equal to the damage done to Meve and Professor Blastwave who drops 2 Blast Balls on deployment that have a deathwish ability that damages your opponent. Examine the quest marker at the end of the path for a scene and the final battle of the chapter. The enemy will move 1 card and damage your Arbalest. You will find captives bound to a willow tree and left to die horribly. Return to Crumhorne and use the shrine to restores your forces' morale and then return to the fast travel point. Take the fork leading northwest and you will come to another fork in the path. There are new conversations to be had in the mess tent. Your forces will become demoralised which seems a little unfair. The Alchemist will take 3 damage on the enemy's turn. How many of each dwarven unit you'll have depends on the amount of favour you earned in Mahakam: 2, 4 or 5. Leave the town via the northeast. If they reach the end of a row, they will turn around. Deploy Gascon to your melee row and attack an enemy Guard. After three turns, Gascon will turn up with reinforcements for you. The Nilfgaardian spies are trying to get the occupants of the fortress to let them in. When you come to a fork, take the left path to find some loot and go back north and take the other path. To avoid this issue, you may want to wait until you're at the end of the map before attempting to open any chests. By turning in Gabor Zigrin, I was still able to get 5x of all of the Dwarven units at the end of the chapter. Play an Arblaest on, say, your melee row and attack the sixth corpse along in the enemy melee row. Adjust your deck so that you have Bekker's Dark Mirror among your trinkets. Take the southeast path. He has 27 strength and 5 armour which means that you need to be able to inflict 32 damage to make this possible. There's nothing really comprehensive out there just yet. This is a standard battle. I also attacked the Nilfgaardians both times it was an option (The arms caravan and after the avalanche). In the first round, your enemy will pass fairly early so conserve your best units until round 2. Your War Wagon and Regimental Drummer units are useful for boosting the Wagenburg and the strength of the Arbalest units' attacks. Speak to the crow next to the stone bridge and pay 1G to receive a treasure map. The Fortitude Tonic boosts a selected unit's strength by 10. This card also combos well with the Wagenburg, since you can add 3 armour to it in a single play. Note that there must be a space in the target row to place the trap. This is a standard battle. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold. You can talk to the two soldiers nearby but they don't have anything very interesting to say. But for everything else, Iike letters that depend on choices, the TODO list, and anything else I noticed while reading the guide, I'm giving some comments. Go west and talk to the herbalist in the courtyard. Use the recruitment post and talk to the dwarf for a puzzle battle. Afterwards, you can retrieve a letter from the nearest notice board. You'll receive a new weapon for Meve. After the battle, you can choose to destroy the hawkers' weapons or you can equip your army with them. Return to the main path and continue southeast. Use the Lyrian Horn. If you made your own sacrifice you will lose resources. After the battle, you'll learn that transport is carrying slaves. Go through the gate and approach the Arachas for a puzzle battle. Use the Wagenburg with 3 armour on the enemy ranged row. This is something of a palette cleanser after the fight against Aep Dahy. Make your way to the end of the ravine, picking up loot along the way, and examine the cave mouth at the end. Mahakam Mangler (Dwarf, Blitz)When deployed, damage an enemy and all enemy units with the same power by 2. You will have to choose whether to hand them over to the dwarves or allow them to leave. He also seems to throw everything into the first round so let him overextend himself and punish him in subsequent rounds. 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. nr_letter_02 This is the only way to eliminate the enemy. Talk to the guard when you're ready to proceed. You will be able to collect significant resources after the battle and will have two new reports to read. After victory you will receive the Shrike trinket and your army's morale will be boosted into the bargain. This will inflict 4 HP damage to all enemy units. Afterwards, you can wander around your camp and talk to various members of your army to get their take on the task that awaits you. Your enemy spams certain units, particularly Rotfiends which duplicate themselves when deployed. Choose the option to use the tokens to pay for a feast. Lay an Arbalest next to him and attack a Rotfiend for 2 HP. In this chapter, you will also be able to acquire the following units through camp upgrades: Lyrian Arbalest + (Human, Blitz)This is the promotion of the Lyrian Arbalest. Slip between the two buildings here and go north to find a wood pile. Use a second Volunteer on the Spotter at B1 and move Reynard up to B1. Order the Troll to let the Bomber pass. Use Meve's Longsword ability on the Arbalest and it will do 2 more damage, leaving the Alghoul with 13 HP. The goal here is to eliminate the Ancient Foglet while keeping Meve alive. Yes, you read that correctly. You can allow them to buy their freedom or recruit them into your forces, but both of these choices cost morale. 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. Lyrian Merlot (Trinket)Boosts the lowest ally by the power of the highest ally. Here is a solution. Use all 4 Landsknecht units to damage the 15 HP Knights, reducing them to 11 HP each. Read the nearby notice board, unlock the fast travel point, use the recruitment post and go southwest. When you find all three fragments, you will add a trinket to your deck. After the battle you will receive the Devana Runestone trinket. And once more. Meve will move to the enemy melee row giving you another Arbalest. There will be a puzzle battle here if your relations with the Skelligans are not good. The alerted Spotters will have 1, 2 and 4 HP. Go south into the next village. The enemy will deploy Elven Mercenary units which are spies that damage your allied units when they move back to their own side. Leave the valley via the northeast exit. Otherwise, you will have a choice of what to do with a group of Nilfgaardian soldiers. This is because of their Loyal ability which adds 5 to their unit strength whenever Meve uses a command ability. As you approach some ruins you will be thrown into a puzzle battle. 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]. Use Reinforcements to play all your remaining Arbalests in the same row as you placed the other cards. This is a standard battle. Your enemy will use row effects so Lyrian Pathfinders are useful. Foragers in conjunction with Alchemists can be invaluable for multiplying your forces' power. You will find a letter among the after-battle spoils. You will find a letter and a treasure map among the after-battle remains. Continue north and east for another battle. Choose to continue for a scene. My Enemy's Enemy Description Region (s) Aedirn My Enemy's Enemy is a subquest in Thronebreaker: The Witcher Tales . The broken bridge nearby can be repaired at a cost of 50 wood. Return to the main path and head west. Before you can do anything else, the game forces you to select the Workshop and upgrade the Royal Tent to level 2. Xavier can do this twice. Aretuza Adept + (Human)Boosts all copies of the chosen unit (in play, in your hand and in your reserve deck) by 2. Play the Skulls to pair up with the Forager. 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. Leave the village through the southeast exit and make a note of the shrine here. Continue west to the Old Graveyard. Some necrophages are blocking the way to a golden chest (4/9) so make them go away. After 3 turns, it will turn over and damage all units on your melee row by 2. Before you can attack Vreemde, however, you'll need to eliminate the Elite unit that gives him immunity. Use the Lyrian Horn followed by the Rivian Broadsword to kill them and the 5 strength Alpha Wolf. Follow the path around and you will leave the Moulderwood behind. Deploy Reynard and flip a banquet table on your ranged row. Return the way you came and head west. It will also damage one of your Arbalests. They combo well the Wagenburg and Reynard Odo. You'll find a letter after the battle that provides you with another treasure map. Adjust your deck so that you have direct damage trinkets like Bekker's Dark Mirror and the Lyrian Banner trophy. 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. Help yourself to the contents of his woodpile regardless. Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. Otherwise, get stuck in. Since he's an outright terrorist, this is a request that is quite easy to refuse. After completing the Davor's Abyss story . Cross the bridge and examine Gatberg's town gates. You can choose to attack the camp or not. Unlock the fast travel point just to the north and cross the bridge. Continue north to find a fast travel point and go through the archway. Return to the fast travel point and go south. He will ask to join your company in spite of his injuries. You will also find a locked golden chest (7/9) for which you have the key. It's not enough to make me change my loadout, however. It's harder than it sounds. Rayla will want to murder the wounded in the hospital. Basically, this is 2 points of damage every turn. Every three turns, the tail destroys the leftmost enemy on the melee row. Return to the main path. You can, however, choose to requisition his wares which will give you 100 wood. You will receive a Morana Runestone trinket after defeating them. You can obtain 500G at the cost of army morale. If the enemy unit is destroyed, repeat. As you cross the bridge to the northeast, you can help out a merchant in need. Isbel: HealerBoost random allies by the total damage taken by your allies during this battle. to gain Villem as an ally. I recommend the former option. Gabor Zigrin + (Dwarf)On deployment either damage one or more units by a total of 15 or play two trinkets from your deck. If that ally is destroyed, return it to your hand rather than sending it to the graveyard. Continue into the town of Harmelen. Gascon can order a drone to consume the units adjacent to it vertically and horizontally. Unlock the fast travel point as you continue northeast. Grab the contents of the woodpile and some loot from near two burned outbuildings before leaving. Use the Slinger to move the remaining Water Hag one row up. Use the fast travel to return to your previous location. The summoned units are random. Make your way northeast and make a note of the shrine. You will encounter a new enemy unit, the Nilfgaardian Interceptor. 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. It has 25 armour and 10 strength. 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. The optimum amount is 500G. Here's a solution: After the battle you will acquire the Skull trinket. The commander has an ability to reset and duplicate these so after it flips, so make eliminating it a priority. To the west of the village is a golden chest (2/9). Continue east for a scene. Your goal here is not to eliminate enemy units but rather outscore them. If reinforcements do arrive before the enemy passes, you've probably lost. The Wyvern will eat a cow. Despite what the game text says, there don't appear to be any consequences to this choice. Examine the cart to find a letter and pick up the loot lying around. Continue northeast to Mare's Islet and unlock the fast travel point. You can choose to let them go or have them handed over to Demavend. Go north across the bridge to find the body of a dwarf. Grrr trophy. You can talk to the pair by the side of the road if you like and grab some loot from just behind them. Leave the ravine. Head through the arch you ignored earlier. Respond in the first instance as you please (I was tempted to have the man flogged, I must say). The Hag will usefully destroy herself. Hurts the enemy, benefits you. The champion leader can damage you based on the number of units you've lost, so try and keep your troops alive. Every turn he consumes the most powerful card on the field, damaging himself in the process. Since you probably don't have much need of the resources any longer, the noble path is easy to take. 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. Go further east. Alternatively, you can use the DOT effect to power up Eyck. If the enemy is destroyed increase the damage dealt by 1. Keltullis TrophyEvery 3 turns damage all enemies on the melee row by 2. You will have a new report to read. You only have three cards, so your choices are simple. Dimeritium Bomb (Trinket)Restore all enemy units to their base power. If you choose to banish the family, you will have a fight on your hands. Continue south and enter a gate to the west. Return to the Hag's Pit and make your way south and west across the next bridge. The legs will damage allied units either on the melee or ranged row. Interact with the nearby hut to find a Strays of Spalla bandit who offers you a treasure map at the cost of losing morale. An additional charge is gained when you use your command ability. 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 . In the west of the village is a grave of a dead Nilfgaardian which you can loot for gold and a morale boost or leave undisturbed at the cost of army morale. Move another from the ranged row to the melee row. When the gate falls, all your units will gain a boost while all enemy units will take damage. After the battle you will receive the Manticore Trophy. Play the Mandrake to pair up with the Alchemist. You will be fighting a creature called the Colossal Beast with an optional goal of eliminating it. Note that she needs to be in your hand to charge her ability. Grab the loot and read the notice board. Use the Wagenburg to destroy the Vampires. Place a Slinger in your ranged row and select the three Scythemen. The enemy will also deploy Grave Hags which grow by consuming units from the enemy graveyard and the commander has a power which allows him to redeploy units from his graveyard. Afterwards, you can retrieve a letter from one of the graves here. If you choose not to spend it, you can restore your army's morale to neutral shortly. Tainted Ale (Trinket)Boost a unit by 10. Use Retreat on the Scytheman at 3 to swap its position with the Corpse at 1. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. Use a Reynard's Volunteer on the Spotter at C1. You can choose to intervene on behalf of the mine foreman. Afterwards, a lumberjack will explain that they won't be paid unless the wood gets to Nilfgaard. One of them is the escape route you want. 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. Play Raymond on the melee row to recharge the infantrymen. If they have an even number of HP, they will move 1 row up and damage one of your units by 1. Go into your command tent and rearrange your deck. After two turns, the unit is boosted by the power of the unit on its right and returned to the allied side. As you continue south, you will learn of a traitor in your ranks which will lower your army's morale. You can choose to pull back or attack. I think I prefer the Manticore Trophy myself. The Alghoul will consume a card from its graveyard leaving it with 16 HP. After the battle, gather the spoils and examine the tomb in the top left corner where you can acquire a card fragment for 100G.
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