If you've overplayed your hand in the first round of a three round match you can bring a card back into your active units. You can probably win the opening round with Lyrian Scythemen and Reinforcements. You have space for another trinket (even though you don't have a second one yet) and by upgrading the Royal Tent, you can add slots for an additional two. Confirm your intention to proceed for a scene and a battle. However, an additional benefit of Manticore is doubling Eyck's strength increases which is something that Valmir's Horn doesn't do. Keltullis TrophyEvery 3 turns damage all enemies on the melee row by 2. Wagenburg + (Machine, Field Support)Starts off with 2 armour. The broken bridge nearby can be repaired at a cost of 50 wood. There's no point in killing them since they'll just be summoned back from the graveyard each turn. Move right to B3, then to B4 (Gascon will be pushed one space right again) and up to A5 and victory. Leave the ruins to the north and rejoin the main path leading southwest. Look on your map view for the closest notice board (it's the village where you fought the False Hope battle) and go a short distance northeast from there. If you are using it, you can wipe the Pikemen out with one swipe of the Rivian Broadsword. This prevents it from spawning endless Harpy Eggs. Play the Rivian Sapper and eliminate the remaining enemies. You will pass an abandoned camp with a group of people picking through it. Continue east for a scene. Deploy the Arbalest on the bottom row and attack the final 3 HP Rotfiend for 2 HP damage. This is a standard battle. Careful: do not use Becker's Dark Mirror when there's a Phantasm on the board! The commander will send a fair amount of damage your way which you can use to power up Eyck and Isbel. This is a standard battle. Use a Fortitude Tonic on Gascon and end your turn. Make your way northeast and make a note of the shrine. Play an Arbalest in your melee row and damage the remaining healthy Archespore by 3 to make it start moving. Afterwards, walk south around the nearby islet to collect some loot and continue round for a battle. Select both the Forager and Slinger from your graveyard. This might be useful against Armored Cavalry, for example, but since it will also heal damaged enemy units, it may do more harm than good. Continue for a scene where you'll promise to help some settlers. Continue into the town of Harmelen. If you're using the Flail as Meve's weapon, adjust your deck so that you're using something else for the time being - I would suggest the Longsword. Destroy the weakest ally and boost 5 random allied units by the destroyed unit's power. If you want to get involved regardless, you can pay 2 recruits to enforce order or 100 G to pay for the damages. Unfortunately, if the enemy has the ability to target a selected card (and they often do) they can continuously strip the armour off the Wagenburg meaning that you are unable to get a decent effect from it. Choose to attack the castle to proceed. and no armour. Their children have failed to return from their drekthag, a year long journey to human lands intended for young dwarves to gain experience of the world. 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. Now the Barghests will have 11 HP. This is good when the enemy commander can summon units from the graveyard. Gascon (Human)His unique characteristic is that he gains a point in strength whenever a card (allied or enemy) is moved and it doesn't matter whether or not he's currently in the field of play. After the battle you will find that this is a field hospital and will receive the Ointment trinket. Otherwise, you'll lose morale along with some recruits. The Hajduk will take 3 points of damage on the enemy turn. 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. In this case, the goal is to destroy three boulders before they reach Meve. You have an optional goal of destroying the monster nest. Play another Arbalest on your ranged row and attack the fifth corpse along clearing the row. 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. The two units you need to preserve will have 10 and 9 strength. Allow her to stay and she will transform into Isbel: Destroyer. One of your goals in this chapter is to keep your morale neutral. Here's a solution. 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. Please see the. This will reveal the final golden chest of the chapter (8/8). Damage the Hym by 4 HP and your Scytheman by 4 HP. Here's a solution: You'll receive a Decoy trinket following victory. Question the peasants to gain some intelligence about the bandits. Your Wagenburg will now have six armour so use it to destroy the mob. Play an Arbalest and destroy the Lesser Dao. If you chose to approach it, you will receive a letter. You will find captives bound to a willow tree and left to die horribly. Read a new batch of reports in the Royal Tent. You can choose to attack them or let them depart. Meve: Ornamental Sword (Weapon)Every 4 turns damage an enemy by the power of the weakest allied unit. Return to the fast-travel point. Barnabas Beckenbauer (Gnome)When deployed, gives you a choice of three random trinkets to play This is a pretty powerful ability. Gather the loot lying around. Before you can attack Vreemde, however, you'll need to eliminate the Elite unit that gives him immunity. The true measurements show the peak in Brouven Hoog's lands to be slightly less than the other one. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. The champion leader can damage you based on the number of units you've lost, so try and keep your troops alive. After the battle, you will receive 5 Reinforced Ballistae. Talking to the dwarves here will result in a morale boost so you may want to hold off if your morale is currently green. Aretuza Adept + (Human)Boosts all copies of the chosen unit (in play, in your hand and in your reserve deck) by 2. Go south to encounter a group of Skelligan Raiders taking advantage of the disruption caused by the Nilfgaardian invasion. Agree to pursue the abductors. Move the two Light Infantry to the ranged row and place Reynard in the melee row, recharging the Infantry's orders. You will find a letter and a key among the after-battle loot. Unlock the nearby signpost which allows fast travel back to this point and grab some nearby loot. 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. All the tricks you have at your disposal should still mean an easy victory, however. After the battle, you will find more black propaganda on the notice board. Paying 400G for the wood depletes your gold by a further 250G. Use the Wagenburg to inflict 2 HP to the entire enemy melee row and follow up with a Rivian Sapper. Make your way to the inn courtyard. Take the southeast path. Their order ability can now summon any type of unit, not just blitz units. Go through the broken wall in the south and then go all the way west until you come to a golden chest (6/10). Since I can't load prev saves, I am stuck with the conv not appearing in the tent. Hug the southern edge as you continue east until you come to some ruins. There is a timer on the field that counts down each turn. The commander boosts all vampiric units by 2 and plays a lot of them which means lots of power for Eyck and Isbel. Your goal is to eliminate the enemy Archespores without letting any of your units die. You will emerge at the lower mine entrance and receive a Zoria Runestone trinket for your troubles. Continue round and unlock the fast travel point. Your choice. No choice actually results in you obtaining wood. Do No Harm trophy. She will initially refuse to join forces with you but will relent when she sees the extent of Xavier's injuries. Continue across the now-repaired bridge, picking up the after-battle spoils. You will learn that Typhus has broken out among your troops. When the gate falls, all your units will gain a boost while all enemy units will take damage. Not sure what the point of this is, however, since you appear to gain nothing. Play the second Alchemist + anywhere you like (or another Hajduk to the left of the Alchemist already on the board). Retrieving its contents should earn you the Tax Collector trophy. You may want to adjust your deck. As always, the way to deal with them is to kill weaker enemies. Gabor Zigrin + (Dwarf)On deployment either damage one or more units by a total of 15 or play two trinkets from your deck. If the Manticore Trophy is being used, Eyck gains 2 strength instead. I'd leave it and find a different way. Choose to continue for a scene. At the next fork continue north to find some loot and a letter. There are also 2 Guard units with 7 HP who will damage Falbeson by 9 when they die. You will receive the Blizzard trinket after victory. Meve decided to help and save her enemies in the battle "In Defense Of The. In the top left of the screen is the army morale indicator. Mandrake (Trinket)Play a random bronze unit from each deck onto your side of the field. You will probably get the necessary number of units destroyed during the second round. You'll find that you're on the other side of the blockage. Make sure you do not miss the various piles of loot lying around and continue north. Both cards will return to your hand. Use the Arbalest to destroy the Water Hag in your ranged row, adding a Slinger to your hand. At the top of the steps talk to the dwarf in blue three times to receive 250G. You will 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. Keep the food for your army: 250 wood and an increase in morale. 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. Talk to the Lyrian soldier for four more. You can choose to pull back or attack. Gascon makes a good point in my opinion. Meve is armed with her Longsword which allows you to boost your units. Make your way across the bridge to find a shrine. This is one of three decisions that will determine whether she stays with you after this chapter. Continue past the battle site and turn northwest to find some loot including a letter. Move Gascon two spaces right and end your turn. I'll assume you choose the former option. Place Reynard on D2 and move him one space left to D1 and one space up to C1. Once on your side of the board, they have a timer - after three turns among your ranks, they are removed from the board (i.e., you've captured them). Approach the gates of the Nilfgaardian fort for a battle. You will then be forced to choose between her and Isbel and your army's morale will be lowered into the bargain. You can either take it by force, reducing your force's morale, or pay him 100G. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Use the Wagenburg ability against the escorts to damage each by 7HP, destroying one of them. Play an Alchemist + anywhere and use his ability on the Horse Thief so that the Horse Thief now has 12 HP. Return the way you came and continue round to find some ruins. 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. Leave the town via the northeast. You may want to adjust your army so that Meve is using the Rivian Broadsword. Continue round to find a village where some peasants are persecuting an elf. If you completed all the puzzle battles in the previous two chapters you should also receive the Those Gears Are Turning trophy. 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. Return to the road and follow it south. Afterwards, talk to the man in the village four times to receive a treasure map. Afterwards, the commander will claim that they had no desire to fight you. The Shaelmaar has a fair amount of armour. Continue north for a scene in which your army is struck by an avalanche. Pick up the loot lying around. The enemy has a grave hag with 7 strength who will consume a card from the graveyard every two turns, an Alghoul with 11 strength and 3 Nekkers with 3. Although when replayed they have half strength, the healers will soon get them back into fighting shape. Do not talk to the man with the "?" After the battle, make your way to the northeast of this area and approach the necrophages for another battle. There are seven of them and they only have a few HP each which makes this battle reasonably straightforward. They combo well the Wagenburg and Reynard Odo. Leave Crumhorne through the northeast exit. Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. You can choose to observe the spies or not - it doesn't seem to make a lot of difference. No sooner do you arrive in Aedirn than you are thrown straight into battle against Scoia'tael forces. If Rayla is in your army, you will find out that she has murdered the prisoners along the way. Use a Reynard's Volunteer on the Spotter at C1. If Eyck is with you, can obtain some wood and gold at no cost. Grab two piles of loot and make your way up to the walls. Fortunately, they also damage their entire row when you destroy them. Even with the disadvantage of reduced morale, this battle was more of a massacre. An obvious use is to reuse a card with a desirable deployment ability. This is not bad at all. 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. Every three turns, the tail destroys the leftmost enemy on the melee row. Collect any nearby loot before crossing the bridge. Afterwards, you can retrieve a letter from the nearest notice board. Examine the sinister tree nearby. Arbalests are decent as well because you can use them to take out spies that the enemy deploys (they're weak and can prevent Gascon from taking damage). Dig to reveal a golden chest (7/9). If you destroy one, all the others will leave the field. You'll want to eliminate the Greedy Forktail so that it's removed for subsequent rounds. Examine the tent in the southwest corner for a letter. Its 250 HP makes that problematic. To save time, you may want to use the fast travel point northeast of Crumhorne. Examine a wheatsheaf to find a key and a letter and use the key to unlock the nearby building for another letter and some loot. Doing so should unlock the Burn After Reading trophy. An enemy Warmonger will destroy the Sapper. After this, it's a matter of surviving. Use your command ability and use all 4 Landsknecht units to damage the 11 HP Knights. You can use your Slinger units to boost him to quite high levels. After 3 turns, play the top card from your reserve deck. Reynard has decent strength and the ability to to recharge allied units that have order abilities, such as the Wagenburg and the Regiment Drummer. above his head, right away. Approach the man and the woman to the south who are so pleased to see you that they give some gold. Royal Decree (Trinket)Draw and play two Blitz units from your reserve deck. Do so and you'll come across some Nilfgaardians fighting a troll. Send the girl home: random gold reward, lose morale. Play an Arbalest on your melee row and attack the fourth corpse along. You will receive a new weapon after the battle, Meve: Angreni Blade. Here's a solution. You'll have a new report to read afterwards as well. You have new reports to read along with new conversations in the Mess Tent and you may want to take a moment to review your forces. Walk around the island to the east and north for some loot and a shrine. Do not be alarmed since this charges up Eyck and Isbel. Both cards will return to your hand. When you're done, make your way through the gates to the Lyrian capital. Head back down the mountain for a scene. Bekker's Dark Mirror (Trinket)Damage the highest unit on the battlefield by up to 15 and boost the lowest unit by the amount damaged. Rivian Onager (Machine)Can be ordered to damage an enemy by 3 (2 charges). Head west when you come to the fork and you will find a shrine. Meve has the Warhammer ability so use it to move a Rivian Pikeman to the top of the deck. Leave the village through the southeast exit and make a note of the shrine here. The Nilfgaardians are engaging in primitive biological warfare. Go to the Mess Tent and talk to any of your remaining lieutenants - everyone has something to say for themselves. Regiment Drummers are fine, however. Xavier will get them moving again. Continue east for your first puzzle battle. Choose to help the Nilfgaardians for a battle. Go through the gate to the north and approach the point of interest for a scene. Deploy Reynard and flip another table on your ranged row. Order him released and your forces will lose morale, but you will gain a new weapon for Meve along with the Arms Race trophy. The enemy leads with an assassin in the ranged row. Spend 250G to bury the dead and raise your army's morale. The enemy will spam Forktails which you can counter with a powered-up Eyck. Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. The rules are different to what you're used to. Both units will return to your hand. Pick up the nearby loot and make your way around the walls to where you engaged the Nilfgaardians and make your way through their camp grabbing the after-battle spoils. 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? Speak to the crow next to the stone bridge and pay 1G to receive a treasure map. Then again, your army's morale should be raised after using the shrine and we're nearing the point where you want morale to be neutral. This is because the enemy will play Drowner units that damage your catapault and force it to move. Each has 6 HP and when destroyed does 3 HP damage to corpses either side. Here's a solution for the Gascon version: And here's a solution for the Reynard version. Return to the fast travel point and head south. You can choose to spend some gold or use some wood to restore your forces' morale. The Grave Hag destroys the weakest units on the board. Your forces will become demoralised which seems a little unfair. Choose whichever conversation options you like since they don't make much difference. Meve is your general and she has a command ability that she can use every few turns. You may want to equip Meve with the Rivian Bradsword for this battle. Light Infantry are a danger to your units if you destroy them which is why I suggested the deck alterations above. They will leave it to you to settle their dispute: The gold is the better reward if you ask me. Grab a bit of loot before you go. Your goal is to move Meve to the opponent's ranged row. Again, the unit seems to be bugged in that if you kill the last enemy, the game forces you to damage your own forces. Isbel will reveal herself to be Nilfgaardian. 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]. These units are incapable of damaging enemies but if the goal is simply to accumulate more points than the enemy, they can't be beaten. They become really good when you promote them through camp upgrades since the chance of inflicting damage on each turn doubles. The location marked on the treasure map is close to the fast travel point northeast of Crumhorne. The general is able to draw a new card for every two that he plays - counter this ability with Reinforcements. The Troll will throw a snowball at your melee row leaving you with three units in your ranged row. You should aim to kill low strength units. I'm missing out or gaining resources. Go east from your starting location to find an inn with with a recruitment post and fast travel point a little further along. Use the Fortification Tonic on the damaged Arbalest. You will also learn that Gabor was witness to the massacre of a rival clan and did nothing to prevent it. Cross the bridge and approach the dragon-like creature for a battle. 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. Adjust your deck so that you are not using the Manticore Trophy and approach the Slyzard for a battle. At least your morale goes up. The enemy will move 1 card and damage your Arbalest. You have 4 Lyrian Landsknecht units on the board and are equipped with the Longsword ability. Not as good as being able to select any unit but this is pretty powerful. If you chose to follow the will-o'-the-wisp, you will find that it has led you to the remains of a caravan. You will likely need to rearrange your deck for this. Nilfgaardian units are trapped in cocoons with some still alive. He does a fair amount of damage to your units so you can use Eyck to win the round for you. They are typically consumed when used. Cross the bridge and head northeast. 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. However, due to what is presumably a bug, summoned units don't get to use their deploy abilities making the Gheso Footmen rather useless. Take the western path first and approach the Leshen for a battle. If you do so, he will take 3 HP damage. Place the other Wagenburg on your melee row. Grab the loot when you're done. Use Alchemist ability on the centre slave followed by the rightmost one leaving all Slaves with 12 HP. Choose to free the peasants for a battle. Deploy Gascon to the melee row and damage the other Guard. Victory will earn you the Dimeritium Shackles trinket along with a decent chunk of loot and a new report entry. Possibly worthy of a place in your deck. Choose to join in the villagers' festivities. Like his Warrior counterpart, he has a deathwish ability that strengthens all other Skellige units by 2. This randomness limits their overall usefulness but it's not bad to have one in your deck in a full battle. Ignore the locked gate blocking your path further southeast for moment and instead go round to the left of the ploughed field with the outbuilding. When you come a bridge by a waterfall, dig up the golden chest (3/10). Play an Arbalest in your ranged row and damage an Archespore by 3. What a surprise! 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. Use a third Splish Splash card and take another three swigs. There's a new report for you to read in the royal tent as well. Two peasants standing by the roadside will mention seeing a mysterious boat. The Dao will destroy all units on the field but will be destroyed by the deathwish actions of the two infantry. Grab some loot to the south then make your way into the ruins for a puzzle battle. Examine the structure next to it to discover the scene of a mass execution. This will complete the Dimeritium Bomb. Assuming you didn't, collect the loot that they've graciously left lying out in the open. Place an Arbalest in the melee row and attack an enemy in the ranged row. All banners have the resilient trait, which means they are not cleared from the board at the end of a round. Respond to Aep Daehy however you please. To gain charges you need to place units either side of it. At this point, you have the opportunity to continue or turn back. Only worth using with the Angreni Blade (which you'll get soon). Fortunately, you can use this to power up Eyck and/or Isbel. Continue through the barricade to see Aldersburg under attack. If your morale is reduced, all your units count as damaged meaning the Elven Swordmasters can take them out at will. March the infantry back up. Head northeast towards the quest marker. You'll likely need to sacrifice a few cards to make this possible. You can talk to the disgruntled merchant, although he doesn't have anything useful to say. The location of the treasure is just to the north of the camp close to the water's edge. Before continuing south, go west and round until you come to a cave mouth. Each one you kill increases the reinforcements timer by 2. Afterwards, you can order it to allow one unit to pass. You can pay 50 gold to improve your army's morale which is not a bad trade, particularly if you've just made two morale reducing decisions. Go up the nearby steps to find a bit of additional loot and a golden chest (1/6). Southeast of the fort is a shrine which you should make a note of. You can choose to give the true measurements or lie. Afterwards you will have a choice of whether to abandon your injured soldiers or take the time to have their wounds dressed. There will also be new reports to read. Place a second Scytheman in your ranged row. Approach the Water Hag for a battle. Begin by placing the Lyrian Arbalest in the melee row and attack one of the back row enemies. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold. Follow the path around and you will leave the Moulderwood behind. Here's a solution: After the battle, you will unlock a new weapon for Meve. Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. Play another Arbalest on your melee row and attack the fifth corpse along (note that it has 6 HP). This card is incredibly useful if there's an enemy card that you want to eliminate right now. This is pretty much a standard monster battle. On the other hand, you can use the AI's tendency to target the Wagenburg to keep them from targeting other units. This item will only be visible in searches to you, your friends, and admins. Examine the Nekkers' nest in the middle. Examine the house at the end. Afterwards, you will find that your opponents were Rivians. Eventually you'll come upon the dwarven leader, Brouver Hoog, fighting a Shaelmaar. Continue to Count Caldwell's Estate for a scene with the count's son, Dragomir. I've still not chosen the option that doesn't tell Caldwell to go plough himself! Choose to continue for a scene. It starts with 2 and gains a charge if there's a unit to its right. Cross the bridge to find a shrine and continue northeast to find a fast travel point and a bit of loot. Lyrian Arbalests can destroy Water Hags and Slingers can move them. Fortunately, most attacks on your units damage them by 2 which you can make up with Eyck and the Manticore trophy. You can choose to let Murko Vidmar keep the treasure, have it returned to Brouver Hoog or keep it for yourself. The boss here is a Rabid Forktail. The Wyvern will eat a cow every two turns increasing its power by 4. You can choose to requisition their wares or refuse to steal from the dead. Use Scorch to destroy both remaining enemy units. The upcoming battle will have a requirement of killing a boss which makes Alzur's Thunder and Dazhbog Runsetones excellent trinkets to use. The world stands on the verge of chaos, as the tensions between the power-hungry Nilfgaardian Empire and proud Northern Realms grow. Like, thanks. You will start at a considerable disadvantage and the enemy commander seems absolutely to spam Alba Armored Cavalry which makes using orders a bit more awkward than you might want it to be. Because the Light Infantry may or may not have destroyed enemy units, step-by-step is impossible from this point. This can be awesome or can suck, unlike the Flail which is always good. You can choose to let the Nilfgaardians pass or You need to capture three caravans which means that your direct damage units are most valuable. During the subsequent conversation with Brouver Hoog, answer how you please. Help yourself to the contents of his woodpile regardless. Your goal is to eliminate all enemies. Use Bekker's Dark Mirror. Play Count Caldwell between the two Arbalests. Return to the fast travel point and use the nearby recruitment post. The treasure is not what you expect. Use the recruitment post and collect the loot. If you order him to be killed, Isbel will leave your company. Forager (Human, Field Support)Destroys the unit to the right and boosts this unit by the destroyed unit's power. Agree to help and Gascon will secure the document. Note that you now have five character units in your army. Even though you could pass and win the round, the game forces you to play Count Caldwell. Guards will move one square in the direction they are currently facing when Gascon moves. You don't really have a way of dealing with them yet so you'll just have to take the hit. Destroy a few enemy units and the commander's strength becomes pitiful allowing you to win the battle fairly easily. Cross the bridge into Black Brook Vale and unlock the fast travel point. You will be to the northwest of Rosberg.

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