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We might mention intangibles, but they are not the focus of this guide. Two peasants standing by the roadside will mention seeing a mysterious boat. One relates to the Scoia'tael leader while the other relates to reprisals taken against Lyrians. Continue south and grab the bit of loot to the west of the path. He will spam units that drain your units and halve your units' power so Eyck and Isbel will get powered up nicely. This item will only be visible in searches to you, your friends, and admins. 6 damage to the enemy every turn is pretty powerful. Regiment Drummers are fine, however. Continue northeast to Mare's Islet and unlock the fast travel point. Place the other Wagenburg on your melee row. Version: 1.0a | Updated: 09/22/2022 Highest Rated Guide. Lyrian Landsknecht (Human, Blitz)When ordered, damage all enemies with the same strength by 1. In the top right are your resources: gold, wood and recruits. Not sure what the point of this is, however, since you appear to gain nothing. You want a Lyrian Pathfinder in your hand to avoid being placed at a disadvantage by Biting Frost. Job done. There's a soldier nearby. Take advantage of another nearby loot point and go inside the fortress. If they are identical, you will banish them and can peek at another two. Examine the house at the end. Examine it and choose to enter for a battle. You will meet the leader of the Scoia'tael, Eldain. Alternatively, you can choose the option that boosts your forces' morale. Afterwards, you will have to choose whether or not to keep certain Nilfgaardian reforms regarding discrimination against nonhumans in place. Continue to claim one last piece of loot for old times' sake and unlock the final fast travel point. 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]. Continue further south and read the notice board. Puzzle battles give you a fixed handful of cards and a goal. Otherwise, cross the bridge to the east. When you come to a fork, take the left path to find some loot and go back north and take the other path. 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. Strays Cavalry (Human, Blitz)When deployed, target an enemy unit and inflict 1 damage per turn. Gains 2 power and a Loyal ability which damages a random enemy by 2. There is a Wagenburg unit on the enemy ranged row. Use the Decoy to remove the Arbalest from the board. Every time the enemy damages one of your units, Eyck will gain 1 strength. Again, the Grey Rider units will move. Every slot on each row is occupied by 2 strength Arachas Drones. This card is incredibly useful if there's an enemy card that you want to eliminate right now. You can choose to order on assault on the town for a battle. This can combo quite well with the Wagenburg. Note that she needs to be in your hand to charge her ability. Besides the golden chest, you can also recover a letter. As ever, the way to deal with them is to destroy enemies (or, perhaps, deploy spies between them). Continue around to the north to find a shrine. After 3 turns, it will turn over and damage all units on your melee row by 2. The enemy commander has an ability that strengthens every unit he deploys by 2. Approach the bridge leading to the cemetery for a scene. The game walks you through this battle so just follow the instructions. Cross the bridge for a scene and a battle. To save time, you may want to use the fast travel point northeast of Crumhorne. Isbel is a good card to save for the second round since the enemy destroying the gate on round four will give her a huge boost. After winning, you can gather the loot that appears along with the golden chest (7/8). Dagur Two Blades (Human)His deployment ability allows you to replay all Skellige units in the graveyard. On the second round, you'll have assistance from Geralt of Rivia, Cahir Dyffrin and Dandelion. If they reach the end of a row, they will turn around. Or not since you probably have no need of resources. You will see the country in flames. Muzzle (Trinket)Seize a bronze enemy unit. Herein I'll be documenting all the choices and their consequences, large and small. If you rethink your choice you can come back later. In battle, all your units will have a +1 modifier applied to their stats. You'll also find a golden chest here (9/10). Pitfall Traps are good because they reduce the number of units that an enemy can play. It also means that she cannot be targeted by your units so that you cannot use the Adept to create two more Adepts. The Horse Thief will now swap power with the leftmost Slave. Here is a solution. You'll find a letter among the after-battle spoils. Unlock the nearby signpost which allows fast travel back to this point and grab some nearby loot. Retrieve a letter from another obelisk and gather some nearby loot. You'll receive a new weapon for Meve. Otherwise it will cost you 3 recruits. After victory, you will gain 10 recruits. Just to the northwest is some loot. Do No Harm trophy. Continue across the now-repaired bridge, picking up the after-battle spoils. After the battle you will receive the Devana Runestone trinket. There are a couple of loot piles to the north. In the subsequent conversation respond however you wish. Crow's Eye (Trinket)Move 6 random enemies to the other row and damage them by 2. Some necrophages are blocking the way to a golden chest (4/9) so make them go away. When the enemy deploys an Alghoul, it will use its command ability to consume one your units and boost both its units. Fast travel to the sign post south of the temple and take the path headed west. After the battle, you will figure out where all the dwarven enemy units came from - they were the missing dwarves. Examine the Nekkers' nest in the middle. You will find a letter and a treasure map among the after-battle spoils which should unlock the Cartographer trophy. He has 27 strength and 5 armour which means that you need to be able to inflict 32 damage to make this possible. Continue east and unlock the fast travel point. You can talk to the man here but he doesn't have anything useful to say. Choose to free the peasants for a battle. There are new reports for you to read. Beyond this fight is a mine entrance with a dwarf hiding inside. Wagenburg + (Machine, Field Support)Starts off with 2 armour. Play the Mushrooms to pair up with the Scout. The key opens the gate to the south. Mahakam - Side Quests - Thronebreaker and Gwent the Witcher Card - IGN You will see a Troll blocking a bridge leading northeast. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. Not sure how actively people are playing this game or updating anything, but I did want to share my findings from the Dwarven chapter. After emerging victorious, you will receive the Lord of the Moulderwood trophy. and no armour. Return to the road and follow it south. Go south to find another abandoned village. Return to the fast travel point. Place Reynard on D2 and move him one space left to D1 and one space up to C1. Leave via the entrance that you came in through and head north to unlock the fast travel point. Go to the northeast corner for a puzzle battle. You will come to one of the broken bridges you were unable to cross earlier. Continue past them to the point of interest to the northwest for a battle. Your goal is to destroy all enemy units. Otherwise, it will cost you recruits and morale. That's pretty powerful. Go northwest and follow the quest marker. You may want to spend any resources that you have, particularly wood, on camp upgrades. Interact with the recruitment post (marked by a blue banner) to pick up 7 recruits. Make your way northeast towards a village for a scene and another battle. Your goal is to eliminate all enemies without allowing any of your units to die. Not as good as being able to select any unit but this is pretty powerful. All dialogue and choices about a small Nilfgaardian settlement under attack by necrophages, which you can choose to help or not. Otherwise it will cost you morale and one recruit. Cross the footbridge to the southeast. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. Now make your way round to the wedding party that you ignored earlier. Move a Light Infantry from the melee row to the ranged row. Strays Bomber + (Human, Blitz)Gains 2 power and doubles the effectiveness of fire. Afterwards, you will have a meeting with Villem accompanied by Nilfgaardian forces - answer however you please. With Reynard, you will hatch a plan to strike behind the enemy lines in Angren, a strategically important territory. This is a standard battle. Before continuing south, go west and round until you come to a cave mouth. If the enemy is destroyed increase the damage dealt by 1. Use Meve's command ability. The deranged cow will damage one cow by 1 HP. Return the way you came and continue round to find some ruins. Black Blood (Trinket)Damage all enemies by 1 and boost an ally by the damage dealt. Unlock the nearby fast travel point and grab any nearby loot that you may still be feeling the need to obtain before going into the inn courtyard. Place the Onager to the RIGHT of the Sapper. 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. Meve: Sihil (Weapon)Every 3 turns damage an enemy unit by 1. After the battle you will receive the Manticore Trophy. Meve is your general and she has a command ability that she can use every few turns. Afterwards, continue east, retrieving a letter from another obelisk. Occasionally he will eat one of your trinkets, powering him up greatly. 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. Use Retreat on the Scytheman at 3 to swap its position with the Corpse at 1. There are easier ways of taking out enemy units making this card somewhat redundant. There's some loot near him and northeast from him are some buried crates. If the druids from earlier are accompanying you, don't choose to make a sacrifice to the marsh gods. Place the Pit Trap in the enemy ranged row to the right of the Spotter, doing 2 HP damage. You may want to let the enemy commander fill his ranks with Slaves and make your strategy outscoring him rather than destroying his units. Approach the Wyvern for a battle. Yes please! Return to the fast travel point and head northeast to the top-left entrance of the nearby town. You will see another village to the south. Use the Manticore Trophy, Pit Traps and Slingers as well. Although when replayed they have half strength, the healers will soon get them back into fighting shape. In order to advance further into the forest, you will have to clear a fallen tree, costing you 50 wood. Your goal is to destroy Garth Rockstew. You'll notice that Elven Archer units can damage one of your units every turn and Elven Swordmaster units can eliminate any damaged allied unit each turn. Eyck will join you temporarily - go into your camp and add him to your forces. Damages units by 4 until they fail to destroy one. You will also find a letter among the after-battle spoils. Afterwards, talk to the man in the village four times to receive a treasure map. March the infantry back up. From here go northeast up the path to the gates of a fort. Shupe, whom you must keep alive, has 10 power. When a Water Hag dies, Torrential Rain is removed from the row that it is on and a Swift Slinger appears in your hand. Play an Arblaest on, say, your melee row and attack the sixth corpse along in the enemy melee row. Continue south to a sign post and grab the two piles of loot in the area. Walk out onto the nearby broken stone bridge. Return to the fast travel point and start making your way west. Return to the crossroads and take the path leading northwest and make a note of the shrine. Ignore the large gate, which is locked, and go south picking up some additional loot on the way until you come to a village inhabited by drowners. Follow up with Eyck or Gabor to eliminate it. Afterwards, go west along the northern path gathering loot along the way. The enemy commander will haunt your units which is great if you have Eyck in your hand. Nilfgaardian Ambush all choices - Thronebreaker the Witcher Tales Instead, wait for Gernichora to move them to the ranged row whereupon they will start draining her. 255 views 4 years ago "My Enemy's Enemy":Meve finds Nilfgaardian soldiers surrounded by Necrophages ( 00:57 ). However you dealt with the Nilfgaardians, continue south and approach the Katakan for another battle. Here's a partial solution: Subsequent turns depend on luck. Stray of Spalla (Human)When deployed, damage a unit by 5. Use the recruiting post and grab the resources from near where the soldier is standing. On the other hand, you can use the AI's tendency to target the Wagenburg to keep them from targeting other units. You can choose to let them go or have them handed over to Demavend. But not much better. The Nilfgaardians are demoralised so all units have 1 HP fewer than normal. Go into the field with the cows for a puzzle battle. This is to prevent them repeatedly duelling your units and destroying them.