Unlock the fast travel point to the south and grab the nearby loot. After 3 turns switch the marked unit's strength with this one. Setting the enemy ranged row on fire won't do any harm either. Deploy Meve and kill the other Guard, reducing Falbeson to 0 HP in the process. Meve: Sihil (Weapon)Every 3 turns damage an enemy unit by 1. Possibly worthy of a place in your deck. Move the Infantry back into the melee row. Place a third Scytheman in your ranged row. You will capture the caravan and release three spy units on the enemy side. Eventually you'll come upon the dwarven leader, Brouver Hoog, fighting a Shaelmaar. Play a Slinger in your melee row and attack the Rot Tossers leaving them with 1 HP each. Examine it to meet Murko Vidmar who wants help in finding a family heirloom. Impera Enforcers boost surrounding units as long as they have armour so use Arbalest units to strip it. The cards you receive will be War Wagon +, War Wagon +, Slinger, Rivian Sapper, Rivian Sapper, War Wagon +, War Wagon + and Cadaverine. Southeast of the fort is a shrine which you should make a note of. Besides doing damage, snowballs will cause damaged units to swap rows. Your goal here is not to eliminate enemy units but rather outscore them. A short distance along is a compound. This will give Meve 15 HP, giving her some breathing space. He also seems to throw everything into the first round so let him overextend himself and punish him in subsequent rounds. After the battle, you will meet Isbel of Tretogor, a sorceress. If not, restore your backed-up save data and try again. Take advantage of another nearby loot point and go inside the fortress. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. This can be OK, particularly after the first round of a best-of-three battle. If your battle plan involves scoring more points than the enemy, this is not bad. Go south to find another two. Go down the hill and follow the path east and around to another fortified camp. Continue east to reach the point of no return. Set fire to the enemy rows to inflict damage over time and use Slingers and the Rivian Broadsword to take out the archers who are your biggest threat. Make your way back to the main path up the eastern side, gathering loot on the way. Use a second Volunteer on the Spotter at B1 and move Reynard up to B1. You can pay 250G to light candles to the memory of the fallen. Although the path forward is southeast, go northwest first to find a recruitment post, some loot and a golden chest (1/9). Gabor, Decoy and Alzur's Thunder should win you the battle without having to attempt to outscore your opponent. If you choose to banish the family, you will have a fight on your hands. Since these units start off with 4 HP and no armour you can take them out with your command ability. Retrieving its contents should earn you the Tax Collector trophy. That's pretty powerful. If, somehow, the Slave's power is higher than the Slave Driver's, he will kill the Slave Driver instead. After completing the Davor's Abyss story . Encounter Type: Shortened Battle. Nilfgaardian units are trapped in cocoons with some still alive. Note that he is bugged: if Gabor eliminates an enemy and there is no other enemy unit on the board, you will forced to damage one of your allies. Grab nearby loot and make your way to the quest marker for a scene. If Isbel is in your army you can pay 250G to heal the sick soldier. Approach the gate for a scene. Note that if you're not comfortable with abusing peasants, you can restore your army's morale shortly. Meve will move to the enemy melee row giving you another Arbalest. Accept her into your ranks to receive the 1. From here, head south until you come to the wooden bridge leading to Crumhorne. You are assisted by Mahakam units which have the capability of pushing enemy units back. Use it to reveal a golden chest (2/8). Use an Arbalest to destroy the final Water Hag. Afterwards, you will learn of Gerwin's cruelty. The Grave Hag will grow to 13 strength. However you dealt with the Nilfgaardians, continue south and approach the Katakan for another battle. This can be a 30 point play which isn't bad at all. But not much better. He will use this every 3 turns. Go west and talk to the herbalist in the courtyard. The Black Infantry Arbalest will damage one of your units pretty much every turn so you may want to prioritise it. In a really bad interface fail, the card that you've laid down is targeting one your own troops with its deployment ability so make sure that you select an enemy card before pressing the X button in order to damage the enemy rather than yourself. nr_letter_02 Remove any Bomber and Pitfall Trap cards (they're useless in the upcoming battle). Your goal is to kill the Beast. You'll want to eliminate the Greedy Forktail so that it's removed for subsequent rounds. Eventually you will come a cave mouth. One down. Gather the after-battle spoils and make your way north a short distance to enjoy the view and pitch camp. You may want to spend any resources that you have, particularly wood, on camp upgrades. If you prevented the savage ritual they will give you a decent chunk of gold and wood. Go to the northeast corner for a puzzle battle. Don't bother targeting the gate because it will be destroyed after a couple of turns. Here is a solution. If your morale is reduced, all your units count as damaged meaning the Elven Swordmasters can take them out at will. Strays Infiltrators are excellent because they use the enemy's strength against them. Loot the camp when you're done and make your way south and west back to the main path. At least it's an opportunity to see a couple of units that you won't otherwise get to fight: Skelligan Raiders damage a random enemy on the opposite row by 3 each turn while Dimun Warships spawn Torrential Rain on one of your rows. Go west through the gate, read the notice board and pick up the loot lying around. During the subsequent conversation with Brouver Hoog, answer how you please. The Beast will create four more. One of your goals in this chapter is to keep your morale neutral. An additional charge is gained when you use your command ability. The Troll will throw a snowball at your ranged row leaving everyone on the melee row. Dagur Two Blades (Human)His deployment ability allows you to replay all Skellige units in the graveyard. Play your Scytheman on the same row as the banner and use Meve's command ability. The Grave Hag will destroy the Scytheman. Use the Longsword as Meve's weapon and the Lyrian Banner as the trophy. Talk to the Lyrian soldier for four more. No, you haven't. Examine the point of interest. Crow's Eye (Trinket)Move 6 random enemies to the other row and damage them by 2. After three turns, Gascon will turn up with reinforcements for you. At this point use the Rivian Broadsword on the Wolf, reducing it to 5 power. You won't be able to unlock One Big Happy Family in this chapter, however. Each turn, Gascon needs to play a Surveillance card to peek at two enemy cards. Use Command: March on the Arbalest. Follow the path northeast. Return to the fast travel point and start making your way west. You don't really have a way of dealing with them yet so you'll just have to take the hit. Pray if your morale is not currently high, otherwise save it for later. Unlock the fast travel point and go east. Dig to reveal a golden chest (7/9). Ignore the shrine, since your morale is almost certainly raised at this point. You will find a letter among the after-battle spoils. Play the Arbalest in the melee row and destroy the last drowner. Play a fifth Arbalest on your melee row and attack the fourth corpse in the enemy ranged row. When you reach the main path again, go through the gate to find a blacksmith from whom you can buy a card fragment for 250G. Your forces will become demoralised which seems a little unfair. Wagenburg + (Machine, Field Support)Starts off with 2 armour. Your choice. For reasons that I won't reveal here, you may not want to keep her after this chapter so I suggest that you roleplay these. or agree. If you allow them to join you, you will gain resources later. After the battle, you will find Xavier Lemmens in the remains of the city. Deploy Reynard and flip a banquet table on your ranged row. If you choose to allow Rayla to look around the village, you will find out what happened to Elkenfurt's human inhabitants. Place an Arbalest in your ranged row and attack the Alghoul, inflicting 1 HP damage. You will win the battle if he manages to get next to the exit. 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. 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. You can read some more black propaganda on the notice board outside the nearby town of Gradobor. You are then presented with a choice that has consequences: Since recruits aren't really a scarce resource, the first option is the optimal one. On the second round, you'll have assistance from Geralt of Rivia, Cahir Dyffrin and Dandelion. If you agree, you will lose advantage. There are two people you can talk to here. After that, it's just a matter of outscoring the Niflgaardians. You may want to use the Scepter of Storms trophy rather than the other two. Continue south to a sign post and grab the two piles of loot in the area. Ignore the Nilfgaardian camp to the east for the moment. The goal is to eliminate the envoy, Trahaearn var Vdyffir. You will find a letter among the ruins just to the north. If it reaches 0 and you are ahead, you will win. Examine the cart to find a letter and pick up the loot lying around. Return to the fast travel point and use the shrine if you want a morale boost. Your goal is to eliminate all enemies. It's basically Bejewelled: select one card and then another to create a row or column with three or more identical card types. As before, turn back and use scouts on the map to locate any loot that you may have missed. Do not be alarmed since this charges up Eyck and Isbel. Continue northeast and unlock the fast travel point. You have an optional goal of killing Lippy. You can read a new report after the battle. A priestess will warn you away from the cemetery gates here. Your goal here is to move both Elementals so that they end up on the same row and with the same power. Light Infantry are a danger to your units if you destroy them which is why I suggested the deck alterations above. Respond in the first instance as you please (I was tempted to have the man flogged, I must say). You can only play cards whose value is equal to the amount of Mana you have available. Choose to free the peasants for a battle. The deranged cow will damage one cow by 1 HP. Wade northwest through the swamp and turn to the northeast when you can for an optional battle. Play a Lyrian Hajduk to the LEFT of the Alchemist and use Meve's Longsword ability on the Alchemist. The Horse Thief will now swap power with the leftmost Slave. Although your goal is to outscore the enemy, Albrich has a nasty ability that he can use every turn: he damages your highest powered unit by the strength the lowest powered one and gains one strength each turn. You can obtain 450G at the cost of 3 units and army morale. Continue north and east for another battle. That can really mount up. The Fake Floren trinket is no good for this battle while the Dazhbog Runestone is useful. Use a Fortitude Tonic on Gascon and end your turn. If you want to feel bad about the deed, talk to Keltullis first and find out why she attacked the town. Your goal is a simple one: eliminate Keltullis. In the picture above, in the upper left corner, you can see that the deck has 25 cards and uses 118/150 of . Go north across the bridge to find the body of a dwarf. Strays Slinger + (Human)Gains 2 power. Although the infantry are weak, they have a deathwish ability that damages a random enemy card by 5 when they are destroyed. Skull (Trinket)Remove any number of cards from your graveyard and damage all units on a row by that number. Use Bekker's Dark Mirror. Rivian Sapper (Human, Blitz)When deployed, damage an enemy unit by 2. There's another pit blocking your way so take the long path round. If you have Barnabas with you, you can spend 100 wood to get 750G. You will gain a huge chunk of resources and a letter to read but lose some recruits to the marsh. You will be fighting treacherous Lyrian units. This guide was built upon the same framework as I did for The Banner Saga; if you enjoyed Thronebreaker, you might enjoy that game as well. 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. Instead, continue north and go northwest across a wooden bridge to find a village. Follow the path east until you come to a crossroads. Use the Decoy card to recall the Arbalest. Go down the nearby steps to the southeast. Then head north to proceed. Continue east to unlock a fast travel point. Please see the. You are assisted by the witcher, Ivo of Bellhaven. If Isbel is with you, she prevents a bloodbath. The enemy will spam Forktails which you can counter with a powered-up Eyck. Meve: Rivian Broadsword (Weapon)Every 5 turns, damage an enemy unit and all other enemy units with the same power by 4. Use the Wagenburg to destroy the two Boulders.
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