You will lose another recruit at this point. If your lieutenant ends up adjacent to a Spotter, the enemy will transform into a Pursuer, destroying your lieutenant after three moves. This ability works well with Regiment Drummer units since it enables you to choose which card they summon. Given the unit variety at your disposal, this is not a hard battle. But not much better. There is a Nilfgaardian camp just to the southwest. Just past the end of the mine track is a dig point. Gheso Arbalest (Human)Appear on the battlefield on round one start. Grab loot as you make your way south towards the fast travel point. The enemy will have two Commanders on the field. Return to the most recent fast travel point and head south across the wooden bridges until you come to a Nilfgaardian camp. After the battle you will find that this is a field hospital and will receive the Ointment trinket. Go east to the signpost and take the road going south. Gheso Arbalest is a card in Thronebreaker: The Witcher Tales. Ignore the Nilfgaardian soldier for the moment if your morale is green. The Alchemist will take 3 damage on the enemy's turn. All trademarks are property of their respective owners in the US and other countries. Forager + (Human, Field Support)Gains 2 power and the ability to destroy two cards to the right. Your immediate goal is to destroy the Castle Gate which has 11 strength and 25 armour. Continue around to pick up some loot. You'll want to eliminate Gerwin's Archers as soon as possible and then concentrate on the enemy leader. your discard pile). Approach the Grave Hag in the centre for a puzzle battle. When you're done, make your way through the gates to the Lyrian capital. You will encounter a new enemy unit, the Nilfgaardian Interceptor. Grab some loot from nearby. You are back in Aedirn. If you don't destroy it, you'll have to beat the enemy with unit strength. Two peasants standing by the roadside will mention seeing a mysterious boat. The Nilfgaardians are demoralised so all units have 1 HP fewer than normal. This is a standard battle. You can retrieve a letter from an obelisk as you cross. Ideally, you'll have Gabor in your hand. Despite what the game text says, there don't appear to be any consequences to this choice. Because the trap has the spy attribute, the Spotter will not be alerted. Make your way northeast, picking up any loot along the way, and admire the view. Cross the bridge until you have a scene with Eyck of Denesle. Not really worth a place in your army. Here's a solution. Afterwards, you will learn of Gerwin's cruelty. Continue north until you come to a tree blocking the road. Valve Corporation. leaving the fourth with 1 HP. This means that you cannot possibly win the round so you need to pass. This is a standard battle. If they have an even number of HP, they will move 1 row up and damage one of your units by 1. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. Respond to Aep Daehy however you please. The enemy will move its two melee units to its ranged row and one unit to the melee row, inflicting two damage on your Arbalest. This is a standard battle. Leave the graveyard and go east into Wetterton where a pogrom is underway. 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. 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. You can either have the inhabitants marched off to face trial, at the cost of 6 recruits or allow Rayla to dispense summary justice. In the picture above, in the upper left corner, you can see that the deck has 25 cards and uses 118/150 of . You can use your Slinger units to boost him to quite high levels. You will capture the caravan and release three spy units on the enemy side. You'll find a letter among the after-battle spoils. 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. Choose to enter the tomb for a battle. Continue south. They are arguing over the height of two peaks, each one in a different clan's territory. Examine the structure next to it to discover the scene of a mass execution. Zoria Runestone (Trinket)Damages all enemies by 3. This is a standard battle. When the enemy has played two Alpha Wolves both will have no armour and one will have 9 strength. Return to the fast travel point. Numbering the columns 1-8, here is a solution. Just ahead is a patch of ground with trees on it. There are two ways you can go from here. If you value her healing ability, don't have the conversation with her. Here's a solution: After the battle you will acquire the Skull trinket. Place an Arbalest in the melee row and attack an enemy in the ranged row. Thronebreaker biggest flaw: The difficulty : r/gwent - Reddit Leave Crumhorne through the northeast exit. Choose to intervene to learn the long list of the gnome's crimes. Meve: Flail (Weapon)Every 3 turns damage 3 adjacent enemies by 3 and move them one row back. Leave the village where you obtained the treasure map through its southeast exit to find Vrygheff's camp. After a couple of turns draining her, they will stop. The goal is to eliminate all enemies. You don't really have a way of dealing with them yet so you'll just have to take the hit. If the battle only lasts one round, however, you should typically discard them after your initial hand is dealt. Afterwards, you will question some Nilfgaardian prisoners who offer information in exchange for their freedom. Continue west and you'll come to a farmstead. If a guard ends up three squares from Gascon and facing him, he will be caught. 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 . Disgraced Warrior (Human)The order ability is to force an enemy unit to duel him. There will also be a letter for you to read. If you made your own sacrifice you will lose resources. Unfortunately, it is bugged. Leave the temple and start making your way north. They're not essential but do have a good synergy with the War Wagon +. Wade northwest through the swamp and turn to the northeast when you can for an optional battle. The goal is a simple one: kill the Grave Hag. Place the Forager next to the final Light Infantry. Help yourself to the contents of the nearby woodpile and go through the gate into the mill. Your goal is to destroy Garth Rockstew. Thronebreaker: The Witcher Tales was supposed to be another grand adventure in the amazing mini-game known as Gwent. Each one you kill will reduce the commander's power by 25% of its current total. Ointment (Trinket)Heal an ally and increase its strength by 10. Since he's an outright terrorist, this is a request that is quite easy to refuse. Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. Please see the. Go through the gap in the western wall to find a golden chest (4/10). The good thing is that any damage coming your way charges up Eyck to help you get the points advantage you need. Placing traps on the enemy rows can make this process automatic. Play Raymond into the melee row to give the Drummer an additional charge. This should complete a card. When wagons appear on the enemy side, you have two turns in which to defeat them. You will receive the Scepter of Storms trophy after the battle. Both cards will return to your hand. Your goal is to damage the wyvern and you do so by moving cards on the battlefield horizontally or vertically. Choose to attack the Oberts for a battle. You can keep your distance, which will result in a morale loss, or attempt to free the captives. Although the infantry are weak, they have a deathwish ability that damages a random enemy card by 5 when they are destroyed. Play your second Arbalest into your melee row and attack the Wyvern for 8 HP. Use your ability on the red stone on the melee row. Two will take its place. Unlock the fast travel point as you continue northeast. If you choose to banish the family, you will have a fight on your hands. Afterwards, talk to the grateful peasants four times to gain a recruit. Remember not to use the Fake Floren trinket since it can't be used against bosses. Your goal here is to force the caravan card to move three spaces to the right. Every four that you kill will move the caravan closer to your row. Blizzard (Trinket)Spawn and play two random trinkets. They will be replaced by a Lesser Dao with 5HP. It's OK but the lengthy cooldown limits its usefulness. Otherwise, play Gabor and use the Decoy card to play him again. With Reynard, you will hatch a plan to strike behind the enemy lines in Angren, a strategically important territory. Go to the Mess Tent and talk to any of your remaining lieutenants - everyone has something to say for themselves. The summon ability is not too shabby either. You can choose to give the true measurements or lie. Here's a solution. Grab some loot just below a peasant working at the side of the road. You will find a letter and a treasure map among the after-battle remains. You initial goal is to destroy the gate. Spend 2 recruits to receive 150G, 100 wood and a card fragment. After winning, you can gather the loot that appears along with the golden chest (7/8). When played, it will spawn two copies, each of which have 2 HP. Elect to attack the quarry for a battle. Cross the bridge to find a shrine and continue northeast to find a fast travel point and a bit of loot. The 25 HP Elemental will set fire to your ranged row, reducing it to 12 HP. Return to the Nilfgaardian Camp and approach the soldiers for a puzzle battle. After the battle, you will have another conversation with Demavend. 250G for 1000 wood is an absolute bargain! Retrieve a letter from another obelisk and gather some nearby loot. Back outside the town, go into the field just to the southeast. If you are using it, you can wipe the Pikemen out with one swipe of the Rivian Broadsword. and Dogs of War trophies. Dragon's Dream (Trinket)Destroy 3 random enemies after 5 turns. The Nilfgaardians will deploy a new unit: the Spotter who can increase his own power every few turns. At the bottom right of the camp past the merchant is. Now head north, picking up a loot pile on the way. Continue east onto the ice and make your way northwest where a Shaelmaar is blocking the way to a golden chest (1/8). Meve is your general and she has a command ability that she can use every few turns. 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. This should complete another card. This should provide you with a complete card. The other choice will have its own consequences later on. Afterwards, you can chose to use the press to publish your own propaganda or simply destroy the press. You have two paths to choose from here. Strays Infiltrator (Human)Deploy on the enemy side. Use the Manticore Trophy, Pit Traps and Slingers as well. The chapter begins with a scene with a messenger from Villem proposing a truce. Suggested order is: If you are able to manage all these camp upgrades in this chapter, you will unlock the A-ten-hut! Read the nearby notice board and unlock the fast travel point. They become really good when you promote them through camp upgrades since the chance of inflicting damage on each turn doubles. It starts with 2 and gains a charge if there's a unit to its right. Marching Orders (Trinket)Reduce Meve's cooldown to 0. You will probably get the necessary number of units destroyed during the second round. Collect the after-battle spoils and take a moment to view your forces. I eliminated the assassin by moving the banner to the melee row, deploying an Arbalest there and then using the Rivian Broadsword power. The path now turns southeast. This is fought over multiple rounds. Cross the bridge and head southeast. Note that if you're not comfortable with abusing peasants, you can restore your army's morale shortly. Beyond this fight is a mine entrance with a dwarf hiding inside. The Troll will throw a snowball at your melee row and everyone will end up in the ranged row. One of your goals in this chapter is to keep your morale neutral. 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. The commander will target the least powerful of your cards every three turns. You'll want the Bekker's Dark Mirror and Alzur's Thunder trinkets. Play Raymond on the melee row to recharge the infantrymen. This is not a difficult battle at all, but using your Bombers and/or Pitfall Traps will help. You'll pass a bit of loot on the way here. It is only visible to you. Hmm Exit the town to the northeast. Approach the platform overlooking the valley for a scene and examine the nearby stone obelisk for a letter. War Wagon + (Machine, Blitz, Field Support)Doesn't gain power but will now spawn 3 Light Infantry +. Go further south to find a shrine. Deploy Gascon to the melee row and damage the other Guard. This is good when the enemy commander can summon units from the graveyard. Can be used on Light Infantry to damage the enemy by 10. Go though the gap in the wall I told you to ignore earlier. This is a standard battle. Return the way you came and take the path south at the fork. Recruits can be picked up from recruiting posts and by talking to certain individuals on the map. Choose to help the troll for a battle. Personally, I'd add an upkeep mechanic for higher difficulties (e.g., losing x amount of gold and wood every time you complete a story chapter). If you have both Rayla and Isbel in your party, you may want to refuse to help. Return to the most recent fast travel point. Their order ability can now summon any type of unit, not just blitz units. I'll assume you choose the former option. What a surprise! Gascon + (Human)Gains 2 power whenever an enemy or allied card is moved. Return the way you came and use the shrine to restore your forces' morale. The enemy has nine Dark Alley cards on his ranged row, one of which conceals an escape route. You will start to see row effects more often which makes this unit quite useful. Here's the solution. Play the other Wagenburg next to the previous one. The solution involves making your enemies seize Soldier Puppets until you get the charged Wagenburg back on your side of the board. Go southeast from Meve's starting point. Pick up some loot by the side of the road and turn east into Turnifen. Take the path leading southwest, go through the gate and read the noticeboard. Unfortunately, Gabor has a head start with Gascon requiring 25 swigs to finish his ale compared to Gabor's 22. 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. Use the Forager to consume the two Arbalest units to his right. Return to the temple grounds and head east then north. Every slot on each row is occupied by 2 strength Arachas Drones. The Strays' Den and Alchemist's Laboratory nodes unlock "Gascon" units. Continue east to the Nilfgaardian camp and approach it for a battle. This is a large undertaking so if I missed anything please let me know in the comments, and obviously there will be SPOILERS, stop reading if you care about that. You will receive the Wolfsbane trinket upon victory and there will be a new report for you to read. You'll find a letter among the after-battle spoils. When you reach the gate at the bottom of the path, go west along a somewhat concealed track. Choose the option to use the tokens to pay for a feast. Stack your deck with, say, 5 Regiment Drummers and you can flood the battlefield early in any round. Use the Decoy card on one of the bottom row Arbalest units. The vast majority of the +Evil consequences will be of very little interest to you, considering the very heavy numerical focus of this guide. Approach the Wyvern for a battle. Return to the gate that you ignored earlier for a scene. If you freed the Nilfgaardian prisoners earlier, you can examine the church for a scene. Skull (Trinket)Remove any number of cards from your graveyard and damage all units on a row by that number. Basically, you want to use the Slinger and Sappers to destroy Light Infantry which will damage enemies and charge your Onagers. They will leave it to you to settle their dispute: The gold is the better reward if you ask me. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Interact it with it to have a golden chest appear (1/10). Go south to read a notice board. Return to the main channel and continue south. Help yourself to the contents of his woodpile regardless. Instead, wait for Gernichora to move them to the ranged row whereupon they will start draining her. Continue east for a scene. On any turn, Gascon can move Knickers vertically or horizontally one space. You can choose to order on assault on the town for a battle. Continue east and go south for a recruitment post and some loot. What do you know? If the Manticore Trophy is being used, Eyck gains 2 strength instead. This is a standard battle in which you'll be fighting a lot of slave units. Return the way you came and cross the bridge to find a notice board. 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. I've still not chosen the option that doesn't tell Caldwell to go plough himself! Gather the spoils from the battlefield and make your way east towards Falbeson's estate. There are 4 Water Hags on the board and Torrential Rain is present on all rows. Continue south and enter a gate to the west. There are two recruitment posts here and a notice board. After victory, grab the loot from the campsite and make your way south until you come to some ruins. After 1 attack the HP of all units will become equal and all five Knights will end up with 7 HP each. Continue north and east to a Nilfgaardian camp for a battle. You can pay 250G to replace the Nilfgaardian banner with a Lyrian one. Here's a solution: After the battle, you will have a choice. Head west into Abbot's Farm and read the notice board. Knickers (Beast)Knickers has the immune and resilient attributes, meaning that enemies cannot target him directly and that he stays on the field after a round is completed. Afterwards, you will have a sombre scene where Meve finds the chosen lieutenant dying. Afterwards, go west along the northern path gathering loot along the way. Fortunately, they have low strength so you can eliminate them easily and get your unit back with a boost to all allies. Answer Gascon how you please and you will follow Gascon to his family vault. Werecats are particularly annoying since they steal units from your deck and place them on the enemy side. Ideally, you will do this before they get to your rows and duel your units. Again, the enemy will move its card and do no damage. From here, fast travel to the sign post outside the cemetery. Morana Runestone (Trinket)Heals all allies and boosts them by 2. You will find a letter and a key among the after-battle spoils. You will lose Count Caldwell at this point and gain the Fake Floren trinket. Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. Make you way southwest. Meve is armed with her Longsword which allows you to boost your units. Don't continue to go north, however. Your goal is simply to kill the Manticore's head. Continue south. From the battle site, head west along the northernmost path. Deploy an Alchemist to the LEFT of the Sapper and select the Onager so that its strength is 8. Blacksmiths are awesome. Place the Lyrian Scytheman in, say, the melee row and use Meve's Longsword ability on him. Agree to pursue the abductors. The disruption caused by the Nilfgaardian invasion has forced them to try their luck in Mahakam. Acquires 1 charge at the beginning of every turn. Talking to the dwarves here will result in a morale boost so you may want to hold off if your morale is currently green. I suggest targeting a Slinger for 2 damage. Mantlet (Human, Field Support)Single use: mark an ally. This will unlock the Out of the Sizzlixer Into the Fire trophy. An enemy Warmonger will destroy one of your Drummers and the inn will disappear leaving behind two Warmongers with 7HP each. Grab some loot from the back while you're up here. 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. Make your way east to unlock the fast travel point. Repeat. Prioritise the Black Infantry Arbalest units since they are the most damaging that the enemy has access to. Settle the argument between Reynard and Gascon as you see fit. Your Slingers can also destroy the Infantrymen to take advantage of their deathwish ability. A short distance further along, you will be ambushed by Scoia'tael. Leave the village through the southeast exit and make a note of the shrine here. Continue west until you come to a fork. You'll see a field with cows. You can retrieve a letter from the notice board here. Impera Enforcers boost surrounding units as long as they have armour so use Arbalest units to strip it. Arnjolf is good for eliminating these. There are several piles of loot to be found here along with a letter on a body in the centre. Your goal is to destroy all the Rot Tossers and Cow Carcasses without letting a carcass explode on your side of the board. Here is a solution: After the battle you will be able to dig up a golden chest (3/8). Not bad but not nearly as good as the Lyrian Horn. The castle is inhabited by a noble family who have long been in conflict with Meve. The enemy has an Inexperienced General with 5 HP and six Recruits with 3 HP each. 1 guide. This means that you always want him in your deck (he's free points) but never in your hand. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. Go southeast from your current location to the Abandoned Farm. You can choose to let them go or have them handed over to Demavend. Your forces will become demoralised which seems a little unfair. The enemy will deploy Elven Mercenary units which are spies that damage your allied units when they move back to their own side. Continue south until you come to a gap in the wall. If they reach the end of a row, they will turn around. Continue past the battle site and turn northwest to find some loot including a letter. You will find a letter among the after-battle spoils and on the other side of the newly formed lake is a golden chest (5/8). Some of your troops will attempt to desert during a storm. Return to the fast travel point and go south. It is at its default state of yellow. Ignore the locked building for the moment and pick up some loot just to the west. Read a new batch of reports in the Royal Tent. Here's a solution. Place Meve in your ranged row, adding a Lyrian Arbalest to your hand. Also the Gheso Arbalests will be quite useful here. You have two units with 5 strength in your melee row along with a Decoy with 8. If you create a "Reynard" unit in the Command Tent, you will receive the At Ease, Private! Approach the gate of the Nilfgaardian fort and choose to attack. Your goal is to get all your units to the other side of the field without letting any of them die. You can kill them all in the first turn: Strays Slinger + Rivian Broadsword. This is battle is very much optional. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. Here's a solution. The chest is locked but the key can be found in a loot pile in the top left of the camp together with a letter. Here's a solution. Another Archespore will be destroyed. You'll see some rocks with a tree growing out of them. Move the two Light Infantry to the ranged row and place Reynard in the melee row, recharging the Infantry's orders. Continue a short distance east and go into the courtyard of an inn. Your enemy will deploy Foglets, Nekker Warriors and Ancient Foglets. Setting the enemy ranged row on fire won't do any harm either. As far as I can tell, you get nothing for this battle so consider it very much optional. Another carcass will appear in your melee row and two more in your ranged row. This is a standard battle so don't spend all your forces in the first round. The Mantlet card will return them to your hand. Use the Aretuzan Adept to add more of them to your deck and you can easily outscore most opponents. Approach the soldiers for a battle. Order the Troll to let the Arbalest pass. Place an Onager on one of your rows and use it to damage one of the Drones by 6. Use Meve's command ability on the Arbalests. As you round the bend examine the pile of rocks to find a dig point. Even though you could pass and win the round, the game forces you to play Count Caldwell. The summoned units are random. Your units will now have 11 and 6 HP. When enemies die you get new cards. When moving back to your side of the board, boosts itself by the combined power of the units either side.
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