This time, go northeast and keep going northeast. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. Place the other Grey Rider in your melee row. Make your way into the middle of the village for a scene. Yes, you read that correctly. Leave the temple and start making your way north. Use all 4 Landsknecht units to damage the 15 HP Knights, reducing them to 11 HP each. Your goal here is to banish all enemy units before the same happens to you. There's some loot near him and northeast from him are some buried crates. If your morale is reduced, all your units count as damaged meaning the Elven Swordmasters can take them out at will. Force your men to clear it and take the hit to your army's morale. Continue past them to the point of interest to the northwest for a battle. The enemy will spend four turns summoning scrubs. leaving the fourth with 1 HP. Use Scorch to destroy both remaining enemy units. Alchemist + (Human, Field Support)Gains 4 power and its deployment ability becomes an order ability. Take advantage of another nearby loot point and go inside the fortress. When all the palisades are destroyed, the Ancient Foglet will kill Meve. Bekker's Dark Mirror is kinda useless since the weakest unit is likely to be a Harpy's Egg. Approach them for a battle. Three Archespores will now be on the move and one will be destroyed. Place another Arbalest next to the previous one, doing 2 more HP damage, leaving the Alghoul with 11 HP. You do not want to put traps on the enemy rows or use the Manticore Trophy because of all the Harpy's Eggs. Like, thanks. All dialogue and choices about a small Nilfgaardian settlement under attack by necrophages, which you can choose to help or not. Continue northeast across the wooden bridge. You can choose to let the peasants stay with you, but it will reduce your army's morale. This is a standard battle. Play one of the Regiment Drummers. Interact with the recruitment post (marked by a blue banner) to pick up 7 recruits. Use the Slinger to move a Water Hag one row down. If you didn't use the shrine earlier, you can do so now. You will learn that Typhus has broken out among your troops. Continue through the barricade to see Aldersburg under attack. Gabor Zigrin (Dwarf)He has two deploy abilities from which you can choose one. As you continue south, you will learn of a traitor in your ranks which will lower your army's morale. Approach the gate for a scene. Your goal is to destroy all enemy units. When you get to the main part of the village, you will notice that there is a closed gate blocking the way northeast and a bunch of elves and dwarves looking a bit shifty. Cross the bridge leading to the Nilfgaardian fort and approach the gate for an optional battle. After victory, you'll have the choice of spending 1000G to help the people of Dravograd. The enemy has a card called Demon of the Wood on his side of the board that will boost all enemy units by 1 as they are deployed. Pray at the shrine even if your morale is currently green. There will also be new reports to read. If you made your own sacrifice you will lose resources. The Rayla / Xavier / Raymond combo is ridiculously powerful for one round battles. Unlock the fast travel point as you continue east. On the minus side, she has a bad habit of committing war crimes. Go further south to find a shrine. A third Archespore will commit suicide. Victory will earn you the Dimeritium Shackles trinket along with a decent chunk of loot and a new report entry. It goes down by 1 every time you play a unit from your deck, but not when you summon. Play the Sapper and destroy the Barghests. This means that you cannot possibly win the round so you need to pass. Use Meve's Flail ability and Slingers to damage Albrich and when sufficient charges have built up in the Scepter of Storms trophy, use the Dazhbog Runestone and the trophy ability to destroy him. Use the Crushing Trap on the enemy's ranged row. Here is a solution: After the battle you will be able to dig up a golden chest (3/8). Make your way northeast, picking up any loot along the way, and admire the view. Pay her 75G to receive a card fragment. Grab the loot just to the north of the village and use the nearby shrine to restore your army's morale. If you completed all the puzzle battles in the previous two chapters you should also receive the Those Gears Are Turning trophy. There are easier ways of taking out enemy units making this card somewhat redundant. You can either have the inhabitants marched off to face trial, at the cost of 6 recruits or allow Rayla to dispense summary justice. Place the War Wagon on the melee row. You cannot target her directly but you can target the Barghests . Here is a solution. Here's a solution. This round, play a Scytheman into your top row. Play another Soldier Puppet on your melee row. You need to get them to consume Rotting Corpses which damage them rather than Lyrian Scythemen which strengthen them. When you reach the main path, go west and then south to grab some loot. Use Alchemist ability on the centre slave followed by the rightmost one leaving all Slaves with 12 HP. After victory, you will receive the Blood trinket. Head back down the mountain for a scene. Go south to find another abandoned village. The Wagenburg should now have 10 armour. There's a requirement to win the battle while keeping Shupe alive. This means that you always want him in your deck (he's free points) but never in your hand. Meve: SpearEvery 4 turns, sets a unit's power to 1. You want to remove cards and trinkets that do direct damage to the enemy. After 3 turns, it will turn over and damage all units on your melee row by 2. Use your ability on the green stone four times. Follow up with Eyck or Gabor to eliminate it. You can grab some loot nearby, but a broken bridge prevents you going further south. Approach them for a battle. Continue west to unlock a fast travel point. Note that you don't need to make a decision right away. Your units will now have 11 and 6 HP. The enemy will deploy Elven Mercenary units which are spies that damage your allied units when they move back to their own side. Place a third Scytheman in your ranged row. The Archespores have 7 HP. Note that you can repair the morale loss with a nearby shrine. All dialogue and choices about the nilfgaardian ambush near Dravograd and the attack in Turnifen village. When you're done, make your way through the gates to the Lyrian capital. There will also be a new report for you to read. If he plays a Venendal Elite, you will have to eliminate that first so that you can target him, however. If you need to restore army morale, take a right at the sign post and you'll find a shrine a short distance along. It's not enough to make me change my loadout, however. Choose to attack the printers' workshop for another battle. Xavier can do this twice. After the battle, you will meet Isbel of Tretogor, a sorceress. Place the Wagenburg into the melee row. Forager (Human, Field Support)Destroys the unit to the right and boosts this unit by the destroyed unit's power. Victory will earn you the Gvaern Ichaer trophy along with the Gernichora Trophy to add to your deck. Go east through the trees and look near the hut for a dig point that reveals a golden chest (8/10). Adjust your deck so that you have Bekker's Dark Mirror among your trinkets. Foragers' Quarters upgrades are more useful the earlier you unlock them which is why you want to unlock the first as soon as you can. 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. Pick up all the loot from Lord Clayton's courtyard and make your way north through the gate. At the next fork continue north to find some loot and a letter. Return the way you came and continue round to find some ruins. The gate will open allowing you to grab two piles of loot (and see the site of the earlier massacre). In case it isn't obvious, the latter is the correct choice here. This battle is only fought if you had Lippy Gudmund imprisoned. You will have to fight yet another battle to be able to recover the golden chest (4/9). Continue west until you come to a fork. Go south to read a notice board. Place a Scytheman in your melee row. Please see the. You will soon come across another enemy encounter. Go through the gate into Hawkesburn and obtain some wood from the woodpile. Lyrian Hajduk + (Human)Gains 1 power and can give a charge to units on both sides. I'm going to lose a character, 2. Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. The goal here is to reduce each Rotfiend enemy to 1 power, but not destroy them. From here, go southwest a short distance. In the first round, your enemy will pass fairly early so conserve your best units until round 2. Go through the gate for a puzzle battle. Golden Froth (Trinket)Boost all allies in a row by 4. After victory Black Rayla will join your forces. They will leave it to you to settle their dispute: The gold is the better reward if you ask me. No choice actually results in you obtaining wood. Another carcass will appear in your melee row and two more in your ranged row. This will cost you 8 recruits and result in a battle. There are three Assassins on the enemy side with countdown timers. Use the Rivian Broadsword to punish them for all having the same power. Afterwards, you will be able to measure the disputed peaks. Then approach the monster for another puzzle battle. Queen Meve is on the field so you lose your command abilities. There are several piles of loot to be found here along with a letter on a body in the centre. Play the Regiment Drummer on the melee row. Then head north to proceed. Choose to pursue them for a battle. This is fought over multiple rounds. Since you don't have to play them from your hand, they're basically a free summons. After the battle you will find that this is a field hospital and will receive the Ointment trinket. "Same power" means that the benefit you'll get from their ability is on the low side. 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. You'll want to eliminate the Greedy Forktail so that it's removed for subsequent rounds. Go through the gate and examine the building. Play the Horse Thief to the RIGHT of the Scytheman. Gather the after-battle spoils and follow the path from the summit southwest and around to find a dig point. Gabor Zigrin + (Dwarf)On deployment either damage one or more units by a total of 15 or play two trinkets from your deck. Do not be alarmed since this charges up Eyck and Isbel. This is a good opportunity to aim for the I Have the Power! This should complete the Lyrian Horn trinket. The enemy will move 1 card and damage your Arbalest. He has 27 strength and 5 armour which means that you need to be able to inflict 32 damage to make this possible. They are arguing over the height of two peaks, each one in a different clan's territory. If you are using it, you can wipe the Pikemen out with one swipe of the Rivian Broadsword. Thx for the guide. Continue east and examine the cave mouth for a puzzle battle. Once the escape route is revealed, the goal is simply to have more points on the board than the enemy after three phases. Place the Forager next to the final Light Infantry. Continue to Count Caldwell's Estate for a scene with the count's son, Dragomir. This will allow you to maybe capture one or two weakened enemies but he isn't really worth the unit cost. Go south and when you see a wooden bridge, leave the main path and go east. Unlock the fast travel point and make some minor changes to your deck. It has good synergy with Foragers and Alchemists. Use the Forager to consume the two Arbalest units to his right. over his head. Gabor Zigrin ++ (Dwarf)When deployed he now does 20 damage to the target which should be sufficient to kill most units outright. Not sure how actively people are playing this game or updating anything, but I did want to share my findings from the Dwarven chapter. Otherwise, you will lose a few recruits retrieving the loot. Strays Infiltrator + (Human)Gains 1 power. You will win the battle if he manages to get next to the exit. Simple but extremely powerful and can turn a losing round into a winning one. Return the way you came and take the path south at the fork. Rayla will want to murder the wounded in the hospital. 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. You have an optional goal of destroying the monster nest. Not so useful when you need to damage enemies, however. Destroying the Light Infantry will charge up your Onagers as well as damaging enemies. Arf! Since they are added to your hand, this can be OK in conjunction with Alchemists (preferably promoted) and maybe Bekker's Dark Mirror. The key opens the gate to the south. Here's a solution: After the battle, you will unlock a new weapon for Meve. Gather all the loot in the area and continue along the main path. Continue round to find a village where some peasants are persecuting an elf. Or not since you probably have no need of resources. You may also want to swap out any trinkets that damage all enemy units and remove Trap cards. You will receive Mardroeme: Vengeance. Typically useless in the first round of a battle these cards summon a random ally from your graveyard (i.e. You'll find that you're on the other side of the blockage. You can obtain a letter from the nearby notice board. From the inn, take the left hand path at the fork and make your way to another compound. This is better than the Fortification Tonic since you can use it on a damaged unit. If you choose to banish the family, you will have a fight on your hands. Examine the structure next to it to discover the scene of a mass execution. There's a soldier nearby. A Guide for Thronebreaker: The Witcher Tales By: Drake Ravenwolf Herein I'll be documenting all the choices and their consequences, large and small. Gains 2 power and a Loyal ability which damages a random enemy by 2. Unlock the fast travel point and grab the loot by the side of the road. Afterwards, go west along the northern path gathering loot along the way. You will learn significant revelations about both your lieutenants. I also attacked the Nilfgaardians both times it was an option (The arms caravan and after the avalanche). Play an Arbalest and destroy the Lesser Dao. He's on your side of the field but cannot be targeted directly. Version 1.0 of the guide is now available here: I'm not sure how far into the guide you are, but I have contributed to some reddit threads asking about consequences, you so I might be able to help out when I'm free. Despite what the game text says, there don't appear to be any consequences to this choice. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. This can combo quite well with the Wagenburg. Use Aretuza Adepts to duplicate Lyrian Scythemen and use Rayla / Xavier / Renyard to spam them, then Decoy to replay Xavier (or Reynard) and Blacksmiths to replay the Decoy. The choice is bugged to all heck: requisitioning the wood simply loses you morale. There's a notice board to read as well. Both cards will return to your hand. Talk to the other dwarf for a scene. There's not a lot you can do about this. You may also want to use the Lyrian Banner and Lyrian Arbalest units. 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. When wagons appear on the enemy side, you have two turns in which to defeat them. After the battle you will find a golden chest (8/9) along with a letter among the after-battle spoils. Unlock the fast travel point and go east. This is one of the more difficult battles that you've faced but you should be able to have Eyck acquire sufficient power to deliver a knockout blow on round 2. The game forces you to use Meve's Longsword ability on the Scytheman. If you have Eyck in your army, you can obtain 250G and a card fragment at no expense. After the battle, you will find more black propaganda on the notice board. Look for another woodpile to loot. There are three Rot Tossers with 3 HP and they create a new carcass on your side of the board every other turn. If you steal it from him, your army will lose morale. Afterwards, head along Langbridge. Now we both know it's a trap, but pretend that Meve doesn't and accept Falbeson's offer. Your goal is to kill the Wyvern while keeping at least one cow alive. Take the southeast path. Grab a bit of loot before you go. If and when that unit is destroyed, another random enemy target is selected for the same treatment. Continue south and enter a gate to the west. Cross the bridge for a scene and a battle. Return to the ice and go all the way right to find a dwarf fishing in the lake. You will pass an abandoned camp with a group of people picking through it. Follow the path to the end to find a trader who will trade wood for gold or vice versa. Assuming you've promoted your Arbalests, their loyal ability can help as well. Even when you do, the enemy can replay them from the graveyard every other turn. You can choose to drive them out, but you will lose Isbel if you do. Collect the after-battle spoils and take a moment to view your forces. The Wagenburg should now have 7 armour. Go north across the bridge to find the body of a dwarf. Go through the gate and approach the Arachas for a puzzle battle. Finally, there is Falbeson who cannot be targeted. This is pretty much the Manticore trophy in reverse. Examine a building to the south. Xavier Lemmens (Human)Give a card with an Order ability 1 charge. After the battle, you will receive 5 Reinforced Ballistae. Examine the cave mouth for some screens. After one turn, you can order this unit to summon the topmost Blitz card from your reserve deck. Retrieve a letter from another obelisk and gather some nearby loot. Can be used to take advantage of powerful enemy units. No matter how you choose here, your army will lose morale. Continue around to the north to find a shrine. After 1 attack the HP of all units will become equal and all five Knights will end up with 7 HP each. Use the Wagenburg on the enemy ranged row. You may want to adjust your deck. Talk to the peasant chopping wood for some additional wood and find a small pile of gold just to the east of him. Otherwise, hear her out. Place an Arbalest in your ranged row and attack the 3 HP Elemental for 1 HP damage, leaving it on the melee row with 2 HP. Otherwise, they increase the timer by 2 after two turns. After the battle, you will find Xavier Lemmens in the remains of the city. You will then have to choose whether to punish one of your soldiers who has killed a civilian in an argument. Your enemy will use row effects so Lyrian Pathfinders are useful. They have a nice synergy with the Aretuza Adept since, if duplicated, they will appear on the field right away. In that case, you don't need to deploy Pit Traps - the Lyrian Horn and Rivian Broadsword will be sufficient. Do No Harm trophy. In the top left of the screen is the army morale indicator. This is the key to winning the battle. Make your way northeast across the bridge. When you find all three fragments, you will add a trinket to your deck. 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. What do you know? If you do so, you can spend two recruits in return for a morale boost or 200G. You will likely need to rearrange your deck for this. If an enemy is moved onto it (e.g. Shupe, whom you must keep alive, has 10 power. You can allow them to buy their freedom or recruit them into your forces, but both of these choices cost morale. Approach the priestesses for a scene. Leave the village where you obtained the treasure map through its southeast exit to find Vrygheff's camp. The Nilfgaardian Braveheart will power up when units are destroyed so you'll probably want to take him out with Gabor. Although the path forward is southeast, go northwest first to find a recruitment post, some loot and a golden chest (1/9). The Mantlet card will return them to your hand. The Wyvern will eat a cow. Remove the Gheso Arbalests and Strays Bombers if you're using them as well. You can then use an Alchemist to duplicate that power to another unit. This is a standard battle. Return to the fast travel point. The loyal ability makes them not completely worthless but I'm not sure they're worth their unit cost. After the battle, examine the mass grave. Place the Pit Trap in the enemy ranged row to the right of the Spotter, doing 2 HP damage. Just ahead is a patch of ground with trees on it. Go back and take the path leading further north. Continue north to find the place where the humans sell goods to the Scoia'tael. When you get close to the fast travel point, take the path leading south. 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. Fortunately, they also damage their entire row when you destroy them. You can turn him down, in which case you'll lose him. Possibly worthy of a place in your deck. You have a choice between spending 25 gold or 1 recruit to remove the obstacle. This is a spy unit which you can neutralise with the Decoy card or a Forager. This is a somewhat challenging battle. 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. Return to the fast travel point and cross the bridge to the southeast. Pretty good but probably not as good as the Lyrian Horn card. The enemy commander will typically give you the first round after you've got some distance ahead so use the Decoy to recall, say, Rayla. Make your way east to unlock the fast travel point. The enemy will keep throwing cards at you. If the Manticore Trophy is being used, Eyck gains 2 strength instead. Gheso Arbalest (Human)Appear on the battlefield on round one start. Retrieve a letter from the noticeboard here and leave the village through the eastern exit. Exit the village through the northern gate. Use Bekker's Dark Mirror. Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. You can keep your distance, which will result in a morale loss, or attempt to free the captives. Look between two wheat sheaves and dig up the golden chest (2/10). Use the recruiting post and grab the resources from near where the soldier is standing. Facing an imminent invasion, Meve war-veteran Queen of Lyria and Rivia is forced to once again enter the warpath, and set out on a dark journey of destruction and revenge. After victory, Gascon will agree to help you recover your throne. Unlock the fast travel point. Place Reynard on D2 and move him one space left to D1 and one space up to C1. March the two infantry to your ranged row and place Raymond in your melee row. After winning, you can gather the loot that appears along with the golden chest (7/8). Play a Mantlet to the left of the Forager and mark an Arbalest. From here, continue south until you come to a puzzle battle. The units may not be ones that you currently have in your army. Grab two piles of loot and make your way up to the walls. Go south from the signpost for a battle (note that you don't seem to get very much for this so you may want to skip it). There is a trophy, Tax Collector, awarded for finding all golden chests in the game. This could be useful, but it has a high unit cost and to be useful at all requires that one of your units is destroyed. Use a third Splish Splash card and take another three swigs. Your enemy has the Cliff on her Ranged Row. Talk to the man with the '?' Read the nearby notice board, unlock the fast travel point, use the recruitment post and go southwest. You can choose to order an assault on the town or pull your forces back. Remember to adjust your deck if need be. Approach the soldiers for a puzzle battle. The disruption caused by the Nilfgaardian invasion has forced them to try their luck in Mahakam. Choose to attack the Oberts for a battle. Dig up the gold and you will also unearth a golden chest (6/9). Pitfall Trap + (Machine)Increases the damage to 3. Go a little further south for a battle. When there are only three enemy units remaining, use the Onagers to damage them if necessary and the Cadaverine to eliminate them. Thronebreaker: The Witcher Tales Walkthrough Please note that the details below reflect the time and playthroughs required to get all the Achievements in this walkthrough. Rivian Sapper (Human, Blitz)When deployed, damage an enemy unit by 2. When you reach a fork go west. If you believe your item has been removed by mistake, please contact, This item is incompatible with Thronebreaker: The Witcher Tales. Continue east through the gate to pick up a couple of piles of loot and continue north to be thrown into battle. Instead, use Bekker's Dark Mirror and Meve's Flail on your opening turn to reduce the Shaelmaar's health to 8. Reynard Odo + (Human, Blitz)His deployment ability of recharging units' Order abilities becomes a loyal ability as well. You can kill them all in the first turn: Strays Slinger + Rivian Broadsword.
thronebreaker my enemy's enemy consequences
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thronebreaker my enemy's enemy consequences