Note that you don't need to make a decision right away. Use another Splish Splash card and take three swigs to attract yet another Gawker. Order the Troll to let the Bomber pass. This is a standard battle. Approach the gates of the Nilfgaardian fort for a battle. Play your final Arbalest next to the other two and inflict 3 HP damage on the Alghoul. Do NOT dismiss him; instead ask "How goes your hunt?" Use the other Fortitude Tonic and end your turn. Not bad, but probably not good enough to take the place of other units that you're using regularly. Deploy Meve and kill the other Guard, reducing Falbeson to 0 HP in the process. Read the notice board and use the recruitment post. Then approach the monster for another puzzle battle. The two units you need to preserve will have 10 and 9 strength. They combo well the Wagenburg and Reynard Odo. Deploy Reynard and flip a banquet table on your ranged row. The cards you receive will be War Wagon +, War Wagon +, Slinger, Rivian Sapper, Rivian Sapper, War Wagon +, War Wagon + and Cadaverine. If you allow them to join you, you will gain resources later. Use Sudsy Inspiration and use all your charges to take fourteen swigs, drawing a Gawker to egg you on. Go back the way you came and cross the bridge leading east. You will receive Mardroeme: Vengeance. Here's a solution: You will find a letter among the after-battle spoils. You'll see some rocks with a tree growing out of them. You have 16 cards while your enemy has 18. This is a standard battle. Place an Onager on one of your rows and use it to damage one of the Drones by 6. Use Alzur's Thunder. Approach the reveling soldiers for a battle. The Cow on the left will then move one position to the right while the one on the right will move one position to the left. Their deathwish ability will destroy the enemy Warmonger. The Nilfgaardians are using fairly weak units. Go south from here and around picking up any loot on the way. You will also get a morale boost and two additional Field Medic units into the bargain. Pitfall Traps are good because they reduce the number of units that an enemy can play. Artefact Compression (Trinket)Transforms an enemy into a Jade Figurine and moves it into your hand. This is because the enemy will play Drowner units that damage your catapault and force it to move. If you destroy one, all the others will leave the field. As it happens, I was never short of recruits so you can treat them effectively as a free resource. If Eyck is with you, can obtain some wood and gold at no cost. Interact with the nearby hut to find a Strays of Spalla bandit who offers you a treasure map at the cost of losing morale. Building a deck in Thronebreaker: The Witcher Tales, you have to meet some requirements. Use the Wagenburg on the enemy ranged row. You will be fighting an Imperial Golem and the mage Albrich. If Gabor is with you, you can obtain 800G for 200 wood which is better than the exchange rate if he isn't. You can choose to requisition their wares or refuse to steal from the dead. The enemy will use Biting Frost on your rows so a Lyrian Pathfinder is good to have. Two will take its place. What do I mean by intangibles? Talk to the woman nearby four times to receive a treasure map. You will also be able to read a new report. If your battle plan involves scoring more points than the enemy, this is not bad. Elf and Onion Soup (Trinket)Presents you with three random units from which you can choose one to play. Doing so is required for a trophy. Play your second Arbalest into your melee row and attack the Wyvern for 8 HP. Your best bet is to outscore your opponents rather than destroy them, to which end Lyrian Scythemen and Foragers are very good, particularly when promoted. Otherwise it will cost you morale and one recruit. Afterwards, Gabor will come to you and announce his intention to remain with your army. You can talk to the man here but he doesn't have anything useful to say. Grab some loot just below a peasant working at the side of the road. Job done. Lyrian Hajduk (Human)When deployed, give 1 charge to the unit to its right. Go to the southwest of this area where you'll find a Nilfgaardian deserter. You will find a letter among the after-battle spoils. You'll emerge on the other side of Dravograd. All trademarks are property of their respective owners in the US and other countries. Talk to the man with the '?' Place a Slinger in your ranged row and select the three Scythemen. The chapter begins with a scene with a messenger from Villem proposing a truce. Since you need to be able to damage the enemy directly, your most valuable units are Arbalests, along with your War Wagon to help boost row numbers so that their attacks hurt. You'll want to eliminate Gerwin's Archers as soon as possible and then concentrate on the enemy leader. Place the other Wagenburg on your melee row. Allowing them to join will gain 80 recruits at a cost of 1600G. This can be useful to in combination with abilities that damage all units on a row such as Meve's Broadsword command ability or the Wagenburg. Go into the enclosure with the pumpkins and look for a dig point to reveal a golden chest (5/9). When you reach the wooden bridge, go east instead. Pass to win the round. The enemy uses lots of units that damage yours so you want Eyck and/or Isbel in your deck to deliver knockout blows. Go up the nearby steps to find a bit of additional loot and a golden chest (1/6). Afterwards, you'll be in battle against Gascon and his forces. The goal in this battle is to remove all corpses from the board. Approach the Wyvern for a battle. My Enemy's Enemy Description Region (s) Aedirn My Enemy's Enemy is a subquest in Thronebreaker: The Witcher Tales . You can end the battle early by killing the Bargegazi. Make sure you adjust your deck and approach the creature to the northwest for an optional battle. Approach the Water Hag for a battle. When all the palisades are destroyed, the Ancient Foglet will kill Meve. Play your Lyrian Arbalest next. There are new conversations to be had in the mess tent. He will play lots of units that support each other and that damage your units. The other choice gives you a morale boost and you don't really want that. Continue east through the gate to pick up a couple of piles of loot and continue north to be thrown into battle. There's also some loot to be grabbed nearby. You can retrieve a letter from the notice board after the battle. In this chapter you will also be able to acquire the following units through camp upgrades: Lyrian Scytheman + (Human, Blitz)Gains 2 power and boosts self by 7 when Meve uses her power. Agree to join in the celebrations. Refusing them will raise army morale. Otherwise, you will have to decide whether to abandon the soldier, which will cost you morale, or take him with you which will allow sickness to spread through your forces and cost you recruits. The Jade Figurine has 10 power but is destroyed when damaged. Your goal is to eliminate all enemies. Make your way back to the main path up the eastern side, gathering loot on the way. Gabor, Decoy and the Flail can destroy the gates which means that you don't need to destroy palisades with the catapult. Since the infantrymen can move, it synergises quite well with Gascon and Grey Rider. This will pull in another Gawker. This is the only way to eliminate the enemy. Use the recruitment post and collect the loot. Move Gascon one space down and two spaces right and use Misdirection on the guard in the second row. Follow the path north from the encounter and talk to a group of people by the side of the road for some gold. Walkthrough Travel to an area northeast of Rastburg Castle where this quest will start. Even when you do, the enemy can replay them from the graveyard every other turn. Speak to the nearby peasants if you like and grab some loot from behind the largest house. If you completed all the puzzle battles in the previous two chapters you should also receive the Those Gears Are Turning trophy. Elect to attack the quarry for a battle. If you disagree, Eldain will murder your scouts. This is a standard battle. Your goal is to destroy all enemies. 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. That way they won't go back to the enemy side so readily. Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. 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. Just past the end of the mine track is a dig point. These are ridiculously powerful units that pretty much guarantee victory. You will emerge at the lower mine entrance and receive a Zoria Runestone trinket for your troubles. Read the notice board, use the recruitment post and grab any loot lying around. Unlocking the chest will give you a letter. Approach the gate for a scene. After a couple of turns it will move onto the trap card. Use Gabor to deal with the Alba Cavalry Veterans. Reynard has decent strength and the ability to to recharge allied units that have order abilities, such as the Wagenburg and the Regiment Drummer. Damage the Hym by 4 HP and your Scytheman by 4 HP. This is a spy unit which you can neutralise with the Decoy card or a Forager. Otherwise you will have to fight a puzzle battle using whichever lieutenant you chose for the task. Units made available by the Engineers' Drafting Desk are rather better than the Alchemist's Laboratory while the ones made available by unlocking the Armory node are merely OK. Having capacity for a fourth trinket is not bad, particularly if you add a bunch of Lyrian Blacksmith cards to your deck. An enemy Warmonger will destroy one of your Drummers and the inn will disappear leaving behind two Warmongers with 7HP each. The Rivian Broadsword makes this trivial - use it and deploy a Strays Slinger to take them both out. Play the Rivian Sapper and destroy your two Light Infantry. Place the Lyrian Scytheman in, say, the melee row and use Meve's Longsword ability on him. Your goal is to have your chosen lieutenant infiltrate the tower. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold. Play the final Arbalest on your melee row and destroy the fifth corpse along. If you want to get involved regardless, you can pay 2 recruits to enforce order or 100 G to pay for the damages. You'll find a letter and a treasure map among the after-battle spoils. Although when replayed they have half strength, the healers will soon get them back into fighting shape. Cross the bridge and examine Gatberg's town gates. The Nilfgaardians are demoralised so all units have 1 HP fewer than normal. Lyrian Arbalests can destroy Water Hags and Slingers can move them. As you approach a wooden bridge, Meve will wonder whether you've been that way before. Allowing them to stay will give you a bunch of resources you don't really need and reduce army morale. Mardroeme: Vengeance (Trinket)Destroy the highest ally and play 2 allies from your graveyard. Head northeast and when the path splits take the fork leading northwest. Adjust your forces so that you have some Strays Cavalry in your deck. Reynard Odo + (Human, Blitz)His deployment ability of recharging units' Order abilities becomes a loyal ability as well. Continue east for a puzzle battle. Head up the steps and collect the loot at the top. Afterwards, you will have a sombre scene where Meve finds the chosen lieutenant dying. I used a Slinger, Meve: Flail, Alzur's Thunder and Northern Wind to bring proceedings to a speedy close. Afterwards, a lumberjack will explain that they won't be paid unless the wood gets to Nilfgaard. If you order him to be whipped, you'll gain nothing from it. Alternatively, you can play 3 trinkets from your deck. Use the final Splish Splash card and drain your drink, beating Gabor by a single mouthful. Walkthrough - Thronebreaker: The Witcher Tales Walkthrough & Guide Examine the gates for a scene. Alchemist + (Human, Field Support)Gains 4 power and its deployment ability becomes an order ability. You will also get to interrogate the enemy leader after the battle - reply how you like. Not bad. Afterwards, you will have to choose whether or not to keep certain Nilfgaardian reforms regarding discrimination against nonhumans in place. There are two ways you can go from here. You can talk to the two soldiers nearby but they don't have anything very interesting to say. Yes please! All trademarks are property of their respective owners in the US and other countries. This card is incredibly useful if there's an enemy card that you want to eliminate right now. Approach it for a puzzle battle. After the battle you will find that this is a field hospital and will receive the Ointment trinket. Magical Barrier (Trinket)Boosts two allies by 2 strength and gives them the immune attribute. You will be subjected to Impenetrable Fog so a Lyrian Pathfinder will be useful. If the druids from earlier are accompanying you, don't choose to make a sacrifice to the marsh gods. Unless stated otherwise, assume that you should fight all battles. The goal is a simple one: kill the Grave Hag. Again, respond as you like. There's some loot near him and northeast from him are some buried crates. Once they're in your melee row, attack them again so that they end up in your ranged row. A battle awaits you here so you may as well get it out of the way. The enemy leads with an assassin in the ranged row. Play the final Arbalest in your melee row and use it to destroy the last Archespore. You can talk the innkeeper here and pay 50G to raise morale. In the first round, your enemy will pass fairly early so conserve your best units until round 2. The enemy will also deploy Alba Armored Cavalry units that gain 2 power and 2 armour every time you use an order or a command ability.
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