You can talk to the pair by the side of the road if you like and grab some loot from just behind them. If you talk to the two individuals here you can pay 150G for 8 recruits. Remember not to use the Fake Floren trinket since it can't be used against bosses. Even just a written version of that would kind've been cool, in the sense of: I'm usually just checking to see if 1. This is a standard battle. The treasure map points to the nearby field with chickens and a cow. Eg. Return to the fort and head south to unlock the fast travel point. When there are only three enemy units remaining, use the Onagers to damage them if necessary and the Cadaverine to eliminate them. 1 Afterwards, make your way north to the dragon's lair. The next sections are interactive scenes. Talk to the dwarf in the red waistcoat to exchange four recruits for a card fragment. Talk to the man nearby who demands compensation for your failure to protect him. Killing the wolves and ravens increase the bonus damage inflicted on the Leshen. Do No Harm trophy. Whether it's an improvement depends on your playstyle. Arbalests are decent as well because you can use them to take out spies that the enemy deploys (they're weak and can prevent Gascon from taking damage). Talk to the two people to learn that someone has given an injured Nilfgaardian shelter. Use the Flail as your weapon. Accept his invitation for a morale boost. The Solution is: up-up-up-right-right-down-right-up-right-right-down-down-left-left-down-right-right-right-right-up-up-up. Depending on the capabilities of the enemy this unit is either devastating or useless. Use the Wagenburg to destroy the two Boulders. You will then be forced to choose between her and Isbel and your army's morale will be lowered into the bargain. Otherwise, it will be damaged. Use it to destroy three drowner units. Golden Froth (Trinket)Boost all allies in a row by 4. This is a standard battle. The Scytheman will take 2 damage on the enemy's turn. Go through the gates and make your way through the allied camp to Demavend's tent for the final scenes of the game. And my guide is finished! Prioritise the Black Infantry Arbalest units since they are the most damaging that the enemy has access to. WATCH THE TRAILER. This should complete another card. Follow the path east until you come to a crossroads. Slip between the two buildings here and go north to find a wood pile. If your battle plan involves scoring more points than the enemy, this is not bad. Leave Elkenfurt behind you. The latter choice will result in Eyck leaving your army so is perhaps not the best one to make. 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. You can use Royal Decree / Mandrake to summon two units as your opening move to allow you to start gathering charges right away. Afterwards, answer Gascon as you wish. You will have to give the order to attack to proceed. He's on your side of the field but cannot be targeted directly. Continue east onto the ice and make your way northwest where a Shaelmaar is blocking the way to a golden chest (1/8). The Wyvern will eat a cow. Place the Wagenburg in your ranged row. Leave the graveyard and go east into Wetterton where a pogrom is underway. You can talk to the woman standing outside her ruined house but there isn't anything you can do for her. Crushing Trap (Machine)This card sets the power of all cards on a row to the mean value, rounded down. Deploy an Arbalest and attack one of the Rotfiends for 4 HP damage. Continue north until you come to a tree blocking the road. Unlock the fast travel point and keep going west until you come to a puzzle battle. Acquires 1 charge at the beginning of every turn. And again with the final Arbalest. This will pull in another Gawker. Talk to the merchant sitting on the bench. In the first round, your enemy will pass fairly early so conserve your best units until round 2. Not so useful when you need to damage enemies, however. Move another from the ranged row to the melee row. Examine it and choose to attack the elves' hideout for a battle. Here's a solution: After victory you will receive the Bekker's Dark Mirror trinket. Your Slingers can also destroy the Infantrymen to take advantage of their deathwish ability. You only receive minor loot as a reward. The priestess will bless you and boost your morale so that you're in the green again. Your forces will become demoralised which seems a little unfair. If, for some reason, your morale is not boosted, 50G is a good investment since there's an optional battle a short way ahead. Since he's an outright terrorist, this is a request that is quite easy to refuse. This is a standard battle. He will ask to join your company in spite of his injuries. Play an Arbalest into your melee row and attack the Wyvern for 7 HP. Thronebreaker: The Witcher Tales is set in The Witcher universe, but it's a little different to the open-world trilogy and standalone Gwent game. In this case, your moral compass is probably pointing to the correct option. Hurts the enemy, benefits you. You will also start seeing evidence of Nilfgaardian activity again. You will receive the Royal Decree trinket and the Leaden Ring that you will hopefully be able to use to persuade the dwarves of Mahakam to lend you their aid. At least your morale goes up. The Horse Thief will take 3 damage on the enemy's turn. After the Hym's turn, it will have 19 HP and your units will have 26 and 6. Even better, it can prevent the enemy from deploying one of its units since it occupies a space. Steam Community :: Guide :: Choices and Consequences If you order him to be whipped, you'll gain nothing from it. Hopefully, the enemy will have shot his bolt in the opening round making subsequent rounds a formality. Arnjolf the Patricide (Human)He has an order ability that can damage an enemy by the total number of enemy units and can use it every turn. Works brilliantly in combination with Pitfall Traps and, if Gascon, is in your deck, powers him up as well. Besides doing damage, snowballs will cause damaged units to swap rows. Past the Troll is some loot and a shrine to make a note of. You can choose to intervene on behalf of the mine foreman. If you steal it from him, your army will lose morale. After the battle, gather spoils and unlock the last fast travel point. If you manage to defeat the three Obert guards, you will bring an early end to the battle. Gather the after-battle spoils and follow the path from the summit southwest and around to find a dig point. Play one of the Regiment Drummers. If you've overplayed your hand in the first round of a three round match you can bring a card back into your active units. Place Reynard on D2 and move him one space left to D1 and one space up to C1. You will find some new Scoia'tael propaganda among your reports. At any time, you can order it to spend all accrued armour points to damage an entire enemy row by an equal amount. Regiment Drummers are fine, however. Again, the enemy will move its card and do no damage. After the battle is finished, your temporary allies will reveal themselves to be inhabitants of Gheso, a vassal state with no love for the Nilfgaardians. You can grab some loot nearby, but a broken bridge prevents you going further south. It will cost you two recruits to obtain a card fragment. Alternatively, you can use the DOT effect to power up Eyck. You'll find a tent containing the corpses of merchants. Return all the food: a reduction in morale. This is not bad at all. You will receive the Scepter of Storms trophy after the battle. Approach the man and the woman to the south who are so pleased to see you that they give some gold. The initial enemy units are four drowners each with 4 power. The location of the treasure is just to the north of the camp close to the water's edge. There's a notice board to read as well. Read the nearby notice board and head down to talk to the dwarves. However, an additional benefit of Manticore is doubling Eyck's strength increases which is something that Valmir's Horn doesn't do. Return to the fast-travel point. That's pretty powerful. You can choose to attack the camp or not. above his head. This can double their effectiveness and is not a bad ability at all. Use Bekker's Dark Mirror on the Powerful Elf unit. Go south to find another abandoned village. On the second round of a standard match, however, it could win you the battle. Here's a solution. Use the Longsword as Meve's weapon and the Lyrian Banner as the trophy. There are two recruitment posts here and a notice board. Place an Arbalest on the melee row and attack the 4 HP Elemental. They have a nice synergy with the Aretuza Adept since, if duplicated, they will appear on the field right away. After the battle, examine the mass grave. Okay, I understand. Not sure how actively people are playing this game or updating anything, but I did want to share my findings from the Dwarven chapter. Since these units start off with 4 HP and no armour you can take them out with your command ability. This is pretty much a standard monster battle. Your goal is to eliminate all enemies. If you do so, you will eventually receive a card for your troubles. Use the second Saboteur on the Spotter at B1 and move Gascon up to B1. Use the Wagenburg to inflict 2 HP to the entire enemy melee row and follow up with a Rivian Sapper. War Wagon + (Machine, Blitz, Field Support)Doesn't gain power but will now spawn 3 Light Infantry +. If you lynched the nonhumans in Elkenfurt or murdered the patients in the field hospital, these episodes will not go unmentioned. Return to the main path and gather some loot before inspecting the house. If there are several 2 HP Foglets, play a Rivian Sapper, otherwise play the Strays Slinger to move three 4 HP Foglets to the ranged row. When you're done, make your way through the gates to the Lyrian capital. The other thing to remember is to avoid destroying Harpy Eggs. It's harder than it sounds. Use Command: Charge on the Alchemist. The location indicated by the treasure map is a short distance away. There's nothing really comprehensive out there just yet. Continue east and collect a bit of loot on the map as you leave the town. End your turn. Leave the ruins to the north and rejoin the main path leading southwest. Return to the Nilfgaardian Camp and approach the soldiers for a puzzle battle. Continue into the town of Harmelen. Two down. Make a backup of your save data (either to cloud or USB) and open all the chests. Note that there is a shrine a short distance ahead, so doing nothing is a valid option here. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. You will lose the Lyrian units from your deck and Caldwell will come to gloat. Otherwise, it will cost you recruits and morale. Continue across the bridge and head west when you get to the other side. If a guard ends up three squares from Gascon and facing him, he will be caught. When the enemy has filled the melee row with 8 Nekkers, it will pass. Head northeast towards the quest marker. There are three Slave Drivers with 10 HP and three Slaves in front of them. This unit is OK and can be used to repair damaged allies. Pay 1000G to have the tomb rebuilt and Gascon will gain a promotion, making him somewhat more useful. 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. The commander will target the least powerful of your cards every three turns. Meve: Angreni Blade (Weapon)Every 6 turns, shuffle an ally back into your deck and play two other cards from your deck. After that, it's just a matter of outscoring the Niflgaardians. Rivian Onager (Machine)Can be ordered to damage an enemy by 3 (2 charges). You'll find the dig point by a large fallen tree covered in moss. Approach it for a puzzle battle. In that case, Raymond can also be extremely useful. The Troll will throw a snowball at the Scythemen moving them onto your melee row. Here's a solution. After the scene, you will be controlling Meve in the overworld. Because your enemy can only inflict scratch damage, however, you shouldn't have too much difficulty dominating this battle. Then head north to proceed. After the battle, you will meet Isbel of Tretogor, a sorceress. Encounter Type: Shortened Battle. Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. Your goal is to destroy all enemy units. After this, it's a matter of surviving. You will come across some tracks from Nilfgaardian soldiers. We might mention intangibles, but they are not the focus of this guide. You will learn that Typhus has broken out among your troops. After the battle, you will receive a new weapon, the Ornamental Sword. Play the last Slinger and attack the two carcasses remaining on your side and another unit that isn't a Wagenburg. I chose 200 wood for 250G. Another Archespore will be destroyed. The board is is divided into alleys and Spotters. There are two ways you can go from here. A third Archespore will commit suicide. Your goal is to eliminate the enemy Archespores without letting any of your units die. Interact it with it to have a golden chest appear (1/10). Examine it and choose to enter for a battle. There are also two Gluttonous Barbegazi enemies. A short distance further along, you will be ambushed by Scoia'tael. If you rethink your choice you can come back later. 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). Doing so should unlock the Burn After Reading trophy. Aretuza Adept + (Human)Boosts all copies of the chosen unit (in play, in your hand and in your reserve deck) by 2. The Troll will slow a snowball at your ranged row, moving everyone onto the melee row. Play a fifth Arbalest on your melee row and attack the fourth corpse in the enemy ranged row. Dazhbog Runestone (Trinket)Damage a unit by 1. Read the nearby notice board, unlock the fast travel point, use the recruitment post and go southwest. Return to the entrance of the Abandoned Farm and head north. Play another Arbalest on your ranged row and destroy a corpse close to the centre of the enemy melee row. After victory, you will receive the Mardroeme: Bear trinket and get to decide Lippy's fate. Talk to the old man three times for some gold. Unfortunately, she cannot be directly targeted. Take a moment to have a look at your cards. Not bad, but only really useful if your goal is to accumulate points on your side of the board. There are three loot piles to grab. Reinforced Ballista (Machine)Every turn, damage units by 3, 2 and 1. You should be able to take out the slinger you just damaged and win the round. He also seems to throw everything into the first round so let him overextend himself and punish him in subsequent rounds. Here's a solution. This is a standard battle. Return to the village and leave through its southern exit. As you do, you'll see a campsite a short distance to the west. Gheso Arbalest is a card in Thronebreaker: The Witcher Tales. No matter how you choose here, your army will lose morale. Go behind the building and look near a tree for a dig point that reveals the final golden chest for this chapter (10/10). If you brought the druids with you earlier, you will part ways at this point. Rivian Sapper (Human, Blitz)When deployed, damage an enemy unit by 2. Unlock the next fast travel point and go northeast. Use the Rivian Broadsword to punish them for all having the same power. Approach the gate for a scene. The Fortitude Tonic boosts a selected unit's strength by 10. If that ally is destroyed, return it to your hand rather than sending it to the graveyard. This is a standard battle. You will also gain a bunch of cards in your hand. Note that if you don't have the necessary cards in your reserve deck, you've wasted the ability. The other options give you recruits that you don't really need and pressing townsmen into service will reduce your army's morale into the bargain. The extremely long cooldown prevents this from being awesome. If and when that unit is destroyed, another random enemy target is selected for the same treatment. Pray at the shrine even if your morale is currently green. Recruits can be picked up from recruiting posts and by talking to certain individuals on the map. Approach the palisades for a scene and a battle. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. This is better than the Lyrian Horn how? His daughter, Eudora, will ask you to help her by finding a document in the Mahakaman Archives and in return, she will persuade her father to lend you his support. 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). Make your way northeast and make a note of the shrine. Every slot on each row is occupied by 2 strength Arachas Drones. Whether it's good enough to be added your deck is another matter. It is at its default state of yellow. 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. The Nilfgaardian units you face are starting to get a lot tougher. 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. You will receive a Morana Runestone trinket after defeating them. My Enemy's Enemy Description Region (s) Aedirn My Enemy's Enemy is a subquest in Thronebreaker: The Witcher Tales . Go west from here to find a golden chest (5/10). Examine the point of interest. Dig to reveal a golden chest (7/9). Go into your command tent and rearrange your deck. This should allow Eyck to power up to extreme levels. Ho hum. Unfortunately, he has doesn't have any other special abilities which means that he's only useful when the goal is simple accumulation of unit power. This is a standard battle. Approach them for a scene. Your enemy has the Cliff on her Ranged Row. One of them is the escape route you want. Play an Arbalest on your melee row and attack the fourth corpse along.

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