Cross the now open bridge and start making your way south. Not bad at all. Not good. Mandrake (Trinket)Play a random bronze unit from each deck onto your side of the field. All the chests will be visible on the map view (so you don't have to remember where they are). Count Caldwell's ability to summon two units (i.e. This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6). You have an optional goal of eliminating the enemy leader, Gimpy Gerwin. Examine the house on the end. Otherwise this isn't a challenging battle. You can choose either option here with the same result. The nearby gate represents a point of no return. Go north and help yourself to the contents of the woodpile. Your goal is to eliminate the enemy Archespores without letting any of your units die. Play 2 and move the other 3 to your graveyard. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. You can end this quickly simply by destroying Falbeson's Guard units to accelerate the countdown. Afterwards, talk to the individual you ignored earlier. Return the way you came and go east for a puzzle battle. When you come to a sort of crossroads, head south for a battle. Ignore the shrine, since your morale is almost certainly raised at this point. Use Meve's Longsword ability on the Arbalest and it will do 2 more damage, leaving the Alghoul with 13 HP. If you want a platinum trophy, you're going to have show your merciful side, I'm afraid. Examine the point of interest. Start heading southeast. Otherwise it will cost you 3 recruits. Thronebreaker: The Witcher Tales was supposed to be another grand adventure in the amazing mini-game known as Gwent. A Guide for Thronebreaker: The Witcher Tales By: Drake Ravenwolf Herein I'll be documenting all the choices and their consequences, large and small. Return to the fort and head south to unlock the fast travel point. If they do summon a blitz unit, they will summon another unit as well. You'll see some new units and the enemy will likely inflict Biting Frost on your rows so that a Lyrian Pathfinder comes in handy. Play a Rivian Sapper and attack a Nekker doing 2 HP damage. You want to have neutral morale at the end of this chapter. Return to the main path, unlock the fast travel point and investigate the village of Braithwaite to the northwest for a scene. Play the Foul Ale to pair up with the Slinger. Allowing them to stay will give you a bunch of resources you don't really need and reduce army morale. Deploy Gascon to the melee row and destroy the Guard with 1 HP. Your goal here is to banish all enemy units before the same happens to you. This should complete the Lyrian Horn trinket. By turning in Gabor Zigrin, I was still able to get 5x of all of the Dwarven units at the end of the chapter. Examine the house at the end. Since the infantrymen can move, it synergises quite well with Gascon and Grey Rider. Arnjolf is good for eliminating these. Otherwise you will have to fight a puzzle battle using whichever lieutenant you chose for the task. Afterwards, head along Langbridge. This is a standard battle. 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. You have two units with 5 strength in your melee row along with a Decoy with 8. Read the nearby notice board and head down to talk to the dwarves. You can choose to attack the camp or not. Back outside the town, go into the field just to the southeast. Agree to pursue the abductors. You probably don't have too much to spend it on now so you can distribute it among your troops if you like. If your morale is raised, your units will count as boosted and the Elven Archers will do 6 damage rather than 2. This means that he's likely to gain an early point lead. Continue north and then go west towards a group of dwarves for a scene. This should complete one of the cards for this chapter. Gabor Zigrin ++ (Dwarf)When deployed he now does 20 damage to the target which should be sufficient to kill most units outright. Afterwards, you can choose to take the enemy's gold or leave it in the town. If you choose not to spend it, you can restore your army's morale to neutral shortly. Not sure what the point of this is, however, since you appear to gain nothing. The Armory node in the Workshop unlocks "Reynard combat units" and the Engineers' Drafting Desk node in the Workshop unlocks "Reynard support units". Make your way northeast. Between the remains of a tent and a broken wagon is a dig point which is the location of the last golden chest of the game (6/6). Just ahead is a patch of ground with trees on it. Every turn, he can compare a unit from his deck to one from yours. Return to the main path and head northwest for a scene. Disgraced Warrior (Human)The order ability is to force an enemy unit to duel him. This is a standard battle against Ardal Aep Dahy. The Hym has 34 HP and will replay any card you played, targeting the leftmost ally. These are pretty much the same units that you faced in chapter 2. A short distance along is a compound. Your goal is to avoid Meve dying. This is a standard battle. It's a 30-hour long RPG that employs Gwent:. After victory Black Rayla will join your forces. Here's a solution. Play Count Caldwell between the two Arbalests. After the battle you will find that this is a field hospital and will receive the Ointment trinket. Make your way east to unlock the fast travel point. Your goal is to move Meve to the opponent's ranged row. From here, head south until you come to the wooden bridge leading to Crumhorne. Since you don't have anything better to spend the money in, investing 2500G and raising morale is a valid option. You can use your Slinger units to boost him to quite high levels. They will give you a chunk of gold and something you can use in the multiplayer game. Use the recruiting station near where you just fought the Skelligans and help yourself to the various bits loot lying around the place. If you order him to be killed, Isbel will leave your company. My Enemy's Enemy | Witcher Wiki | Fandom Just inside the gates is a loot pile that will give you a treasure map. Cross the bridge to find a shrine and continue northeast to find a fast travel point and a bit of loot. Examine the point of interest and pay 2 recruits and 75 wood to recover the card fragment. Since these units start off with 4 HP and no armour you can take them out with your command ability. Place the Forager next to the final Light Infantry. The enemy has the Forgotten Treasure on its side of the board which can seize your units as you play them. Examine it and order your men to search the cave. Continue east through the gate to pick up a couple of piles of loot and continue north to be thrown into battle. Talk to the man standing at the gate of the compound and pay him 100G for a card fragment. Head northwest and collect a letter from the notice board. Make you way southwest. After Villem has presented his terms, you can choose to accept them (really?) Wagenburg units are excellent for making all three move at once. Follow the game's instructions to win the final round and the battle. When wagons appear on the enemy side, you have two turns in which to defeat them. Return to the main path leading northeast and unlock the fast travel point just in front of the bridge. If you prefer, you can simply leave them to their fate. Use Black Blood and boost the 107 strength Drone at C6 by 18. You can suck it up or you can wipe the smile off his face by defeating him in a puzzle battle. Follow the path northeast and you will reach a village being rebuilt. A suggested upgrade order in the workshop is as follows: Unlocking the Strays Den node will double the effectiveness of Strays Bomber units making subsequent encounters a lot easier. Keep using your Longsword to boost the strength of your Scythemen and use summoned Alchemists to duplicate the power of your supercharged Scythemen to other units. At the end of a round, charges are reset to 0. Werecats are particularly annoying since they steal units from your deck and place them on the enemy side. Gascon will trick the guards into opening the gate. Even when you do, the enemy can replay them from the graveyard every other turn. If there is a Barghest alive, the Beast gains the immune attribute meaning that you cannot target it. Read the notice board and look just south of it for loot and a recruitment post. This will gain you some gold and a letter but lose you morale. There's no way to give you a step-by-step because it's random. The deck has to have at least 25 cards and no more than 40. You can choose to give the true measurements or lie. Continue east to the imposing looking castle and examine the point of interest for a scene. It is only visible to you. This should allow Eyck to power up to extreme levels. Talk to Demavend and reply how you like when given the choice. Place the Pit Trap in the enemy ranged row to the right of the Spotter, doing 2 HP damage. Afterwards, collect loot and examine the notice board to find some black propaganda. This is Isbel's upgrade. If you rethink your choice you can come back later. In the second round, the enemy will deploy lots of units that damage or destroy yours when played. Yes, you read that correctly. This is useful in a couple of battles but generally not one you'll use. Otherwise, let the commander fill his ranks with Nekkers which you should be able to outscore. At least your morale goes up. When Eyck's strength exceeds the head's HP, deploy him to end the battle. This item will only be visible in searches to you, your friends, and admins. Impera Enforcers boost surrounding units as long as they have armour so use Arbalest units to strip it. Valmir's Horn (Trophy)When an ally appears, strengthen it by 1 and give it 1 armour. Play an Alchemist + anywhere and use his ability on the Horse Thief so that the Horse Thief now has 12 HP. You can restore your morale to neutral at the nearby shrine. Unlock the fast travel point just to the south of the camp and continue southwest.
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