Cross the bridge leading east and unlock the fast travel point. Both cards will return to your hand. The location marked on the map is in the ruins to the north. Continue south to find a wood pile and some bodies lying on the ground. Examine the wrecked cart and choose to take the abandoned goods for 250G and a card fragment. After emerging victorious, you will receive the Lord of the Moulderwood trophy. Talk to the old man in the centre of the village and pay him for information as to where the hawkers deal with the Scoia'tael. Go south from here and around picking up any loot on the way. Regardless, you will win the round and the match. You will lose the Lyrian units from your deck and Caldwell will come to gloat. Afterwards, you will have a meeting with Villem accompanied by Nilfgaardian forces - answer however you please. Continue south until you come to a gap in the wall. You'll be drained a lot which will power up Eyck and/or Isbel. A short distance to the west is a bird's nest with something glinting in it. They will leave it to you to settle their dispute: The gold is the better reward if you ask me. Use a Strays Saboteur on the Spotter at C2 and move Gascon up to C1. You are approaching the chapter's closing section so you may want to send out scouts to reveal any resources you may have missed. Return to the main path and cross the bridge. If you end up with, say, a bunch of Scythemen and a couple of medics, just restart. There's nothing special about this battle. If they reach the end of a row, they will turn around. Here's a solution. Crushing Trap (Machine)This card sets the power of all cards on a row to the mean value, rounded down. You can restore your morale to neutral at the nearby shrine. Your allied rows will have the Impenetrable Fog affect which will damage one of your units at the beginning of subsequent turns. Place the last Slinger in your melee row and target the three units with Meve. Accept the gold you're offered - there doesn't appear to be a downside. You can also order them to move from one row to the other. After a couple of turns it will move onto the trap card. Continue past the battle site and turn northwest to find some loot including a letter. The enemy spams Smuggler units and Archers. Head through the arch you ignored earlier. Unlock the fast travel point. Otherwise, it will be damaged. Golden Froth (Trinket)Boost all allies in a row by 4. Agree to join in the celebrations. 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. Approach the Grave Hag in the centre for a puzzle battle. Collect the after-battle spoils and take a moment to view your forces. Either do 10 damage a selected enemy or play one of the trinkets in your hand. Place one in the top row and attack the 8 HP Rotfiend for 7HP damage. You will learn that Typhus has broken out among your troops. Here's a solution. You may want to adjust your army so that Meve is using the Rivian Broadsword. If you fought the elves at the field hospital earlier you will have the disadvantage of reduced morale, however. Until then, put down Lyrian Scythemen and boost them with your command ability. The units may not be ones that you currently have in your army. You can obtain a treasure map and, if Eyck is with you, it doesn't cost you anything. Strays Infiltrator (Human)Deploy on the enemy side. The Slinger will be destroyed and your Onagers will each get one charge which you should use to destroy the 6 HP Drone. 250G for 1000 wood is an absolute bargain! You will now proceed to the final assault. If you order him to be killed, Isbel will leave your company. If you have both Rayla and Isbel in your party, you may want to refuse to help. Head northeast and when the path splits take the fork leading northwest. After victory, you will receive the Mardroeme: Bear trinket and get to decide Lippy's fate. Meanwhile, the Glustyworp summons additional enemy units. When you get to the wooden bridge, cross it and follow the path leading northwest. Continue around to the north to find a shrine. Place the Wagenburg in your ranged row. Afterwards, collect loot and examine the notice board to find some black propaganda. You can either have the inhabitants marched off to face trial, at the cost of 6 recruits or allow Rayla to dispense summary justice. You can obtain a letter from the nearby notice board. Continue south to fight a battle against monsters. I've still not chosen the option that doesn't tell Caldwell to go plough himself! I'm up to Chapter/Map #4, have discovered several bugs by now, as always with my guides tags are searchable including the BUG tag *cough* devs *cough*. Every turn the Troll will damage the three units to its right by 3, 2 and 1 HP respectively. Continue north and east for another battle. There's nothing really comprehensive out there just yet. Read the nearby notice board and unlock the fast travel point. Concentrate on damaging your enemy, only switching to enemy cards if Meve is in danger of death. Some peasants will entreat you not to carry out the measures stated on the false decrees that the Nilfgaardians have been distributing. The Troll will throw a snowball at your ranged row leaving everyone on the melee row. You will receive the Scepter of Storms trophy after the battle. You will meet the leader of the Scoia'tael, Eldain. The choice you make here is the first of the three choices that will determine whether Rayla will stay with you at the end of the chapter. Go west from here to find a golden chest (5/10). Meve: Ornamental Sword (Weapon)Every 4 turns damage an enemy by the power of the weakest allied unit. If not, restore your backed-up save data and try again. You will emerge at the lower mine entrance and receive a Zoria Runestone trinket for your troubles. Isbel: HealerBoost random allies by the total damage taken by your allies during this battle. Adjust your deck so that you are not using the Manticore Trophy and approach the Slyzard for a battle. Ignore the hole in the wall for the moment (you can increase morale here, but your morale should already be in the green) and continue northeast. While you're here, there's a little bit of loot you can pick up. Talk to the Lyrian soldier for four more. Choose to attack the castle to proceed. This should complete another card. At least your morale goes up. Take a moment to have a look at your cards. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1595536104, No bandit to give me map for chest in chapter 1. Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. After three turns, Gascon will turn up with reinforcements for you. You have an optional goal of killing Lippy. Eyck will join you temporarily - go into your camp and add him to your forces. You'll also want Eyck in your hand and the Manticore Trophy. Head west into Abbot's Farm and read the notice board. This is a standard battle. There are a couple of loot piles to the north. On the second round, you'll have assistance from Geralt of Rivia, Cahir Dyffrin and Dandelion. Since you don't have anything better to spend the money in, investing 2500G and raising morale is a valid option. The enemy has the Forgotten Treasure on its side of the board which can seize your units as you play them. When Eyck's strength exceeds the head's HP, deploy him to end the battle. As far as I can tell, you get nothing for this battle so consider it very much optional. Help yourself to the contents of the nearby woodpile and go through the gate into the mill. After the battle, Vavrinek Ferenc will thank you for your help and will suggest that you finish the dragon off. The commander boosts all vampiric units by 2 and plays a lot of them which means lots of power for Eyck and Isbel. There are seven of them and they only have a few HP each which makes this battle reasonably straightforward. Instead I saw more blue than a Smurf adult theater. End your turn. Continue east for a scene. Grab a bit of loot as you follow the winding path. Play the War Wagon on the melee row. After the battle, talk to the man in purple four times to have him join your cause. Disgraced Brawler (Human)The order ability is to damage himself and two enemy units by 3 HP. Use Alzur's Thunder. This will have the benefit of improving your army's morale. Caldwell turns out to be a rat. You will learn significant revelations about both your lieutenants. Use the Lyrian Horn. You have an optional goal of overpowering your enemy within 5 turns. They will give you a chunk of gold and something you can use in the multiplayer game. There are new reports for you to read. Go to your right and examine the building at the end. You can obtain 350G and 150 wood at the cost of army morale and then restore your morale with the nearby shrine. You will receive the Perfectly Harmless trophy for defeating her. Meve will order the drekthagers returned to their elders for judgment. You have two units with 5 strength in your melee row along with a Decoy with 8. You can turn him down, in which case you'll lose him. Choose to continue for a scene. Your goal is to eliminate Gernichora. Continue north for a scene in which your army is struck by an avalanche. Use it to reveal a golden chest (2/8). There will also be an unalerted one on the ranged row separated from his fellows by the trap. Allowing the soldiers to join will cost morale but give you two new unit types to add to your forces. Although eliminating the Leshen is an optional objective, its 700 HP means that you will struggle to win the battle without doing so. If reinforcements do arrive before the enemy passes, you've probably lost. After the scene, you will be controlling Meve in the overworld. Talk to the dwarf in the red waistcoat to exchange four recruits for a card fragment. The Slinger should target the last enemy in the ranged row and 2 Light Infantry. Talk to the retainer at the gate. This will result in lowered morale and significant resource loss. Dig up the golden chest (3/9). You can get the wood back by trading it in your camp so this isn't a bad option. If you allow them to join you, you will gain resources later. There are some elves who wish to trade wood for gold and you can choose to profit from their desperation or pay them a fair price. You can talk to the man here but he doesn't have anything useful to say. Not bad. To be honest, I didn't find these units all that good so you're not missing out on much. Their ability now becomes an order ability (rather than deployment) and will damage each affected unit by 3. The enemy will play Falbeson's Guard units. Beyond this fight is a mine entrance with a dwarf hiding inside. The enemy deploys Hulking Nekkers which do their usual trick of summoning a copy of themselves each turn. The boss here is a Rabid Forktail. Thanks, Rayla. No choice actually results in you obtaining wood. I would not bother paying for the Cartographer's Table upgrades at this time. Meve: SpearEvery 4 turns, sets a unit's power to 1. Talk to the merchant sitting on the bench. After the battle, Hoog will not be sympathetic to your requests but Gabor will suggest ways in which you might be able to bring him round. Lay an Arbalest on the melee row and attack the same Rotfiend you attacked last turn. trophy. Use the Wagenburg with 3 armour on the enemy ranged row. Go east to the signpost and take the road going south. This means that you are able to unlock the In Good Company trophy. Place the Lyrian Scytheman in, say, the melee row and use Meve's Longsword ability on him. The enemy will use war machines and plays units that give them resilience. Your goal is to eliminate the She-Troll while keeping all your units alive. After the battle, you will learn that a blacksmith has been collaborating with the enemy. Two cards are critical to winning this fight: the Frozen Giant who gets a boost to power equal to the damage done to Meve and Professor Blastwave who drops 2 Blast Balls on deployment that have a deathwish ability that damages your opponent. This can combo quite well with the Wagenburg. When the gate falls, all your units will gain a boost while all enemy units will take damage. On your next turn, place the Trap in the enemy back row, reducing all but one of the Drowners to 3 health. This will gain you some gold and a letter but lose you morale. The targeted unit is removed from the enemy's side of the board bypassing the graveyard. This is a standard battle and is only fought if you had Lippy Gudmund imprisoned. This battle is only fought if you had Lippy Gudmund imprisoned. 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. After victory, you will receive the Blood trinket. There is another destroyed army camp just to the east. Use it to destroy the She-Troll. Grab the loot just to the north of the village and use the nearby shrine to restore your army's morale. Fortunately, he seems to use just the one Swordmaster which you can eliminate with the Fake Floren. To the south is a ruined village where you can fight a puzzle battle against a group of necrophages. The Black Infantry Arbalest will damage one of your units pretty much every turn so you may want to prioritise it. Both options will cost you morale. Make your way northeast across the bridge. You'll also receive a new report along with a decent amount of loot. Still not as good as the Lyrian Horn and you got that back in chapter 1! Afterwards, Gabor will come to you and announce his intention to remain with your army.
thronebreaker my enemy's enemy consequences
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