Skull (Trinket)Remove any number of cards from your graveyard and damage all units on a row by that number. On the second round, you'll have assistance from Geralt of Rivia, Cahir Dyffrin and Dandelion. This will pull in another Gawker. Continue around to pick up some loot. This is another standard battle. As ever, the way to deal with them is to destroy enemies (or, perhaps, deploy spies between them). You will also receive a new report after the battle. You can retrieve a letter from the notice board here. Nilfgaardian Ambush all choices - Thronebreaker the Witcher Tales Go east through the trees and look near the hut for a dig point that reveals a golden chest (8/10). Note that the corpses on a given row count for calculating Arbalest damage. After completing the Davor's Abyss story . This is a standard battle. Place the other Grey Rider in your melee row. Use the Slinger to move a Water Hag one row down. Arf! Continue east and collect a bit of loot on the map as you leave the town. You can pay 250G to replace the Nilfgaardian banner with a Lyrian one. You can pay 250G to light candles to the memory of the fallen. The Troll will slow a snowball at your ranged row, moving everyone onto the melee row. Puzzle battles give you a fixed handful of cards and a goal. Thronebreaker: The Witcher Tales is a role-playing video game developed by CD Projekt Red.It is a spin-off of The Witcher video game franchise, and acts as the standalone single-player component for Gwent: The Witcher Card Game. However, an additional benefit of Manticore is doubling Eyck's strength increases which is something that Valmir's Horn doesn't do. Instead, wait for Gernichora to move them to the ranged row whereupon they will start draining her. This unit is OK and can be used to repair damaged allies. The enemy will start out with three Alba Cavalry units on the board. Wagenburg units are excellent for making all three move at once. On alternate turns, the Reckless Vampire will seize the strongest unit while the Shrewd Vampire will seize the weakest. Meve will move to the enemy melee row giving you another Arbalest. In my game, Keltullis duelled a 28-strength Eyck and lost. You will lose Xavier from your army but Reynard will get his promotion (and becomes distinctly awesome). The treasure map points to the nearby field with chickens and a cow. Count Caldwell's ability to summon two units (i.e. This can be a 30 point play which isn't bad at all. While you're here, there's a little bit of loot you can pick up. You'll find a tent containing the corpses of merchants. Read the nearby notice board and head down to talk to the dwarves. This is a standard battle. There are three Assassins on the enemy side with countdown timers. You'll find a letter among the after-battle spoils. If Rayla is in your army, you will find out that she has murdered the prisoners along the way. You have an optional goal of eliminating all Slave Drivers. The Longsword boosts an ally's strength by four and gives it one point of armour and can be used every three turns. The chapter begins with a scene with a messenger from Villem proposing a truce. Use your ability on the green stone four times. Use that charge to summon an Arbalest into the melee row and attack the Deranged Cow for 8 HP damage. In this case, your moral compass is probably pointing to the correct option. Afterwards, you will find that your opponents were Rivians. Approach the bridge leading to the cemetery for a scene. Continue west to unlock the fast travel point and then examine the glowing object nearby. If, somehow, the Slave's power is higher than the Slave Driver's, he will kill the Slave Driver instead. The castle is inhabited by a noble family who have long been in conflict with Meve. If they have an even number of HP, they will move 1 row up and damage one of your units by 1. Use it to destroy the She-Troll. This is a standard battle. Exit the fortress and go west and south to find a golden chest (7/10). The Rayla / Xavier / Raymond combo is ridiculously powerful for one round battles. Thronebreaker and Gwent the Witcher Card Game Wiki Guide Their deathwish ability will destroy the enemy Warmonger. You can take him up on his offer, losing him as a unit. Continue east. Walkthrough Summary. They should not pose any threat to you. Continue south to a sign post and grab the two piles of loot in the area. Return to the temple grounds and head east then north. Continue south. If you do so, you can spend two recruits in return for a morale boost or 200G. Retrieve another letter from an obelisk and make your way to the end of the bridge. Approach the Water Hag for a battle. You will come across some tracks from Nilfgaardian soldiers. After the battle you will find a golden chest (8/9) along with a letter among the after-battle spoils. The upcoming battle will have a requirement of killing a boss which makes Alzur's Thunder and Dazhbog Runsetones excellent trinkets to use. After victory you will be able to collect some loot and your army's morale will improve. above his head. Repeat. When you have the choice, order an attack on the Nilfgaardian convoy. An enemy Warmonger will duel the Wagon, killing himself and leaving your wagon with 5 HP. Your allied rows will have the Impenetrable Fog affect which will damage one of your units at the beginning of subsequent turns. Use the recruiting station as you make your way round to the north. Go west from the obstacle until the game throws you into your first battle. Every turn he moves one square to the right. Talk to Demavend and reply how you like when given the choice. We might mention intangibles, but they are not the focus of this guide. The archers will target her and do 1 HP damage when they take damage. Go further south to find a shrine. Return to the fast travel point and cross the bridge to the southeast. This time, go northeast and keep going northeast. The world stands on the verge of chaos, as the tensions between the power-hungry Nilfgaardian Empire and proud Northern Realms grow. Make your way northeast and make a note of the shrine. You will have some scenes with Geralt after the battle and you will earn the Witcher to the Rescue trophy. We'll start out with a discussion of WHAT this guide covers and HOW we can go about uncovering Thronebreaker's secrets. Walk around the island to the east and north for some loot and a shrine. There's a little bit of loot to be gathered in the area where you fought the dragon and you can talk to the one of the dwarves four times to gain a recruit. Thronebreaker is a little bit tougher to balance in this department. Use it if your army's morale is not already raised. A suggested order of upgrades is as follows: The Watchtower allows you to spend 50 gold to reveal undiscovered loot locations. You can talk to the two soldiers nearby but they don't have anything very interesting to say. Adjust your deck so that you have Bekker's Dark Mirror among your trinkets. Two will take its place. Gather all the loot in the area and continue along the main path. Since you won't be aiming to eliminate enemy units, you'll probably want to leave Gabor out. You will find a letter among the after-battle spoils and on the other side of the newly formed lake is a golden chest (5/8). At least your morale goes up. You can choose to order an assault on the town or pull your forces back. The enemy will play Falbeson's Guard units. Make you way southwest. Play the Mandrake to pair up with the Alchemist. Keep to the east of the new area to pick up some loot then go west for a bit more loot and a scene with Nilfgaardian pursuers. Follow up with Eyck or Gabor to eliminate it. Leave the temple and start making your way north. Otherwise, this battle is quite manageable. Go behind the building and look near a tree for a dig point that reveals the final golden chest for this chapter (10/10). This should make a grand total of 10 trinkets, unlocking the Hoarder trophy. This makes the battle quite easy to win - in fact you can eliminate every single enemy unit if you play your cards right! You can choose to dismiss her right away, in which case you'll lose her. A Guide for Thronebreaker: The Witcher Tales By: Drake Ravenwolf Herein I'll be documenting all the choices and their consequences, large and small. The commander has the same annoying command ability as the last Scoia'tael battle. Place an Arbalest in your ranged row and attack the Alghoul, inflicting 1 HP damage. Afterwards, you will learn of Gerwin's cruelty. You're battling monsters, so you want Eyck in your hand. You will be able to collect significant resources after the battle and will have two new reports to read. Blizzard (Trinket)Spawn and play two random trinkets. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Isbel: Destroyer (Human)Damage enemy units at random by the total damage that your units have received. Place the Pitfall Trap on the enemy melee row. Here's a solution: You will find a letter among the after-battle spoils. These are pretty much the same units that you faced in chapter 2. The Nilfgaardians are using fairly weak units. Gheso Arbalest is a card in Thronebreaker: The Witcher Tales. 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). The Manticore Trophy and a Pitfall Trap or two will more than compensate. Examine the quest marker at the end of the path for a scene and the final battle of the chapter. The Spotter will move to your melee row. Deploy Reynard and flip the final table on the ranged row. Mardroeme: Vengeance (Trinket)Destroy the highest ally and play 2 allies from your graveyard. The enemy commander can draw additional cards when he's losing so make use of your own deck to flood your side of the board with allied units. He has 27 strength and 5 armour which means that you need to be able to inflict 32 damage to make this possible. This is a standard battle and is only fought if you had Lippy Gudmund imprisoned. After victory, grab the loot from the campsite and make your way south until you come to some ruins. Make judicious use of Slingers, Lyrian Landsknechts and your Flail ability to keep the Fruits alive and damaging the boss. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. Remember to add the Decoy card to your deck. Continue along the path, gathering loot, and unlock the next fast travel point. From here go west. Can be devastating if you or your enemy have units with powerful Deathwish abilities. If you chose to approach it, you will receive a letter. If the battle only lasts one round, however, you should typically discard them after your initial hand is dealt. I eliminated the assassin by moving the banner to the melee row, deploying an Arbalest there and then using the Rivian Broadsword power. Here's a solution. Grab the contents of the woodpile and some loot from near two burned outbuildings before leaving. This is a standard battle. Examine the tomb with the "?". You can obtain 500G at the cost of army morale. You need to get them to consume Rotting Corpses which damage them rather than Lyrian Scythemen which strengthen them. Pitfall Traps are good because they reduce the number of units that an enemy can play. Bekker's Dark Mirror (Trinket)Damage the highest unit on the battlefield by up to 15 and boost the lowest unit by the amount damaged. When the gate falls, all your units will gain a boost while all enemy units will take damage. What do I mean by intangibles? If you prevented the savage ritual they will give you a decent chunk of gold and wood. Back outside the town, go into the field just to the southeast. Damages any unit that subsequently appears in the row by 2 as well. Since you don't have anything better to spend the money in, investing 2500G and raising morale is a valid option. Afterwards, you get to decide the envoy's fate. What a surprise! You will receive 250G or a boost to your morale. The Hajduk will take 3 points of damage on the enemy turn. Play a Rivian Sapper and attack a Nekker doing 2 HP damage. Every turn he consumes the most powerful card on the field, damaging himself in the process. Victory will earn you the Mahakam Ale trinket. You will find a letter among the ruins just to the north. You will start to see row effects more often which makes this unit quite useful. Eventually you will come a cave mouth. The first choice will will result in you receiving 5000G at a later time (when you won't need be needing it) so giving it to Hoog is the optimum choice. The damage done is rather low for what is a fairly expensive unit. Then head north to proceed. Here's a solution: You'll find a letter in the after-battle spoils. Gather loot as you make your way north and then head west towards the Nilfgaardian camp. Return the way you came and take the path south at the fork. Approach the gates for a battle. Move another from the ranged row to the melee row. Not bad at all. When you reach the top of the slope go east for a puzzle battle. Regardless, you will win the round and the match. Approach the soldier for the point of no return. Go through the gate into Hawkesburn and obtain some wood from the woodpile. While you're here, there's a bit of loot to pick up a short distance further east. When you get to the wooden bridge, cross it and follow the path leading northwest. Continue across the now-repaired bridge, picking up the after-battle spoils. Unfortunately, you can only take partial advantage of this right now, so play him next to the Arbalest. If you select the Workshop, you can choose to upgrade certain elements of your camp. You will find a letter among the after-battle spoils. Confirm your intention to proceed for a scene and a battle. Go east from here, picking up some gold along the way, until you come to a puzzle battle. Grey Rider (Human, Field Support)When you play a different unit, or move a different unit to the other row, this card moves next to it and boosts it by 2. Leave the village through the southeast exit and make a note of the shrine here. The targeted unit is removed from the enemy's side of the board bypassing the graveyard. This is a standard battle. You can retrieve a letter from an obelisk as you cross. After the battle, unlock the fast travel point. 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. If you take actions that your people disapprove of, morale will fall and the indicator will turn red. Use a second Volunteer on the Spotter at B1 and move Reynard up to B1. The carcasses have 8 HP and when they take damage, they will move to the other side of the board.
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