thronebreaker my enemy's enemy consequences

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Continue northeast for the customary vista that accompanies the start of a new chapter and then make your way east to a Nilfgaardian Fortress. The extremely long cooldown prevents this from being awesome. It's most useful when you come to the end of the map, which is why it's listed last. Unless the enemy is injured, this is likely to end in the Disgraced Warrior's demise. If you let Murko leave with the family heirloom back in Mahakam, there'll be a scene here and you'll receive 5000G. Unlocking the chest will give you a letter. I chose 200 wood for 250G. Deploy an Alchemist to the LEFT of the Sapper and select the Onager so that its strength is 8. Meve will order the drekthagers returned to their elders for judgment. They will give you a chunk of gold and something you can use in the multiplayer game. Order the Troll to let the Bomber pass. Continue along the path, gathering loot, and unlock the next fast travel point. We'll start out with a discussion of WHAT this guide covers and HOW we can go about uncovering Thronebreaker's secrets. You'll see the walls of an estate not shown on the map screen. Strays Bomber and the Northern Wind trinket works wonders. You need to destroy 15 of them. You can take him up on his offer, losing him as a unit. Continue east to the imposing looking castle and examine the point of interest for a scene. Both cards will return to your hand. There is a trophy, Tax Collector, awarded for finding all golden chests in the game. You will unlock the We Have the High Ground trophy for completing the chapter. You will learn that Typhus has broken out among your troops. Your allied rows will have the Impenetrable Fog affect which will damage one of your units at the beginning of subsequent turns. Destroy the Water Hag on your melee row with the Lyrian Arbalest, adding a Slinger to your hand. Your goal is to guide Knickers to the end of the cave while picking up all the soup and wine along the way. 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). This will pull in another Gawker. Since you don't have anything better to spend the money in, investing 2500G and raising morale is a valid option. 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 useful in a couple of battles but generally not one you'll use. Lay an Arbalest on the melee row and attack the same Rotfiend you attacked last turn. The other choice will have its own consequences later on. Approach the reveling soldiers for a battle. After victory you will receive the Muzzle trinket and you will have to make a choice as to whether to allow the liberated slaves to join your army or not. How many of each dwarven unit you'll have depends on the amount of favour you earned in Mahakam: 2, 4 or 5. Head up the steps and collect the loot at the top. The solution involves making your enemies seize Soldier Puppets until you get the charged Wagenburg back on your side of the board. 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. Your goal here is not to eliminate enemy units but rather outscore them. Examine it for a puzzle battle. Your goal is to recover your fallen soldiers by letting the card that represents them gain 5 charges. Examine the statue near the praying nun. Grab another loot pile before you leave. You can spend 50G to bury them if you like but since you don't need the morale boost, you can also save your money. You will also gain a bunch of cards in your hand. This randomness limits their overall usefulness but it's not bad to have one in your deck in a full battle. Can be devastating if you or your enemy have units with powerful Deathwish abilities. Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. Continue west and then south. You can choose to attack them or let them depart. If there is a Barghest alive, the Beast gains the immune attribute meaning that you cannot target it. Place Reynard on D2 and move him one space left to D1 and one space up to C1. Gascon will trick the guards into opening the gate. Otherwise, you'll lose morale along with some recruits. You will receive 250G or a boost to your morale. Which ability depends on the equipped weapon. The rightmost Cow will consume the Scytheman at 7. Continue east onto the ice and make your way northwest where a Shaelmaar is blocking the way to a golden chest (1/8). Order your men to begin the hunt for the Manticore to trigger a battle. trophy while creating a "Gascon" unit gives you Dog Trainer. Allow her to stay and she will transform into Isbel: Destroyer. Play Mardoeme: Vengeance to destroy your Forager. Crushing Trap (Machine)This card sets the power of all cards on a row to the mean value, rounded down. Place Meve in your ranged row, adding a Lyrian Arbalest to your hand. When there are only three enemy units remaining, use the Onagers to damage them if necessary and the Cadaverine to eliminate them. Use something like Artefact Compression or Fake Floren to eliminate any siege engines that are repeatedly targeting Demavend. The goal in this battle is to remove all corpses from the board. This is reasonably easy: use Meve's Rivian Broadsword ability, Wagenburg units and Arbalests to destroy the enemy's limbs. You can choose to let Murko Vidmar keep the treasure, have it returned to Brouver Hoog or keep it for yourself. Unlock a fast travel point and go southwest for another battle. Your goal is to arrange the stones on the far side of the board such that they are a mirror image of the stones on your side. The Nilfgaardian spies are trying to get the occupants of the fortress to let them in. Be aware that you will lose Gabor if you do so. Foragers in conjunction with Alchemists can be invaluable for multiplying your forces' power. Not really worth a place in your army. Use Longsword on the units that you want to keep alive. If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians. After victory Black Rayla will join your forces. Each will subsequently drain your allied units leaving them open for seizure by Garkain units. You have two goals: destroy three wagons, which have 1HP and 9 armour, and achieve numeric superiority on the field. Return to the main path and continue east. 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. Choose to attack the printers' workshop for another battle. When battling monsters, Eyck can damage an enemy unit by his current power. Retrieving its contents should earn you the Tax Collector trophy. You can choose to give the true measurements or lie. Your goal is to gain 7 charges on your Old Catapault so that you can break down a dam to drown the monsters infesting the area. It's a 30-hour long RPG that employs Gwent:. After you've used the Wagenbug's charge, the enemy may well leave it alone and it may build up a thick layer of armour. Only talk to the man standing by the windmill if your morale is not green. Take advantage of another nearby loot point and go inside the fortress. What do I mean by intangibles? This round, play a Scytheman into your top row. You may also choose to dismiss her. Simple but extremely powerful and can turn a losing round into a winning one. Unlock the fast travel point just to the south of the camp and continue southwest. Continue north to find an abandoned village. It starts with 2 and gains a charge if there's a unit to its right. You can choose to attack a Nilfgaardian caravan or let it pass. You will receive Mardroeme: Vengeance. A funeral for miners killed by an explosion is being held and the mood has turned ugly. You will see an abandoned camp with a puzzle battle. Cross the nearby bridge for a scene and a battle. You will also be able to read a new report. You will find a letter and a key among the after-battle loot. Use Reinforcements to play all your remaining Arbalests in the same row as you placed the other cards. Ideally, you'll have Gabor in your hand. Use it to destroy three drowner units. There will also be an unalerted one on the ranged row separated from his fellows by the trap. So if you play an Arbalest card in a row with six cards, you'll do a sizeable 7 damage to an enemy unit. If, on their turn, they have an even power value, they will go from the ranged row to the melee row or vice versa, inflicting two points of damage on each allied unit in the opposite row. The enemy has a card called Demon of the Wood on his side of the board that will boost all enemy units by 1 as they are deployed. The broken bridge nearby can be repaired at a cost of 50 wood. After that, it's just a matter of outscoring the Niflgaardians. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. There's a soldier nearby. You'll want to eliminate the Greedy Forktail so that it's removed for subsequent rounds. You can pay 250G to replace the Nilfgaardian banner with a Lyrian one. When you reach the main path again, go through the gate to find a blacksmith from whom you can buy a card fragment for 250G. This will cause the enemy to use up all his forces before reinforcements arrive. Alternatively, you can use the DOT effect to power up Eyck. Follow the path north from the encounter and talk to a group of people by the side of the road for some gold. Although eliminating the Leshen is an optional objective, its 700 HP means that you will struggle to win the battle without doing so. Dig to reveal a golden chest (7/9). Reynard Odo + (Human, Blitz)His deployment ability of recharging units' Order abilities becomes a loyal ability as well. You will then be forced to choose between her and Isbel and your army's morale will be lowered into the bargain. Just before the bridge you'll come to a recruiting station where you can obtain 9 recruits. The Barghests will grow to 7 HP each. In the second round, you should be able to dominate. If Villem is with you, aid will be granted, including unlocking the new unit type. 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. At the next fork continue north to find some loot and a letter. Rivian Sapper + (Human, Field Support)Gains 2 power. Cross the bridge and head southeast. You'll emerge on the other side of Dravograd. This means that you cannot possibly win the round so you need to pass. Use it if your army's morale is not already raised. If you chose to approach it, you will receive a letter. The Hym has 34 HP and will replay any card you played, targeting the leftmost ally. There is an enemy boss, the Glustyworp whom you may want to target. Answer Gascon how you please and you will follow Gascon to his family vault. Otherwise you will have to fight a battle. Ignore the blockage, since you can simply go round the other way. Talk to him to exchange 4 recruits for 250 wood and a card fragment. The Armory node in the Workshop unlocks "Reynard combat units" and the Engineers' Drafting Desk node in the Workshop unlocks "Reynard support units". Your goal is to destroy all enemy units. Continue west to unlock a fast travel point. You will be fighting an Imperial Golem and the mage Albrich. Here's a solution. Becker's Dark Mirror can go a long way to reducing the HP of the boss and Eyck and Isbel will charge up nicely - for reference, Eyck had over 200 power when I deployed him in this battle. You can choose to attack the camp or not. Gets a lot better when promoted since the damage is doubled. 1 guide. Use the recruitment post near the eastern exit and return the way you came. The priestess will bless you and boost your morale so that you're in the green again. Here is a solution: After the battle you will be able to dig up a golden chest (3/8). Go past the dwarf and examine the cave mouth to obtain 200G at a cost of 2 recruits. If you do so, you can spend two recruits in return for a morale boost or 200G. Ignore all other enemy units. After the battle, unlock the fast travel point. Move Gascon one space down and two spaces right and use Misdirection on the guard in the second row. Grab the loot nearby and go south collecting more resources. Continue east for a puzzle battle. Your enemy will use row effects so Lyrian Pathfinders are useful. This is not bad at all. Dig up the gold and you will also unearth a golden chest (6/9). 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. Note how the Grey Riders follow them around. Take the path to the west and talk to the man with a '?' Her unit cost is extremely high, however, which means that you may need to rearrange your army and/or take another Soldiers Quarters upgrade to accommodate her and I'm not 100% sure she's worth the cost. Later in the battle, your enemy will start deploying spy units. You will have to give the order to attack to proceed. When all the palisades are destroyed, the Ancient Foglet will kill Meve. The Nilfgaardians will deploy a new unit: the Spotter who can increase his own power every few turns. Ignore the locked building for the moment and pick up some loot just to the west. Note that you now have five character units in your army. Pick up some loot by the side of the road and turn east into Turnifen. Go north to come to a broken bridge and spend 50 wood to repair it. Deploy Gascon to your melee row and attack an enemy Guard. Continue south for a brief scene At this point, you will complete the tutorial, unlocking the I'll Show Them trophy. Gather loot as you make your way north and then head west towards the Nilfgaardian camp. Grab the bit of loot here and unlock the fast travel point. It will be reduced to 8 HP and moved to the melee row. Grab the contents of the woodpile and some loot from near two burned outbuildings before leaving. If you destroy any of his units, he will summon another in its place. Mardroeme: Vengeance (Trinket)Destroy the highest ally and play 2 allies from your graveyard. Examine a building to the south. You will do 4, 5 and 6 HP damage to them respectively, fulfilling the victory conditions. Continue east and unlock the fast travel point. You can use Foragers to destroy them, capture them with the Decoy card or use the Fake Floren and have an enemy unit duel them to death. Your goal is to destroy all the Rot Tossers and Cow Carcasses without letting a carcass explode on your side of the board. Your path will now be clear. Use Retreat on the Scytheman at 3 to swap its position with the Corpse at 1. You can choose to murder him to improve your forces' morale. Go to the northeast corner for a puzzle battle. Approach the soldier for the point of no return. Fortunately, most attacks on your units damage them by 2 which you can make up with Eyck and the Manticore trophy. The units may not be ones that you currently have in your army. Play Raymond into the melee row to give the Drummer an additional charge. Use the Rivian Broadsword to punish them for all having the same power. If you took the freed slaves under your wing at the start of the chapter, they will leave you, giving you a Bone Talisman as a parting gift. Ignore the Nilfgaardian camp to the east for the moment. Until then, put down Lyrian Scythemen and boost them with your command ability. Give her freedom for another treasure map and then solve morale problems by . Use Black Blood and boost the 107 strength Drone at C6 by 18. Here are a couple of examples that came to my mind: Ya, those would all be intagibles. Examine the sinister tree nearby. Grab a letter and a key from the sunken cart. Take a moment to have a look at your cards. Spend 2 recruits to receive 150G, 100 wood and a card fragment. alright i'll finish the story and report back, I can't remember exactly but that +evil does mean that is the consequence in a later chapter. The Black Infantry Arbalest will damage one of your units pretty much every turn so you may want to prioritise it. Whether you have to fight or not, you will obtain the Mardroeme: Vengeance trinket either as a victory reward or picked up from the loot lying around. Move Gascon two spaces right and end your turn. Afterwards, Isbel will ask to speak with you in private - you'll find her in the Mess Tent (which is not very private, but oh well). You will be able to unlock the following additional units through camp upgrades: Lyrian Cavalry (Human)These units are useful for their loyal ability which is to play a copy of themselves from your reserve deck. Use your Wagenburg units to finish it off. If you do so, he will take 3 HP damage. Go through the nearby gate for another battle. Use the recruiting station near where you just fought the Skelligans and help yourself to the various bits loot lying around the place. You will also see a new unit, the Emissary, played on your side. You can talk the innkeeper here and pay 50G to raise morale. Horse Thief (Human, Field Support)Mark a unit. At this point use the Rivian Broadsword on the Wolf, reducing it to 5 power. You can talk to the prisoner but he doesn't have anything useful to say for himself. I'd hold off on doing so, because you can come back here later. This is not required for the story, but does win you favour with the dwarves later. Play the Foul Ale to pair up with the Slinger. Thanks, Rayla. Unlock the nearby signpost which allows fast travel back to this point and grab some nearby loot. For every turn that a corpse is on the board, it will do one more damage when consumed. The gate will open allowing you to grab two piles of loot (and see the site of the earlier massacre). When a fourth unit is seized, the leftmost card will be returned to your side of the board. from the melee row to the ranged row and vice versa), inflicting 2 HP damage in the process. Speak to the nearby priestess and pay 250G for the final card fragment. You can talk to the pair by the side of the road if you like and grab some loot from just behind them. Continue east to unlock a fast travel point. I eliminated the assassin by moving the banner to the melee row, deploying an Arbalest there and then using the Rivian Broadsword power. After Villem has presented his terms, you can choose to accept them (really?) You don't particularly need either Reynard or Gascon, however. Continue east to the Nilfgaardian camp and approach it for a battle. This page is a finding aid which lists every quest in Thronebreaker: The Witcher Tales. Make judicious use of Slingers, Lyrian Landsknechts and your Flail ability to keep the Fruits alive and damaging the boss. Sounds good. If you damage him on your turn, he moves one square left. This is a standard battle. If Isbel is in your party, there will no adverse consequences. Speak to the townsfolk afterwards. Approach the bridge leading to the cemetery for a scene. Note that there are trophies related to unit creation. You can choose to pull back or attack. In truth, Thronebreaker is actually a cross between a political intrigue simulator and an army management system. Head southwest through the abandoned stone circle and unlock the fast travel point. Caldwell should be deployed between two cards that you wish to add to the field of play, allowing you to pick them from your reserve deck and play them immediately. You have a bunch of damaging trinkets in your hand and two allied cards on the board. You'll find the dig point by a large fallen tree covered in moss. This is fought over multiple rounds. Return east and go into the village of Crumhorne. It's quite difficult to defeat via conventional means. You have space for another trinket (even though you don't have a second one yet) and by upgrading the Royal Tent, you can add slots for an additional two. Thronebreaker is a little bit tougher to balance in this department. The enemy will start with a Greedy Forktail on the board which you want to eliminate fairly quickly. You can pay 250G to light candles to the memory of the fallen. Use the Wagenburg with 3 armour on the enemy ranged row. For her part, Meve can only move if Torrential Rain is absent from the row in front of her. 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. Play an Arblaest on, say, your melee row and attack the sixth corpse along in the enemy melee row. You can turn him down, in which case you'll lose him. Use the Crushing Trap on the enemy's ranged row. Move all units between rows and damage all enemies by 2 and boost all allies by the same amount. If you also do direct damage with your Arbalest units, at some point Lippy will start feeding on his allies. Continue northeast and unlock the fast travel point. Works brilliantly in combination with Pitfall Traps and, if Gascon, is in your deck, powers him up as well. You can choose to let them go or have them handed over to Demavend. To proceed, take the southernmost path leading east grabbing loot on the way. If you want a platinum trophy, you're going to have show your merciful side, I'm afraid. The latter choice will result in Eyck leaving your army. Otherwise, they increase the timer by 2 after two turns. Disgraced Warrior (Human)The order ability is to force an enemy unit to duel him. Not bad and synergises well with Pitfall Traps on the enemy rows. And if the conditions aren't met, you face a hefty penalty. Devana Runestone (Trinket)Summon 3 copies of a Deathwish unit on the battlefield and destroy them. After the battle you will receive the Manticore Trophy. 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 will find a letter among the after-battle spoils. You are back in Aedirn. 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. Examine the tomb. Here's a solution. Here's a solution. Now make your way round to the wedding party that you ignored earlier. However, he will run into a patrol on his way out, resulting in a puzzle battle. Play the Mandrake to pair up with the Alchemist. You will receive a new weapon after the battle, Meve: Angreni Blade. After victory, you will receive the Golden Froth trinket and you will also find that the heirloom is not very heirloom-like but rather the treasure trove of Clan Vidmar. Read the notice board, use the recruitment post and grab any loot lying around. You'll find a letter among the after-battle spoils. After the battle, you will learn that a blacksmith has been collaborating with the enemy. Afterwards, you will be in battle again. The initial enemy units are four drowners each with 4 power. Make sure you adjust your deck and approach the creature to the northwest for an optional battle. When you get close to the fast travel point, take the path leading south. Play an Arbalest on your ranged row and attack the fourth corpse along. It will be reduced to 1 HP and moved to the melee row. Place an Arbalest in your ranged row and attack the Alghoul, inflicting 1 HP damage. If you don't have any blitz units left in your reserve deck, this trinket has no effect. Valve Corporation. The commander has an ability to reset and duplicate these so after it flips, so make eliminating it a priority. The latter choice will result in Eyck leaving your army so is perhaps not the best one to make. Pick up the loot lying around. The archers will target her and do 1 HP damage when they take damage.

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thronebreaker my enemy's enemy consequences