There's a decent chance continuing on with a review copy to a game might have destroyed my PlayStation 4. Accept the gold you're offered - there doesn't appear to be a downside. Use Lyrian Merlot on the Scytheman. The only reward is some minor loot. There are a couple of loot piles to the north. Use Retreat on the Scytheman at 3 to swap its position with the Corpse at 1. That can really mount up. Talk to the peasant chopping wood for some additional wood and find a small pile of gold just to the east of him. The optimum amount is 500G. Xavier will try to assassinate Meve but Gascon and Reynard will save her. Damages any unit that subsequently appears in the row by 2 as well. Use Meve's command ability on the Hajduk. Some of your troops will attempt to desert during a storm. When you're done go northwest into the swamp. Approach the gates for a scene. Here's a solution. Examine the Nekkers' nest in the middle. This is a standard battle. This is a standard battle. Goes very nicely with the Bombers. Afterwards, you can read the notice board here and obtain another piece of black propaganda from the other notice board. Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. Use Aretuza Adepts to duplicate Lyrian Scythemen and use Rayla / Xavier / Renyard to spam them, then Decoy to replay Xavier (or Reynard) and Blacksmiths to replay the Decoy. All dialogue and choices about a small Nilfgaardian settlement under attack by necrophages, which you can choose to help or not. Leave the compound and head east. For every turn that a corpse is on the board, it will do one more damage when consumed. Disgraced Brawler (Human)The order ability is to damage himself and two enemy units by 3 HP. Cross the bridge for a scene and a battle. If you fought the elves at the field hospital earlier you will have the disadvantage of reduced morale, however. Continue west and help yourself to some wood. The game forces you to use Meve's Longsword ability on the Scytheman. Place the Onager to the RIGHT of the Sapper. This is because of their Loyal ability which adds 5 to their unit strength whenever Meve uses a command ability. Afterwards, you will have a sombre scene where Meve finds the chosen lieutenant dying. You can choose to let the peasants stay with you, but it will reduce your army's morale. Northern Wind (Trinket)Damage all damaged enemies by 4 then damage all enemies by 2. Your goal is to guide Knickers to the end of the cave while picking up all the soup and wine along the way. When you reach the end of the path, the game will give a summary of stats for this chapter. To be honest, the unit cost is really high and the damage over time doesn't really amount to much. And once more. Approach the sinister figure in the centre of the grounds for a puzzle battle. Adjust your deck so that you have Bekker's Dark Mirror among your trinkets. If your lieutenant ends up adjacent to a Spotter, the enemy will transform into a Pursuer, destroying your lieutenant after three moves. There are seven of them and they only have a few HP each which makes this battle reasonably straightforward. Choose whichever conversation options you like since they don't make much difference. This will leave two Spotters with 2 HP each. Two Wagenburgs would be great, but you'll need a lucky draw or Caldwell. Head south to where a Nilfgaardian transport has crashed into a bridge. Play your second Arbalest on the melee row and attack the Deranged Cow again, destroying it. Deploy a Sapper, destroy the 1HP Nekker and damage a second. Target the archers with 5, 6 and 7 HP in that order. This ability can result in a major boost to your overall strength. Victory will earn you the Black Blood trinket and reveal a golden chest (2/6). You can talk to the man here but he doesn't have anything useful to say. Give the lovers leave to flee: gain morale. Eventually you will come a cave mouth. Retrieve a letter from another obelisk and gather some nearby loot. The enemy will pretty much hand you the first round. Otherwise, avoid destroying too many Harpy Eggs and use your own units to outscore your opponent. You may as well take the lot in that case! The enemy spams Smuggler units and Archers. Return to the most recent fast travel point and go north until you come to a puzzle battle. In the top left of the screen is the army morale indicator. Play another Arbalest on your ranged row and attack the fifth corpse along clearing the row. Unfortunately, it is bugged. Continue past them to the point of interest to the northwest for a battle. Talk to the retainer at the gate. Again, respond as you like. The choice is bugged to all heck: requisitioning the wood simply loses you morale. The abductor starts on the left hand side of the enemy melee row. Select both the Forager and Slinger from your graveyard. Collect the meagre after-battle spoils and return to the fast travel point. Read the notice board and approach the Arachas in the centre for another puzzle battle. You can choose to pull back or attack. Use the nearby shrine if you haven't done so already and leave the fort through the northeast exit. Place a War Wagon in your Ranged Row. You'll be subjected to row effects so Lyrian Pathfinders are good. There are two recruitment posts here and a notice board. Boost units that it moves next to by 3. Lyrian Horn (Trinket)Boosts all your units by 2 and damages all enemy units by 2. Gather the after-battle spoils and continue south. Your goal is to eliminate the She-Troll while keeping all your units alive. Go into your command tent and rearrange your deck. Loot the area and continue northwest. If it is higher, he will power one of his units by 10. If its charges fall to 0, you will lose the battle. Cross the bridge leading to the Nilfgaardian fort and approach the gate for an optional battle. Place the Wagenburg in the melee row and use Meve's ability to bring a Rivian Pikeman to the top of the deck. The castle is inhabited by a noble family who have long been in conflict with Meve. They will consume whatever is in front of them on the melee row. If reinforcements do arrive before the enemy passes, you've probably lost. Since you won't be aiming to eliminate enemy units, you'll probably want to leave Gabor out. The upcoming battle will have a requirement of killing a boss which makes Alzur's Thunder and Dazhbog Runsetones excellent trinkets to use. If you take actions that your people disapprove of, morale will fall and the indicator will turn. Here's a solution. This is a standard battle against Ardal Aep Dahy. Remember not to use the Fake Floren trinket since it can't be used against bosses. Use it to reveal a golden chest (2/8). After the battle, you will have another conversation with Demavend. Afterwards, the commander will claim that they had no desire to fight you. Afterwards, collect loot and examine the notice board to find some black propaganda. This unit is OK and can be used to repair damaged allies. Go through the gate to the north and approach the point of interest for a scene. The leftmost Cow will consume the Scytheman at 1. Cross the nearby bridge for a scene and a battle. The enemy spams Fleders which can destroy your units and vampiric types that power up Eyck and Isbel nicely. Examine the wagon for a letter. If you destroy them, the countdown timer is reduced by 2. You will win the battle if he manages to get next to the exit. After victory, Gascon will agree to help you recover your throne. Use another Splish Splash card and take three swigs to attract yet another Gawker. Otherwise, this battle is quite manageable. Cross the now open bridge and start making your way south. Marching Orders (Trinket)Reduce Meve's cooldown to 0. Move another from the ranged row to the melee row. The enemy will play Falbeson's Guard units. 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. All banners have the resilient trait, which means they are not cleared from the board at the end of a round. Pick up the loot lying around. This means that you always want him in your deck (he's free points) but never in your hand. There will also be a letter for you to read. Using orders will then increase your power as well. Use Scorch to destroy all three enemy units. Tainted Ale (Trinket)Boost a unit by 10. Continue east onto the ice and make your way northwest where a Shaelmaar is blocking the way to a golden chest (1/8). Like his Warrior counterpart, he has a deathwish ability that strengthens all other Skellige units by 2. Each has 6 HP and when destroyed does 3 HP damage to corpses either side. Just make sure that you have space in the receiving row. 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. This is a spy unit which you can neutralise with the Decoy card or a Forager. While you're here, there's a bit of loot to pick up a short distance further east. Since Vreemde has 20 power which he restores each turn, this will require a charged Wagenburg, a full rank and an Arbalest. To be honest, I didn't find these units all that good so you're not missing out on much. After the battle, talk to the man in purple four times to have him join your cause. You may choose to attack the garrison or not. You'll find that you're on the other side of the blockage. The Nilfgaardians will deploy a new unit: the Spotter who can increase his own power every few turns. Play an Epidemic card, destroying the Barghests and three of your units. You can choose to punish the raiders or turn them loose against Nilfgaard. Your goal is to destroy Garth Rockstew. Unless stated otherwise, assume that you should fight all battles. The key opens the gate to the south. Use a Fortitude Tonic on Gascon and end your turn. Use the recruitment post here and make a note of the nearby shrine. Pretty good, actually. Not only is this a really good ability, but the trophy also powers up Eyck. You cannot target her directly but you can target the Barghests . Continue northwest and approach the gates of the Nilfgaardian fort for another scene. This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6). This is a standard battle. Here are the first few turns of a solution. Examine the point of interest for a scene. After the Hym's turn, it will have 19 HP and your units will have 26 and 6. If you do so, you can spend two recruits in return for a morale boost or 200G. If they don't take any damage in a turn they can move all units on the same row as the Fallen Soldiers to the other row which cause it to lose a charge. But it says here that letting Murko keep the treasure gives you 5000 gold later on, but where exactly? You'll find a letter and a treasure map among the after-battle spoils. After the battle, you will find that the village you've just liberated is inhabited by Nilfgaardian settlers. Examine the cave mouth for some screens. You have an optional goal here of eliminating Vreemde, the enemy commander. Ho hum. Grab nearby loot and make your way to the quest marker for a scene. One relates to the Scoia'tael leader while the other relates to reprisals taken against Lyrians. Werecats are particularly annoying since they steal units from your deck and place them on the enemy side. This is a standard battle fought against familiar Nilfgaard units and there is nothing interesting to be found among the after-battle spoils. You can turn him down, in which case you'll lose him. Play a fifth Arbalest on your melee row and attack the fourth corpse in the enemy ranged row. I'd hold off on doing so, because you can come back here later. It will also deploy Garkain units that seize yours and move them to the other side of the board. Instead, use Bekker's Dark Mirror and Meve's Flail on your opening turn to reduce the Shaelmaar's health to 8. If you at least want to cheer your forces' spirits, there's a shrine to the south of Keltullis's lair. If you freed the Nilfgaardian prisoners earlier, you can examine the church for a scene. The board is is divided into alleys and Spotters. Sounds good. Meve will move one row up. Here's a solution. If he plays a Venendal Elite, you will have to eliminate that first so that you can target him, however. As you cross the bridge to the northeast, you can help out a merchant in need. The enemy will destroy two palisades. After 3 turns switch the marked unit's strength with this one. The Slinger will be destroyed and your Onagers will each get one charge which you should use to destroy the 6 HP Drone. Read the nearby notice board and unlock the fast travel point. Go a short distance south for a battle against monsters. There are also 2 Guard units with 7 HP who will damage Falbeson by 9 when they die. The goal is a simple one: kill the Grave Hag. Otherwise, you will lose a few recruits retrieving the loot. 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*. The extremely long cooldown prevents this from being awesome.
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