How to Get Rid of Red Bugs, Truly Nolen

How to Get Rid of Red Bugs

Since harvest mites love damp shady areas, removing these kind of habitats from your yard or property will keep chigger populations down. Mowing regularly, removing thick vegetation, thick briars, and eliminating shady areas can help. Chiggers like to congregate in large groups together, so there will be «hot spots» of chiggers. Spot-treating these known hot spots is the most efficient way to control chiggers. Spray an insecticide on border fences between wooded areas, long grass, on low bushes and plants, lawns, ornamental plantings, near the doghouse, and hot spots.

The best defense against chiggers is to avoid or repel them. Before going into an area where chiggers may be present, protect yourself by using a repellent containing DEET or permethrin. Wear loose fitting clothing that is made of tightly woven material. Since harvest mite larvae are only active during the day. If you can exercise your pet early in the morning before the chiggers become too active, this can help reduce the risk of infestation. If possible, avoiding long grasses and vegetation can also help, and keep moving – the worst infestations will occur when sitting down or laying down in a sunny spot in the middle of the day.

Remove and launder clothing as soon as possible after exposure to the chiggers. A warm shower taken within an hour or two after exposure greatly reduces the number of irritating bites. If the itching has started, though, it is too late for bathing to do much good.

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What Are Milkweed Bugs: Is Milkweed Bug Control Necessary

A trip through the garden can be filled with discovery, especially in the spring and summer when new plants are constantly blooming and new visitors are coming and going. As more gardeners are embracing their insect neighbors, the reflex to smash anything with six or more legs is becoming popular, but sometimes it’s hard to know if a bug is one of the good guys or the bad guys. Milkweed bugs in the garden are among those with less clear cut loyalties. Luckily, in most cases, the milkweed bug isn’t anybody to worry about.

Whether you’re looking for milkweed bug information or just asking yourself “What are milkweed bugs,” you’ve come to the right place. There’s not a lot to know about milkweed bugs. The larger of them are medium sized insects, measuring 1/3 to 3/4 inch (0.8-2 cm.) long, and the smaller only slightly so at 1/3 to 1/2 inch (0.8-1.3 cm.) long. Both bugs feed exclusively on seeds produced by members of the milkweed family, posing little to no threat to cultivated gardens.

You’ll know milkweed bugs by their striking red and black coloration and long, pointed bodies. Small milkweed bugs bear a large, red X-shape across their backs and have two thick, segmented antennae. They may have white spots on the ends of their wings. Large milkweed bugs appear to be red in color with two black diamonds separated by a black bar across their backs. If you encounter either of these insects, don’t panic. They don’t bite, have no stingers and don’t carry disease.

Milkweed Bug Control

Unless you’re a milkweed plant farmer, milkweed bugs in the garden don’t require any type of control. They’re generally considered a beneficial insect because their feeding activity can end the life cycle of milkweed plants. This helps to control the milkweed plant, which can be invasive but is also an important food source and breeding location for monarch butterflies. In general milkweed bugs helps gardeners enjoy the milkweed plant and the butterflies that are attracted to them without having to worry that milkweed plant may overtake their garden.

If losing too many milkweed plants to milkweed bugs is a concern, keep in mind that adding any sort of pesticide can also damage the butterflies you’re hoping to protect, so instead focus your efforts at picking milkweed bugs off of plants or blowing them off with your garden hose. Shrinking their numbers can be enough to allow both milkweed bugs and monarch butterflies to peacefully co-exist.

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Walkthrough

Thronebreaker: The Witcher Tales — FAQ/Walkthrough

FAQ/Walkthrough by chris-williams

Version: 1.0 | Updated: 03/09/2019
Highest Rated FAQ

Table of Contents

Walkthrough

Chapter 1: A Bitter Return

After starting a new game and selecting a difficulty level (any enemy stats in this guide assume «Battle-Hardened») you will be in a scene with Meve, Queen of Lyria, Reynard, her trusted advisor and Caldwell, a Lyrian noble, talking about bandit incursions that are troubling the kingdom. Make whichever dialogue choices you want.

After the scene, you will be controlling Meve in the overworld. In the top left of the screen is the army morale indicator. It is at its default state of yellow. If you take actions that your people disapprove of, morale will fall and the indicator will turn red. When you do battle, all your units will have a -1 modifier applied to their stats. If you do things they like, morale will improve and the indicator will turn green. In battle, all your units will have a +1 modifier applied to their stats.

In the top right are your resources: gold, wood and recruits. Gold and wood can be found in the overworld and in after-battle spoils. Recruits can be picked up from recruiting posts and by talking to certain individuals on the map.

Curiously, wood is scarcer than gold. Therefore, it pays to spend gold to acquire wood.

Grab some loot just below a peasant working at the side of the road. Make your way to the inn courtyard. There are three loot piles to grab. Interact with the recruitment post (marked by a blue banner) to pick up 7 recruits. Talk to the individual with the speech bubble twice to receive your first treasure map.

Continue north until you come to a tree blocking the road. You have a choice between spending 25 gold or 1 recruit to remove the obstacle. As it happens, I was never short of recruits so you can treat them effectively as a free resource. However, spending gold gets you more wood. Your choice.

Before continuing, turn around and check out the small hut until you see a dig icon. Interact it with it to have a golden chest appear (1/10).

Do not open it right away until you’ve read the following notice:

Golden Chests
Golden chests are typically found in out of the way corners of the map or by deciphering treasure maps and following clues given by letters or talking to individuals in the game world. They will give you a chunk of gold and something you can use in the multiplayer game.

There is a trophy, Tax Collector, awarded for finding all golden chests in the game. Unfortunately, it is bugged. When you open a chest, the game autosaves. Intermittently, the game fails to record that the chest has been opened, but because your save game has been overwritten, you have no way of fixing the problem besides starting a new game.

To avoid this issue, you may want to wait until you’re at the end of the map before attempting to open any chests. All the chests will be visible on the map view (so you don’t have to remember where they are). Make a backup of your save data (either to cloud or USB) and open all the chests. When you’re done, check with Grey Rider in your mess tent that the number of chests that the game reports as having been unlocked is correct. If not, restore your backed-up save data and try again.

Battle — The Road’s Edge

Go west from the obstacle until the game throws you into your first battle. You will be fighting with a custom deck (i.e. one that the game gives you) rather than your own. You only have three cards, so your choices are simple. Play the Lyrian Scytheman card. The game forces you to use Meve’s Longsword ability on the Scytheman. Play your Lyrian Arbalest next. In a really bad interface fail, the card that you’ve laid down is targeting one your own troops with its deployment ability so make sure that you select an enemy card before pressing the X button in order to damage the enemy rather than yourself. I suggest targeting a Slinger for 2 damage. Even though you could pass and win the round, the game forces you to play Count Caldwell. He has a deployment ability of selecting copies of the two cards either side of him from your deck and playing them immediately. Unfortunately, you can only take partial advantage of this right now, so play him next to the Arbalest. You should be able to take out the slinger you just damaged and win the round.

In round two, it should be obvious that you shouldn’t play the Arbalest first so lay down a Scytheman and end your turn. Follow this with a second Scytheman and use Meve’s Longsword ability to boost them. Finally, lay down the Arbalest which will do nothing useful. Regardless, you will win the round and the match.

Gather the after-battle spoils and make your way north a short distance to enjoy the view and pitch camp. Before you can do anything else, the game forces you to select the Workshop and upgrade the Royal Tent to level 2. This will allow you to bring up the map view from the overworld.

The game now forces you to select your Command Tent and create a Wagenburg unit to fill out your army roster. Take a moment to have a look at your cards.

Meve is your general and she has a command ability that she can use every few turns. Which ability depends on the equipped weapon. The Longsword boosts an ally’s strength by four and gives it one point of armour and can be used every three turns.

Lyrian Banner (Trophy)

You have a single slot for a trophy. Currently this is the Lyrian Banner which allows Meve to use her command abilities more frequently. All banners have the resilient trait, which means they are not cleared from the board at the end of a round. You can also order them to move from one row to the other.

Fortitude Tonic (Trinket)

This is a trinket. Trinkets will always appear in your hand when cards are drawn but can be discarded in favour of another card. They are typically consumed when used. The Fortitude Tonic boosts a selected unit’s strength by 10. 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.

Reynard Odo (Human, Blitz)

Reynard has decent strength and the ability to to recharge allied units that have order abilities, such as the Wagenburg and the Regiment Drummer.

Count Caldwell

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. Note that if you don’t have the necessary cards in your reserve deck, you’ve wasted the ability.

War Wagon (Machine, Blitz, Field Support)

When you play this card, it summons two light infantry units (strength 2) which are deployed to its right. If you play this on a row with more than six cards in it, you will not be able to deploy one or more of the infantry. Although the infantry are weak, they have a deathwish ability that damages a random enemy card by 5 when they are destroyed. This allows for a combo if one of your rows has an effect such as Impenetrable Fog that damages the weakest unit since you can use the weak infantry to damage more powerful enemies. This card also combos well with the Wagenburg, since you can add 3 armour to it in a single play. You can also order the summoned infantry to move between allied rows triggering any effects from movement (such as strengthening a Wagenburg in the other row) or simply to make way for a unit that you want to play in an otherwise fully occupied row.

Lyrian Arbalest (Human, Blitz)

These cards damage a selected enemy by the number of cards already in the allied row + 1. So if you play an Arbalest card in a row with six cards, you’ll do a sizeable 7 damage to an enemy unit.

Lyrian Scytheman (Human, Blitz)

These units are incapable of damaging enemies but if the goal is simply to accumulate more points than the enemy, they can’t be beaten. This is because of their Loyal ability which adds 5 to their unit strength whenever Meve uses a command ability.

Regiment Drummer (Blitz)

After one turn, you can order this unit to summon the topmost Blitz card from your reserve deck. Not as good as being able to choose a card, but not bad. They combo well the Wagenburg and Reynard Odo.

Wagenburg (Machine, Field Support)

Depending on the capabilities of the enemy this unit is either devastating or useless. It works like this: although it has low unit strength, it acquires a point of armour every time a unit is deployed into the same row or moves into the same row. This means that if you start off with a Wagenburg, move the Lyrian Banner into the same row and use Meve’s Longsword command ability you will give it two armour to start. At any time, you can order it to spend all accrued armour points to damage an entire enemy row by an equal amount. Unfortunately, if the enemy has the ability to target a selected card (and they often do) they can continuously strip the armour off the Wagenburg meaning that you are unable to get a decent effect from it. On the other hand, you can use the AI’s tendency to target the Wagenburg to keep them from targeting other units.

Rivian Pikeman (Human, Blitz)

You only ever want one of these in your hand because deploying one will pull out all copies of the unit from your reserve deck. This can combo quite well with the Wagenburg. However, since they don’t have any loyal abilities, they can’t do anything other than add to your overall strength.

Field Medic (Human, Field Support)

Typically useless in the first round of a battle these cards summon a random ally from your graveyard (i.e. your discard pile). This randomness limits their overall usefulness but it’s not bad to have one in your deck in a full battle. If the battle only lasts one round, however, you should typically discard them after your initial hand is dealt.

In this chapter, you will also be able to acquire the following units through camp upgrades:

Lyrian Arbalest + (Human, Blitz)
This is the promotion of the Lyrian Arbalest. Gains 2 power and a Loyal ability which damages a random enemy by 2.

Crushing Trap (Machine)
This card sets the power of all cards on a row to the mean value, rounded down. This can be useful to in combination with abilities that damage all units on a row such as Meve’s Broadsword command ability or the Wagenburg. Note that there must be a space in the target row to place the trap.

Forager (Human, Field Support)
Destroys the unit to the right and boosts this unit by the destroyed unit’s power. This is useful if you need to clear a space in a row or eliminate an enemy spy before it activates.

If you go to the Royal Tent, you can view a couple of letters and reports. You can also view these in the overworld by clicking R1. In the Mess Tent, you can have a chat with Reynard Odo. As the game progresses, the tent will fill with more characters to talk to. Click on the figure in the corner, Grey Rider, to get some stats for the current map.

If you select the Workshop, you can choose to upgrade certain elements of your camp. A suggested order of upgrades is as follows:

  • Training Grounds (1)
  • Foragers’ Quarters (1)
  • Herald’s Study (1)
  • Royal Treasury (1)
  • Workshop (2)
  • Watchtower (1)

The Watchtower allows you to spend 50 gold to reveal undiscovered loot locations. It’s most useful when you come to the end of the map, which is why it’s listed last. Foragers’ Quarters upgrades are more useful the earlier you unlock them which is why you want to unlock the first as soon as you can. Unlocking the Herald’s Study upgrade means that you don’t have to worry about gaining recruits. I would not bother paying for the Cartographer’s Table upgrades at this time. Save your resources for the next chapter instead.

Break camp and continue east. You can talk to the disgruntled merchant, although he doesn’t have anything useful to say. Continue along the road and pray at the roadside shrine to increase your army’s morale. Go a short distance south for a battle against monsters. Your allied rows will have the Impenetrable Fog affect which will damage one of your units at the beginning of subsequent turns. Play your Scytheman on the same row as the banner and use Meve’s command ability. The game will force you to use the Fortitude Tonic even though you can win by passing. Like, thanks. Play your Arbalest against any card in the enemy front row. Pass to win the round.

In the second round, the enemy’s units will be boosted by consuming units from your graveyard. Oh well. This round, play a Scytheman into your top row. Lay the Arbalests next to it. When the enemy deploys an Alghoul, it will use its command ability to consume one your units and boost both its units. This means that you cannot possibly win the round so you need to pass.

Follow the game’s instructions to win the final round and the battle. Among the after-battle spoils is a letter. North of the broken wagon are three loot points and there’s a woodpile to the south. Talk to the peasant chopping wood for some additional wood and find a small pile of gold just to the east of him. Unlock the nearby signpost which allows fast travel back to this point and grab some nearby loot.

Go through the gate into Hawkesburn and obtain some wood from the woodpile. Talk to the old man three times for some gold. Get the wood from another nearby woodpile and 10 recruits from the nearby recruitment post. Make your way into the middle of the village for a scene. Question the peasants to gain some intelligence about the bandits. You are then presented with a choice that has consequences:

  • Whip some sense into them: gain Morale
  • Press the men into service. +3 recruits
  • Leave them be: lose Morale

Since recruits aren’t really a scarce resource, the first option is the optimal one. Note that if you’re not comfortable with abusing peasants, you can restore your army’s morale shortly. Look for another woodpile to loot. Doing so may reveal a nearby golden chest on the world map. You can’t access it just yet, however. Read the notice board to reveal nearby points of interest, grab more wood from the woodpile and leave the village.

Do not talk to the man with the «?» above his head, right away. Instead, go north and grab a loot point. Interact with the nearby hut to find a Strays of Spalla bandit who offers you a treasure map at the cost of losing morale.

Afterwards, talk to the individual you ignored earlier. You can choose to help some merchants. You can pay 50 gold to improve your army’s morale which is not a bad trade, particularly if you’ve just made two morale reducing decisions. There’s also some loot to be grabbed nearby. Continue east for your first puzzle battle.

Battle — Rockslide

Puzzle battles give you a fixed handful of cards and a goal. In this case, the goal is to destroy three boulders before they reach Meve. The game walks you through this battle so just follow the instructions.

Grab the nearby loot and a bunch more from the nearby field. Continue south for a brief scene At this point, you will complete the tutorial, unlocking the I’ll Show Them trophy.

You will be at a crossroads. Unlock the sign post and head northeast. Talk to the priestess four times to receive a morale boost and read the notice board to unlock nearby places of interest. Ignore the path that leads west for moment and go east instead. Ignore the large gate, which is locked, and go south picking up some additional loot on the way until you come to a village inhabited by drowners. Go through the gate for a puzzle battle.

Battle — Rushing Waters

Your goal is to eliminate all enemies without allowing any of your units to die. The initial enemy units are four drowners each with 4 power. 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. Here’s a solution.

  1. Place an Arbalest in the melee row and attack an enemy in the ranged row. The enemy will move its two melee units to its ranged row and one unit to the melee row, inflicting two damage on your Arbalest.
  2. Use the Crushing Trap on the enemy’s ranged row. This will set the power of the three enemy units to 3 (11 / 3, rounded down). The enemy will move one card but inflict no damage.
  3. Use the Decoy card to recall the Arbalest. The enemy will move a card back to the melee row.
  4. Place the Wagenburg into the melee row. Again, the enemy will move its card and do no damage.
  5. Deploy the War Wagon. This will give the Wagenburg three points of armour. Use it to destroy three drowner units. leaving the fourth with 1 HP. The enemy will be unable to move.
  6. Play the Arbalest in the melee row and destroy the last drowner.

You’ll find a letter after the battle that provides you with another treasure map. The treasure map points to the nearby field with chickens and a cow. Look between two wheat sheaves and dig up the golden chest (2/10).

While you’re here, there’s a little bit of loot you can pick up.

Return the way you came past the locked gate and follow the path west through the broken wall. Approach the priestesses for a scene. Pick up a piece of loot from the corner of the gardens here then go east and northeast through the temple grounds. 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. Grab a bit of loot as you follow the winding path. When you get to the northeast corner you’ll have a choice as to whether or not to do battle. Unless stated otherwise, assume that you should fight all battles.

Battle — For Melitele

This is your first battle using your own deck. You have two goals: destroy three wagons, which have 1HP and 9 armour, and achieve numeric superiority on the field. 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. Count Caldwell’s ability to summon two units (i.e. Arbalests) is invaluable. It’s difficult to make use of the Wagenburg, unfortunately, since the enemy Stray of Spalla and Stray Slinger units damage allied units on deployment and your foe will play them in his first few turns. You’ll still want them in your deck, since you don’t have other units capable of direct damage but you’ll need to pick your opportunities to make use of them.

If you end up with, say, a bunch of Scythemen and a couple of medics, just restart. Regiment Drummers are fine, however. When wagons appear on the enemy side, you have two turns in which to defeat them. Two Arbalest attacks should be sufficient assuming you have sufficient other troops on the field to do the required 10 points of damage. Assuming you’ve promoted your Arbalests, their loyal ability can help as well. 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. In that case, Raymond can also be extremely useful. Later in the battle, your enemy will start deploying spy units. You don’t really have a way of dealing with them yet so you’ll just have to take the hit.

After the battle, you will recover the loot stolen from the temple. You will also have a choice of whether to keep it or whether to return it to the cloister. In this case, your moral compass is probably pointing to the correct option. Keeping the treasure will cost you morale and a later opportunity to recruit a powerful unit along with his associated trophy. So do the right thing and give it back. You will also get a morale boost and two additional Field Medic units into the bargain. Among the after-battle spoils is a letter. You can talk to the prisoner but he doesn’t have anything useful to say for himself.

From the battle site, head west along the northernmost path. You will shortly come to an area where there’s a corpse lying on the ground to the south and a hut to your north along with a bit of loot. Examine the corpse for a key and a letter. Go up to the hut and grab the loot next to it then use the key door on the door for a large amount of gold along with some wood. Continue west and then south. When you come a bridge by a waterfall, dig up the golden chest (3/10).

Continue south to a sign post and grab the two piles of loot in the area.

A priestess will warn you away from the cemetery gates here. Ignore her and go in. Grab some loot from the south of the area and approach the necrophage in the centre for a puzzle battle.

Battle — A Troubled Repose

The goal here is to reduce each Rotfiend enemy to 1 power, but not destroy them. Here is a solution:

  1. Deploy the War Wagon on the melee row.
  2. Deploy an Arbalest and attack one of the Rotfiends for 4 HP damage.
  3. Deploy an Arbalest next to the last one and attack a different Rotfiend for 5HP damage.
  4. Deploy Count Caldwell between the two Arbalest units to summon two more. Place one in the top row and attack the 8 HP Rotfiend for 7HP damage. One down. Place the other in the bottom row and attack the 4 HP Rotfiend for 1 HP damage.
  5. Deploy the final Arbalest unit to the bottom row and attack one of the 3 HP Rotfiends for 2 HP damage. Two down.
  6. Use the Decoy card on one of the bottom row Arbalest units.
  7. Deploy the Arbalest on the bottom row and attack the final 3 HP Rotfiend for 2 HP damage. Job done.

After the battle, grab some more loot from a grave to the north. Examine the tomb with the «?». You can choose to loot it for 150G at the cost of morale. Since your morale should be in the green, it’s worthwhile to do so. Go through the gap in the western wall to find a golden chest (4/10).

From here, fast travel to the sign post outside the cemetery. The priestess will bless you and boost your morale so that you’re in the green again. Follow the northern path back to the bandit camp and take the path leading southeast. Grab the bit of loot here and unlock the fast travel point. Continue south to find a wood pile and some bodies lying on the ground. 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. If, for some reason, your morale is not boosted, 50G is a good investment since there’s an optional battle a short way ahead. Continue south and grab the bit of loot to the west of the path. Cross the bridge and approach the dragon-like creature for a battle.

Battle — Behind the Wall

The boss here is a Rabid Forktail. After four turns it will start devouring units but you should be able to destroy it before then — I used a War Wagon on the melee row, moved the banner up and deployed two Arbalest units. Job done. The other thing to remember is to avoid destroying Harpy Eggs. Otherwise, this battle is quite manageable. You will find a letter and a key among the after-battle loot. The key opens the gate to the south.

Return to the temple grounds and head east then north. Go though the gap in the wall I told you to ignore earlier. Examine the statue near the praying nun. Choose to spend 250G for a morale boost and a card fragment. When you find all three fragments, you will add a trinket to your deck.

Fast travel to the sign post south of the temple and take the path headed west. Go past the dwarf and examine the cave mouth to obtain 200G at a cost of 2 recruits. Continue west to the Old Graveyard. There are three loot piles to grab. Approach the Grave Hag in the centre for a puzzle battle.

Battle — A Haggard Lament

The goal is a simple one: kill the Grave Hag. Unfortunately, she cannot be directly targeted. You will have to destroy her by using the deathwish ability of the Rotfiends alongside her. Here’s a solution:

  1. Lay a Scytheman on the melee row.
  2. Lay an Arbalest next to him and attack a Rotfiend for 2 HP. The Grave Hag will destroy the Scytheman.
  3. Lay an Arbalest on the melee row and attack the same Rotfiend you attacked last turn.
  4. Play Count Caldwell between the two Arbalests. Use one to kill the Rotfiend you attacked in the past two turns. This will inflict 4 HP damage to all enemy units. Use the second Arbalest to kill another Rotfiend starting a chain reaction that eliminates all the remaining enemies.

After the battle, you will unlock a new weapon for Meve.

Meve: Warhammer (Weapon)
Every 3 turns: move a card to the top of the deck and strengthen it by 3; trigger all allies’ loyal abilities. This ability works well with Regiment Drummer units since it enables you to choose which card they summon.

After the battle, gather the spoils and examine the tomb in the top left corner where you can acquire a card fragment for 100G. Leave the graveyard and go east into Wetterton where a pogrom is underway. If you choose to intervene you will have to fight a puzzle battle.

Battle — Neighbours

Your goal is to destroy all enemies. Unfortunately, they restore any damage you do at the start of their turn. Here’s a solution:

  1. Place the Wagenburg in your melee row.
  2. Place the War Wagon in the melee row.
  3. Move the two Light Infantry to the ranged row and place Reynard in the melee row, recharging the Infantry’s orders. Move the Infantry back into the melee row. Your Wagenburg will now have six armour so use it to destroy the mob.

After the battle, you will have a choice. If you have the instigators hanged, you will lose morale but the surviving victims of the mob’s violence will give you 350G. If you simply have them whipped, your army will gain morale. Since you’ll be able to increase your morale shortly, so you may want to choose the former option. After the battle, collect loot and read the notice board. Leave the town through the northern exit and talk to the dwarf to gain a recruit. Go east to the signpost and take the road going south.

Just before the bridge you’ll come to a recruiting station where you can obtain 9 recruits. You can talk to the woman here but she doesn’t have anything useful to say. Go behind her house to find several loot piles. Follow the path to the end to find a trader who will trade wood for gold or vice versa. I chose 200 wood for 250G.

Return the way you came and cross the bridge to find a notice board. You can talk the innkeeper here and pay 50G to raise morale. I’d hold off on doing so, because you can come back here later. Unlock the fast travel point and grab the loot by the side of the road.

You have two paths to choose from here. The southern path leads to the continuation of the main quest so take the bridge to the west. Shortly you’ll come to a recruiting post. Slip between the two buildings here and go north to find a wood pile. Go west from here to find a golden chest (5/10).

Return to the road and follow it south. Ignore the locked building for the moment and pick up some loot just to the west. Go into the field with the cows for a puzzle battle.

Battle — On the Range

Your goal is to eliminate the Deranged Cow without letting any of the other cows die. Here’s a solution:

  1. Play the Regiment Drummer on your melee row. Meve has the Warhammer ability so use it to move a Rivian Pikeman to the top of the deck. The deranged cow will damage one cow by 1 HP.
  2. Use the Drummer’s ability to pack the melee row with Pikemen. Play Raymond into the melee row to give the Drummer an additional charge. Use that charge to summon an Arbalest into the melee row and attack the Deranged Cow for 8 HP damage.
  3. Play your second Arbalest on the melee row and attack the Deranged Cow again, destroying it.

You’ll receive a Decoy trinket following victory.

Decoy (Trinket)
Allows you to move a card from your side of the field back into your hand. An obvious use is to reuse a card with a desirable deployment ability. If you’ve overplayed your hand in the first round of a three round match you can bring a card back into your active units. Less obviously, if an enemy deploys a spy card you can acquire it and use it against them.

Remember to add the Decoy card to your deck. Examine a wheatsheaf to find a key and a letter and use the key to unlock the nearby building for another letter and some loot. Leave the field through the eastern exit and grab some loot from between the two outhouses to the south. Go west past the wedding party to your south and go west picking up loot. Talk to the man with the ‘?’ above his head. You can choose to pay 50G for increased morale. Approach the man and the woman to the south who are so pleased to see you that they give some gold. Now make your way round to the wedding party that you ignored earlier.

Agree to join in the celebrations. You will witness the bride being abducted by bandits. Agree to pursue the abductors. Before pursuing them, grab some nearby loot and talk to the old man fishing to obtain a third card fragment. You can either take it by force, reducing your force’s morale, or pay him 100G. This should complete the Lyrian Horn trinket.

Lyrian Horn (Trinket)
Boosts all your units by 2 and damages all enemy units by 2. Simple but extremely powerful and can turn a losing round into a winning one. Way better than the Fortitude Tonic, that’s for sure!

Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. Approach them to be thrown into battle.

Battle — For Better or Worse

The abductor starts on the left hand side of the enemy melee row. Every turn he moves one square to the right. If you damage him on your turn, he moves one square left. You’ll lose if he gets all the way across. You’ll need your Wagenburg and Arbalest units to damage the abductor. Your War Wagon and Regimental Drummer units are useful for boosting the Wagenburg and the strength of the Arbalest units’ attacks. Ignore all other enemy units. After victory, you’ll learn that the abduction is not as it seems. You have a choice:

  • Give the lovers leave to flee: gain morale
  • Send the girl home: random gold reward, lose morale.

Whatever your choice, you will gain the Lyrian Merlot trinket.

Lyrian Merlot (Trinket)
Boosts the lowest ally by the power of the highest ally. Not bad but not nearly as good as the Lyrian Horn.

You’re done here so go back east and then take the bridge south. Depending on your previous choices, you may want to pay the nearby innkeeper 50 gold to restore your army’s morale. Go south for a scene to meet Gascon, the bandits’ leader. Afterwards, you’ll be in battle against Gascon and his forces.

Taming a Stray

You can end this battle early if you can eliminate Gascon. He’s on your side of the field but cannot be targeted directly. You need to surround him with units whose power sums to a total greater than his. If you do so, he will take 3 HP damage. Lyrian Scythemen are invaluable here because you can boost them easily. Arbalests are decent as well because you can use them to take out spies that the enemy deploys (they’re weak and can prevent Gascon from taking damage).

Your triumph is short lived as you receive news of Nilfgaard’s invasion. You’ll receive a new weapon for Meve.

Meve: Rivian Broadsword (Weapon)
Every 5 turns, damage an enemy unit and all other enemy units with the same power by 4. It’s OK but the lengthy cooldown limits its usefulness.

There’s a new report for you to read in the royal tent as well. Pick up all the loot from Lord Clayton’s courtyard and make your way north through the gate. Continue north to meet the Nilfgaardian envoy demanding unconditional surrender. You can suck it up or you can wipe the smile off his face by defeating him in a puzzle battle.

Battle — Immunity Revoked

The goal is to eliminate the envoy, Trahaearn var Vdyffir. He has three escorts with him and every turn he gains armour equal to the escorts’ power. Here’s a solution.

  1. Place the Wagenburg in the melee row and use Meve’s ability to bring a Rivian Pikeman to the top of the deck.
  2. Place the Regiment Drummer in your melee row.
  3. Use the Drummer to summon five pikemen to your melee row. Place your Arbalest in your melee row and attack one of the escorts. Use the Wagenburg ability against the escorts to damage each by 7HP, destroying one of them,
  4. Use the Decoy to remove the Arbalest from the board.
  5. Place Reynard in the RANGED row to recharge the Wagenburg and Regiment Drummer. Use Meve’s ability to ensure that an Arbalest is at the top of the deck and summon it to the melee row using the Drummer. Use the Arbalest to destroy another escort unit.
  6. Place your remaining Arbalest in the melee row and destroy the envoy.

Afterwards, you get to decide the envoy’s fate. Grab some loot from nearby. You’ll be able to see a golden chest but can’t access it from here.

Continue east and unlock the fast travel point. Help yourself to the contents of the nearby woodpile and go through the gate into the mill. Grab the loot and read the notice board. If you talk to the two individuals here you can pay 150G for 8 recruits. Right now, you probably need the gold more. If you rethink your choice you can come back later. Continue south and grab a bit of loot from the side of the road. Go further south to find a shrine. Pray if your morale is not currently high, otherwise save it for later. There’s more loot further south and you can head west into Lord Clayton’s grounds to grab yet more. Go through the broken wall in the south and then go all the way west until you come to a golden chest (6/10).

You’ll pass a bit of loot on the way here. Return the way you came and leave Lord Clayton’s grounds through the eastern exit. Continue east to the Nilfgaardian camp and approach it for a battle.

Battle — Foragers

This is a standard battle. Every 3 turns the commander can damage one of your units by the number of enemy units on the field. Enemy Alba Spearmen units are weak but have the resilient trait so you want to eliminate them to avoid making the second round more difficult. Impera Enforcers boost surrounding units as long as they have armour so use Arbalest units to strip it. You’ll find a rather satisfying letter among the after-battle spoils.

If you didn’t use the shrine earlier, you can do so now. Return to the most recently unlocked fast travel point and head east for a scene. You can choose to observe the spies or not — it doesn’t seem to make a lot of difference. Go southeast from your current location to the Abandoned Farm. Approach the necrophages for a puzzle battle.

Battle — Stench of Decay

The goal is to eliminate all enemies. You will do this by getting them to the same power and then using the Scorch card. Here’s a solution.

  1. Use Alzur’s Thunder to attack the Alghoul in the enemy melee row, inflicting 10 HP damage. The Alghoul will consume a card from its graveyard leaving it with 16 HP.
  2. Place an Arbalest in your ranged row and attack the Alghoul, inflicting 1 HP damage. Use Meve’s Longsword ability on the Arbalest and it will do 2 more damage, leaving the Alghoul with 13 HP.
  3. Place another Arbalest next to the previous one, doing 2 more HP damage, leaving the Alghoul with 11 HP. All three enemy units will power themselves up such that the two Ghouls on the ranged row have 21 HP and the Alghoul 24.
  4. Play your final Arbalest next to the other two and inflict 3 HP damage on the Alghoul.
  5. Use Scorch to destroy all three enemy units.

After the battle, you can read the notice board for a letter. There are two piles of loot to the north of the farm. Go south to find another two. Return to the entrance of the Abandoned Farm and head north. You can talk to the woman standing outside her ruined house but there isn’t anything you can do for her. Grab the contents of the woodpile and some loot from near two burned outbuildings before leaving. Take advantage of another nearby loot point and go inside the fortress. Grab two piles of loot and make your way up to the walls. The Nilfgaardian spies are trying to get the occupants of the fortress to let them in. Approach them for a battle.

Battle — An Imperial Ruse

You may want to equip Meve with the Rivian Bradsword for this battle. Your enemy will start with a 23 point advantage. The commander will target the least powerful of your cards every three turns. The Black Infantry Arbalest will damage one of your units pretty much every turn so you may want to prioritise it. The enemy will also deploy Alba Armored Cavalry units that gain 2 power and 2 armour every time you use an order or a command ability. Since these units start off with 4 HP and no armour you can take them out with your command ability. After victory, you will gain 10 recruits. Talk to the Lyrian soldier for four more. Exit the fortress and go west and south to find a golden chest (7/10).

Return the way you came and go north to find a burning church. If you choose to help the villagers inside, you will gain morale and a card fragment at the cost of 2 recruits. Unlock the fast travel point and go east. You can talk to the two soldiers nearby but they don’t have anything very interesting to say. Continue east through the gate to pick up a couple of piles of loot and continue north to be thrown into battle.

Battle — Trapped

You will encounter a new enemy unit, the Nilfgaardian Interceptor. After 3 turns, it will turn over and damage all units on your melee row by 2. The commander has an ability to reset and duplicate these so after it flips, so make eliminating it a priority. Afterwards, you will question some Nilfgaardian prisoners who offer information in exchange for their freedom. Agreeing to free them will open up a later encounter at the cost of army morale. Afterwards, you can choose to keep your word or have them killed. If you allowed the troops to live your morale will have taken quite the battering. If you didn’t take advantage of the inn earlier, you can restore it a little.

Follow the path north from the encounter and talk to a group of people by the side of the road for some gold. Go south and pick up some loot from the water’s edge. Continue south to fight a battle against monsters.

Battle — Among The Lillies

This is a standard battle. Your enemy spams certain units, particularly Rotfiends which duplicate themselves when deployed. Fortunately, they also damage their entire row when you destroy them. You will also see Archespores, which damage one of your units every turn, and Water Hags which move your units around and put a weather effect one one of your rows. Because your enemy can only inflict scratch damage, however, you shouldn’t have too much difficulty dominating this battle. You’ll find a letter and a treasure map among the after-battle spoils.

Continue round to find a village where some peasants are persecuting an elf. You can choose to spare the elf’s life and, if you do so, you can also choose to take him into your army. Exit the village through the northern gate. Don’t continue to go north, however. Instead, backtrack east a short distance and speak to the individual with the blue cap. Talk to him to exchange 4 recruits for 250 wood and a card fragment. Bargain! While you’re here, there’s a bit of loot to pick up a short distance further east.

Go back and take the path leading further north. Pick up some loot by the side of the road and turn east into Turnifen. There’s a notice board here you can read. If you freed the Nilfgaardian prisoners earlier, you can examine the church for a scene. You can choose to let the Nilfgaardians pass or.

Battle — The Battle of Turnifen

You need to capture three caravans which means that your direct damage units are most valuable. The caravans have 50 armour so you can’t destroy them, but when you attack them they move towards your side of the board. Once on your side of the board, they have a timer — after three turns among your ranks, they are removed from the board (i.e., you’ve captured them). Wagenburg units are excellent for making all three move at once. Just make sure that you have space in the receiving row. Once they’re in your melee row, attack them again so that they end up in your ranged row. That way they won’t go back to the enemy side so readily. After the battle, talk to the man in purple four times to have him join your cause.

Unlock the fast travel point to the north of the village. Talk to the man nearby who demands compensation for your failure to protect him. It seems to me that the answers that change your army’s morale are the wrong way round. If you want to pay 100 gold for a morale boost, go ahead. Note that there is a shrine a short distance ahead, so doing nothing is a valid option here. Help yourself to the contents of his woodpile regardless.

Go east through the trees and look near the hut for a dig point that reveals a golden chest (8/10).

Continue around to pick up some loot. Return to the fast travel point. The priestess by the burning church doesn’t have much to say for herself so go north across the bridge. Pick up some loot and make a note of the shrine. Ignore the blockage, since you can simply go round the other way. Do so and you’ll come across some Nilfgaardians fighting a troll. Choose to help the troll for a battle.

Battle — Some Trolls Have All the Luck.

There’s a requirement to win the battle while keeping Shupe alive. The enemy leads with an assassin in the ranged row. This damages the highest powered unit by 5 if its power is even. Shupe, whom you must keep alive, has 10 power. I eliminated the assassin by moving the banner to the melee row, deploying an Arbalest there and then using the Rivian Broadsword power. The enemy will also spam its own Arbalest units whose damage can mount up so prioritise them as well. For helping him out, Shupe will give you the Elf and Onion Soup trinket.

Elf and Onion Soup (Trinket)
Presents you with three random units from which you can choose one to play. The units may not be ones that you currently have in your army. Not bad if you get lucky, but not great either.

Continue round and unlock the fast travel point. You’ll find that you’re on the other side of the blockage. There’s a main quest battle coming up shortly so you may want to avail yourself of the nearby shrine if you haven’t done so already. Return to the fast travel point. You can talk to the civilians if you like. Otherwise, cross the bridge to the east. Approach the palisades for a scene and a battle.

Battle — The Battle of Dravograd

You have an optional goal here of eliminating Vreemde, the enemy commander. Since Vreemde has 20 power which he restores each turn, this will require a charged Wagenburg, a full rank and an Arbalest. Two Wagenburgs would be great, but you’ll need a lucky draw or Caldwell. Before you can attack Vreemde, however, you’ll need to eliminate the Elite unit that gives him immunity. After that, just wait until you have the ability to do 20 damage in a single round. After victory, you’ll have the choice of spending 1000G to help the people of Dravograd. If you have the coin, roleplay this by all means but it is a large amount to spend at this stage. If you choose not to spend it, you can restore your army’s morale to neutral shortly. You will lose Count Caldwell at this point and gain the Fake Floren trinket.

Fake Floren (Trinket)
This allows you to choose one of your units and an enemy unit and have them duel, each damaging the other by their current power until one is eliminated. If your unit is at least as strong as the enemy, it doesn’t even take damage. In a classic case of interface stupidity, you are able to select an enemy unit first; make sure this does not happen. This card is incredibly useful if there’s an enemy card that you want to eliminate right now.

You’ll emerge on the other side of Dravograd. Pick up the nearby loot and make your way around the walls to where you engaged the Nilfgaardians and make your way through their camp grabbing the after-battle spoils. You’ll also find a golden chest here (9/10).

Examine the tent in the southwest corner for a letter. Remember to pick up the loot from outside the camp as well. Return to the eastern gate to the city and read the nearby notice board. If you helped Dravograd earlier, you may want to hold off talking to the group of grateful citizens. If you do so, you can spend two recruits in return for a morale boost or 200G. Grab loot as you make your way south towards the fast travel point. If you saved an elf from an angry mob earlier and recruited him into your forces, you will lose 5 recruits to poisoning at this point.

Continue south. Two peasants standing by the roadside will mention seeing a mysterious boat. Only talk to the man standing by the windmill if your morale is not green. Go south to encounter a group of Skelligan Raiders taking advantage of the disruption caused by the Nilfgaardian invasion.

Battle — Lippy Gudmund

You have an optional goal of killing Lippy. He has 150 HP so it won’t be easy. Every turn he consumes the most powerful card on the field, damaging himself in the process. He also plays An Craite Marauder units which gain power every time an ally is damaged. You want Meve to be using the Longsword since this allows you to control which of your units are consumed as well as doing additional damage to the boss. Since they’re not valuable, I like to start off with a Rivian Pikeman which summons any other Pikemen in your deck when deployed. If you wait until turn 2 before using your command ability on one of the remaining units, you can lay down a Wagenburg without Lippy simply destroying it. If you also do direct damage with your Arbalest units, at some point Lippy will start feeding on his allies. You’ll likely need to sacrifice a few cards to make this possible. Lyrian Merlot can be useful if you manage to get some Lyrian Scythemen boosted. After victory, you will receive the Mardroeme: Bear trinket and get to decide Lippy’s fate. You can choose to punish the raiders or turn them loose against Nilfgaard. In case it isn’t obvious, the latter is the correct choice here.

Mardroeme: Bear (Trinket)
Turns a damaged unit into a bear with 22 power. Not bad, but only really useful if your goal is to accumulate points on your side of the board.

If you didn’t talk to him earlier, talk to the man standing by the windmill to the north. You will receive 250G or a boost to your morale. You’ll be able to boost your morale shortly so take the gold. Use the recruiting station near where you just fought the Skelligans and help yourself to the various bits loot lying around the place. Continue south to a fast travel point and grab a little bit of loot in the Lyrian Camp here. Continue further south and read the notice board. Talk to the assembled citizens and choose to make a speech for a morale boost. The other options give you recruits that you don’t really need and pressing townsmen into service will reduce your army’s morale into the bargain. Grab a bit of loot by the water’s edge and cross the bridge leading east. Continue east and approach the Wyvern for a puzzle battle.

Battle — The Serpent of Foregate

Your goal is to kill the Wyvern while keeping at least one cow alive. The Wyvern will eat a cow every two turns increasing its power by 4. Here’s a solution:

  1. Place a Wagenburg on your melee row.
  2. Place the other Wagenburg on your melee row. The Wyvern will eat a cow.
  3. Place the War Wagon on the melee row. Use the Wagenburg with 3 armour on the enemy ranged row.
  4. March the two infantry to your ranged row and place Raymond in your melee row. March the infantry back up. The Wyvern will eat a cow.
  5. Play an Arbalest into your melee row and attack the Wyvern for 7 HP.
  6. Play your second Arbalest into your melee row and attack the Wyvern for 8 HP. Use your Wagenburg units to finish it off. You’ll kill any cows remaining in the enemy ranged row but there will be at least one cow remaining in the other row.

You’ll find a letter in the after-battle spoils. Leave through the gate in the south and pick up some wood. Pray at the shrine even if your morale is currently green. You want to have neutral morale at the end of this chapter. Speak to the nearby peasants if you like and grab some loot from behind the largest house.

Go west and talk to the herbalist in the courtyard. Pay her 75G to receive a card fragment. This will complete the Dimeritium Bomb. Grab a bit of loot before you go.

Dimeritium Bomb (Trinket)
Restore all enemy units to their base power. This might be useful against Armored Cavalry, for example, but since it will also heal damaged enemy units, it may do more harm than good.

Unlock the fast travel point to the south and grab the nearby loot. Take the path to the west and talk to the man with a ‘?’ over his head. You can either buy a treasure map for 50G or take it off him, lowering army morale in the process. Continue west and help yourself to some wood. Use the recruiting station as you make your way round to the north. Continue north until you come to the two well-dressed men arguing. They will leave it to you to settle their dispute:

  • Let Cartwright keep the orchard: 15 recruits
  • Grant Mansfield the orchard: 750G
  • Order the orchard to be divided: nothing

The gold is the better reward if you ask me. Go behind the building and look near a tree for a dig point that reveals the final golden chest for this chapter (10/10).

You’ll find some additional loot to the east and west.

Return to the most recent fast travel point and go north until you come to a puzzle battle.

Battle — Hard As a Rock

Your goal is to eliminate all foes. It’s harder than it sounds. Here’s a solution.

  1. Play the Wagenburg in your melee row.
  2. Play an Arbalest on the melee row and destroy the Boulder. Two will take its place.
  3. Use the Wagenburg to destroy the two Boulders. They will be replaced by a Lesser Dao with 5HP. Play the War Wagon on the melee row.
  4. Play Reynard to recharge the Wagenburg.
  5. Play an Arbalest and destroy the Lesser Dao. Two will take its place. Before ending your turn, destroy them with the Wagenburg. They will be replaced by a Dao with 9 HP.
  6. Play a Forager anywhere. The Dao will destroy all units on the field but will be destroyed by the deathwish actions of the two infantry.

You will receive a Morana Runestone trinket after defeating them.

Morana Runestone (Trinket)
Heals all allies and boosts them by 2. Pretty good but probably not as good as the Lyrian Horn card.

Return to the fast travel point and head south. Cross the bridge until you have a scene with Eyck of Denesle. Do NOT dismiss him; instead ask «How goes your hunt?» and follow it with «I shall help you. » and «I insist». Eyck will join you temporarily — go into your camp and add him to your forces. Head west into Abbot’s Farm and read the notice board. Make your way to the end of the ravine, picking up loot along the way, and examine the cave mouth at the end. Order your men to begin the hunt for the Manticore to trigger a battle.

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Battle — In the Beast’s Lair

Cool music! Your goal is simply to kill the Manticore’s head. The legs will damage allied units either on the melee or ranged row. Every three turns, the tail destroys the leftmost enemy on the melee row. The wings move allied units between the two rows. This is reasonably easy: use Meve’s Rivian Broadsword ability, Wagenburg units and Arbalests to destroy the enemy’s limbs. Every limb destroyed will damage the head by 6. Every time the enemy damages one of your units, Eyck will gain 1 strength. When Eyck’s strength exceeds the head’s HP, deploy him to end the battle. Remember not to use the Fake Floren trinket since it can’t be used against bosses. After the battle you will receive the Manticore Trophy.

Manticore Trophy
Damages enemy units by 1 or 2 when they appear on the battlefield. Not only is this a really good ability, but the trophy also powers up Eyck.

Eyck of Denesle (Human)
His strength grows by 1 every time an allied unit is damaged. If the Manticore Trophy is being used, Eyck gains 2 strength instead. When battling monsters, Eyck can damage an enemy unit by his current power. Needless to say, Eyck can become a beast when you’re using the Manticore Trophy and is pretty decent even when you’re not.

Eyck will also join your forces permanently. If this is your first playthrough you will unlock the For the Good Book States and Distillation of Filth trophies.

Leave the ravine. If you didn’t already, you may want to pray at the shrine you passed earlier. To proceed, take the southernmost path leading east grabbing loot on the way. Visit the Skelligan camp that you pass. If you imprisoned the raiders earlier, you will have a battle here. Assuming you didn’t, collect the loot that they’ve graciously left lying out in the open.

Battle — On the Road

This is a standard battle and is only fought if you had Lippy Gudmund imprisoned. At least it’s an opportunity to see a couple of units that you won’t otherwise get to fight: Skelligan Raiders damage a random enemy on the opposite row by 3 each turn while Dimun Warships spawn Torrential Rain on one of your rows.

Continue a short distance east and go into the courtyard of an inn. There will be a puzzle battle here if your relations with the Skelligans are not good.

Battle — Pillagers

This battle is only fought if you had Lippy Gudmund imprisoned. Your goal is to eliminate all enemies. Every turn, the inn will spawn a Skelligan Warmonger that duels your strongest unit. Here’s a solution.

  1. Place the War Wagon wherever you like and use Meve’s Longsword ability on it. An enemy Warmonger will duel the Wagon, killing himself and leaving your wagon with 5 HP.
  2. Play one of the Regiment Drummers. An enemy Warmonger will destroy the Wagon.
  3. Play the Rivian Sapper and destroy your two Light Infantry. Their deathwish ability will destroy the enemy Warmonger. An enemy Warmonger will destroy the Sapper.
  4. Play the last Regiment Drummer. An enemy Warmonger will destroy one of your Drummers and the inn will disappear leaving behind two Warmongers with 7HP each.
  5. Use Scorch to eliminate the two Warmongers.

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. This should make a grand total of 10 trinkets, unlocking the Hoarder trophy.

Mardroeme: Vengeance (Trinket)
Destroy the highest ally and play 2 allies from your graveyard. This can be OK, particularly after the first round of a best-of-three battle. It’s not enough to make me change my loadout, however.

If you didn’t fight them, do not get involved with the brawling Skelligans since you don’t want a morale boost. If you want to get involved regardless, you can pay 2 recruits to enforce order or 100 G to pay for the damages. Continue east. If you recruited that elf earlier, you will learn that he is the one responsible for poisoning the water. You will lose another recruit at this point. Afterwards, you can read some Scoia’tael propaganda in your reports.

Unlock the fast travel point as you continue east. If you’re not currently using it, make the Rivian Broadsword Meve’s weapon. When you reach the end of the path, the game will give a summary of stats for this chapter. At this point, you have the opportunity to continue or turn back. For the moment, choose the latter option. Build a watchtower in your camp if you’ve not done so already. Bring up the map view and spend 50G on scouts until they report that there’s nothing left to discover since there’s bound to a few bits of loot that you’ve missed. When you’re done, make your way through the gates to the Lyrian capital.

The next sections are interactive scenes. Caldwell turns out to be a rat. What a surprise! You will lose the Lyrian units from your deck and Caldwell will come to gloat. I’ve still not chosen to option that doesn’t tell Caldwell to go plough himself! Eventually, you are sprung from prison by Gascon of all people. You can choose either option here with the same result. Continue for a battle against the forces pursuing you.

Battle — Hunting the Queen

The enemy has nine Dark Alley cards on his ranged row, one of which conceals an escape route. Every turn you can order Reynard to turn one over. One of them is the escape route you want. The other eight reveal Grey Rider units which boost the other units that the enemy commander lays down every turn. After three turns, Gascon will turn up with reinforcements for you. The cheap way to win this is to wait until the enemy has placed, say, six cards on his melee row before Raymond starts turning cards over. This will limit the boosting effect of the Grey Riders. Until then, put down Lyrian Scythemen and boost them with your command ability. Once the escape route is revealed, the goal is simply to have more points on the board than then enemy after three phases.

After victory, Gascon will agree to help you recover your throne. You skulk out of the city and make your way to Aedirn, a neighbouring kingdom.

Chapter 2: Aedirn In Ashes

No sooner do you arrive in Aedirn than you are thrown straight into battle against Scoia’tael forces.

Battle — A Forestalled Execution

Your goal is to eliminate the Scoia’tael executioners and save their prisoner, Rayla the Black. The Rivian Broadsword makes this trivial — use it and deploy a Strays Slinger to take them both out. After this, it’s a matter of surviving. You’ll notice that Elven Archer units can damage one of your units every turn and Elven Swordmaster units can eliminate any damaged allied unit each turn.

One of your goals in this chapter is to keep your morale neutral. If your morale is raised, your units will count as boosted and the Elven Archers will do 6 damage rather than 2. If your morale is reduced, all your units count as damaged meaning the Elven Swordmasters can take them out at will.

After victory Black Rayla will join your forces. Collect the after-battle spoils and take a moment to view your forces.

Black Rayla (Human)
Her order ability allows you to choose any card from your reserve deck and play it. This is an outstanding ability and synergises with Raymond and the Decoy card. When fighting Scoia’tael, she gains 2 strength whenever an enemy unit is destroyed. On the minus side, she has a bad habit of committing war crimes. There will be three decisions in this chapter that determine whether she stays with you or leaves. If you make at least two choices that please her, she will stay. For reasons that I won’t reveal here, you may not want to keep her after this chapter so I suggest that you roleplay these.

Gascon (Human)
His unique characteristic is that he gains a point in strength whenever a card (allied or enemy) is moved and it doesn’t matter whether or not he’s currently in the field of play. You can use your Slinger units to boost him to quite high levels. Unfortunately, he has doesn’t have any other special abilities which means that he’s only useful when the goal is simple accumulation of unit power.

Strays Slinger (Human)
When deployed, select 3 enemy cards and move them to the other row (i.e. from the melee row to the ranged row and vice versa), inflicting 2 HP damage in the process. Works brilliantly in combination with Pitfall Traps and, if Gascon, is in your deck, powers him up as well.

Strays Bomber (Human, Blitz)
When deployed, set fire to an enemy row. This has a 1/3 chance of inflicting 2 HP damage to any unit in the row each turn which is pretty good. They become really good when you promote them through camp upgrades since the chance of inflicting damage on each turn doubles.

Strays Cavalry (Human, Blitz)
When deployed, target an enemy unit and inflict 1 damage per turn. If and when that unit is destroyed, another random enemy target is selected for the same treatment. To be honest, the unit cost is really high and the damage over time doesn’t really amount to much. For best effect, you’d want to deploy them at the start of a round, but then you’re not deploying your Slingers or your Bombers. Not good.

Alchemist (Human, Field Support)
When deployed, sets a selected unit’s power equal to the unit to its left. Synergises nicely with Foragers, for example, or even Gascon / Eyck.

Strays Infiltrator (Human)
Deploy on the enemy side. After two turns, the unit is boosted by the power of the unit on its right and returned to the allied side. Can be used to take advantage of powerful enemy units. While on the enemy side, they can be damaged by any row effects (such as fire from the Strays Bomber) and once back on your side they can only add to your overall strength.

In this chapter you will also be able to acquire the following units through camp upgrades:

Lyrian Scytheman + (Human, Blitz)
Gains 2 power and boosts self by 7 when Meve uses her power.

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. If you can make good use of them, they can boost your army strength considerably.

Strays Bomber + (Human, Blitz)
Gains 2 power and doubles the effectiveness of fire.

Rivian Pikeman + (Human, Blitz)
Gains 2 power.

Rivian Sapper (Human, Blitz)
When deployed, damage an enemy unit by 2. If the enemy unit is destroyed, repeat. The damage done is rather low for what is a fairly expensive unit. Gets a lot better when promoted since the damage is doubled.

Lyrian Hajduk (Human)
When deployed, give 1 charge to the unit to its right. Another charge for Rayla? Yes please! Not bad.

Pitfall Trap (Machine)
When deployed, damages all enemy units on the target row by 2. Damages any unit that subsequently appears in the row by 2 as well. This synergises well with the Slinger units who can move enemy cards into the trap. Even better, it can prevent the enemy from deploying one of its units since it occupies a space.

Lyrian Pathfinder (Human, Field Support)
When deployed, clears all row effects. After 3 turns, play the top card from your reserve deck. You will start to see row effects more often which makes this unit quite useful. The summon ability is not too shabby either.

Lyrian Blacksmith (Human, Field Support)
When deployed allows you to play a trinket from your graveyard so that, for example, you can use the Lyrian Horn twice which makes the Blacksmith really rather good. Note that you are unable to play a given trinket a third time even if you have two Blacksmith units in your hand.

War Wagon + (Machine, Blitz, Field Support)
Doesn’t gain power but will now spawn 3 Light Infantry +. Since the infantrymen can move, it synergises quite well with Gascon and Grey Rider. Your Slingers can also destroy the Infantrymen to take advantage of their deathwish ability.

Aretuza Adept (Human)
When deployed choose a regular unit on the battlefield or in your hand and add two copies to your deck. This allows you to duplicate cards that you can later summon or use in a later round. The Adept also has the «immune» attribute which means that she cannot be directly targeted by enemy units. It also means that she cannot be targeted by your units so that you cannot use the Adept to create two more Adepts.

Forager + (Human, Field Support)
Gains 2 power and the ability to destroy two cards to the right. This ability becomes an Order ability rather than one activated on deployment. Can be used on Light Infantry to damage the enemy by 10.

Note that there are trophies related to unit creation. The Armory node in the Workshop unlocks «Reynard combat units» and the Engineers’ Drafting Desk node in the Workshop unlocks «Reynard support units». The Strays’ Den and Alchemist’s Laboratory nodes unlock «Gascon» units. If you create a «Reynard» unit in the Command Tent, you will receive the At Ease, Private! trophy while creating a «Gascon» unit gives you Dog Trainer. You won’t be able to unlock One Big Happy Family in this chapter, however.

A suggested upgrade order in the workshop is as follows:

  • Mess Tent (2)
  • Workshop (3)
  • Training Grounds (2)
  • Strays Den (1)
  • Command Tent (2)
  • Soldiers’ Quarters (1)
  • Engineers’ Drafting Desk (1)
  • Soldiers Quarters (2)
  • Alchemist’s Laboratory (1)
  • Armory (1)
  • Royal Treasury (2)

Unlocking the Strays Den node will double the effectiveness of Strays Bomber units making subsequent encounters a lot easier. 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.

You can have a whole bunch of new conversations in the Mess Tent and read some new reports in the Royal Tent.

Although your path to proceed is to the north, begin by going south where you will find a golden chest (1/9).

Now head north, picking up a loot pile on the way. You will see the country in flames. Start making your way southeast and unlock the fast travel point. Grab the loot and take the path leading east. Approach the Nekkers for a battle.

Battle — Not a Living Soul

This is a standard battle. It is also a battle where you can unlock the Party’s Over trophy. Ensure that you are using the Lyrian Banner trophy and the Rivian Broadsword weapon and create two Pitfall Traps. Treat this as a puzzle:

  1. Play a Pitfall Trap on the melee row.
  2. Play a Pitfall Trap on the ranged row.
  3. When the enemy has played two Alpha Wolves both will have no armour and one will have 9 strength. At this point use the Rivian Broadsword on the Wolf, reducing it to 5 power.
  4. When the enemy has filled the melee row with 8 Nekkers, it will pass. Each of these will have 5 power. and no armour. Use the Lyrian Horn followed by the Rivian Broadsword to kill them and the 5 strength Alpha Wolf.

This should win you the first round. After that, you just need to win the second. You will find a letter among the after-battle spoils.

Note: I’ve also played this battle with the Nekkers only having 4 strength. In that case, you don’t need to deploy Pit Traps — the Lyrian Horn and Rivian Broadsword will be sufficient.

Return to the main path and continue southeast. Use the recruiting post and grab the resources from near where the soldier is standing. There’s more loot and another recruiting station in this camp along with a merchant who will trade wood for gold and vice-versa. The tree near the centre of the camp is the Wayfarer’s Beech. If you chose to approach it, you will receive a letter. You will then have to choose whether to punish one of your soldiers who has killed a civilian in an argument. If you pardon him, you will gain morale. If you punish him, you will lose morale but the travellers will give you some gold. Note that you can repair the morale loss with a nearby shrine. Read the notice board to highlight nearby points of interest and make note of the shrine just to the northeast.

Return to the main path and pick up the nearby loot. Continue east for a scene. Settle the argument between Reynard and Gascon as you see fit. Gascon makes a good point in my opinion. Continue east to unlock a fast travel point. To the south is a ruined village where you can fight a puzzle battle against a group of necrophages.

Battle — Amidst the Rubble

Your goal is to eliminate all enemies. The enemy has a grave hag with 7 strength who will consume a card from the graveyard every two turns, an Alghoul with 11 strength and 3 Nekkers with 3. Here’s a solution:

  1. Play a Rivian Sapper and attack a Nekker doing 2 HP damage. The Grave Hag will increase her strength to 10.
  2. Deploy a Sapper, destroy the 1HP Nekker and damage a second. The Alghoul will consume the Nekker to its right and grow to 17 strength.
  3. Deploy a Sapper, destroy the remaining Nekker and damage the Alghoul. The Grave Hag will grow to 13 strength.
  4. Deploy the last Sapper and damage the Alghoul, reducing its strength to 13.
  5. Use Scorch to destroy both remaining enemy units.

You will find a letter among the after-battle spoils. To the west of the village is a golden chest (2/9).

Return to the village and leave through its southern exit. Make your way back to the main path up the eastern side, gathering loot on the way.

To the north is an abandoned village where you can gather resources and find the eviction notice issued to the villagers on the notice board. Talk to the civilian here three times to have him join your forces. Adjust your forces so that you have some Strays Cavalry in your deck. I don’t rate these units, but they’re useful for an upcoming battle. Leave the village and continue east to the bridge for a scene. You can choose to attack a Nilfgaardian caravan or let it pass. I’ll assume you choose the former option.

Battle — Imperial Transport

Your goal here is to force the caravan card to move three spaces to the right. Deploy Strays Cavalry units to target it. After a couple of turns it will move onto the trap card. You will capture the caravan and release three spy units on the enemy side. You will also gain a bunch of cards in your hand. For its part the enemy will play Archer units and Armored Cavalry, but the boost that you get from the spies should ensure a points victory. After the battle, you’ll learn that transport is carrying slaves. You can choose the let the freed slaves accompany your army. If you do so, you will eventually receive a card for your troubles. After you gather spoils, you can read a new report in your camp.

Cross the bridge and examine Gatberg’s town gates. You can choose to bypass the town or.

Battle — The Battle of Gatberg

The enemy will spend four turns summoning scrubs. Take the opportunity during those turns to set fire to both enemy rows and build up points on the board. When the commander, who has 78 strength, appears bring out your Slingers and use Meve’s Broadsword ability to start killing weaker units. Each one you kill will reduce the commander’s power by 25% of its current total. Destroy a few enemy units and the commander’s strength becomes pitiful allowing you to win the battle fairly easily. Afterwards, you can choose to take the enemy’s gold or leave it in the town. Hmm.

Exit the town to the northeast. Grab the wood and approach the monster for another battle.

Battle — In Darkness

This is a standard battle. The enemy deploys spectral units that haunt your allied units — an effect that does increasing amounts of damage each turn. This should allow Eyck to power up to extreme levels. You can then use an Alchemist to duplicate that power to another unit. In the first round, your enemy will pass fairly early so conserve your best units until round 2. If you investigate the house afterwards, you can choose to have the suicide inside buried. This will gain you some gold and a letter but lose you morale. Note that you don’t need to make a decision right away. Continue west a short distance to find a golden chest (3/9).

Return to Gatberg and leave through the eastern exit. Read the notice board here and gather the nearby loot. Make your way southeast. You can talk to the pair by the side of the road if you like and grab some loot from just behind them. Continue south and enter a gate to the west. Talk to the two people to learn that someone has given an injured Nilfgaardian shelter. You can choose to murder him to improve your forces’ morale. Help yourself to the contents of the woodpile regardless.

Make your way east to unlock the fast travel point. You can grab some loot nearby, but a broken bridge prevents you going further south. From the signpost pick your way east through the burning buildings until you are thrown into a puzzle battle.

Battle — Born of Fire

Your goal here is to move both Elementals so that they end up on the same row and with the same power. Here’s a solution:

  1. Play the Regiment Drummer on the melee row. The 2 HP Elemental will grow to 4 HP.
  2. Use the Drummer’s ability to summon another Drummer and lay it next to the existing one. Place an Arbalest on the melee row and attack the 4 HP Elemental. It will be reduced to 1 HP and moved to the melee row. The 25 HP Elemental will set fire to your ranged row, reducing it to 12 HP.
  3. Place another Arbalest on your melee row and attack the 12 HP Elemental. It will be reduced to 8 HP and moved to the melee row. Use the Drummer to summon a third Arbalest. Place it on the melee row and attack the 8 HP Elemental, leaving it on the ranged row with 3 HP.
  4. Place an Arbalest in your ranged row and attack the 3 HP Elemental for 1 HP damage, leaving it on the melee row with 2 HP. The Elemental will set your melee row on fire, reducing it to 1 HP.

You will receive the Dazhbog Runestone trinket after winning the battle. You’ll find a letter among the after-battle spoils.

Dazhbog Runestone (Trinket)
Damage a unit by 1. Use the ability up to 8 times. This is useful in a couple of battles but generally not one you’ll use.

Leave the burning village through the northern exit. Pick your way past more burning buildings and make your way into the remains of an army camp. Some necrophages are blocking the way to a golden chest (4/9) so make them go away.

Battle — New Roots

This is a standard battle. Your enemy will deploy Foglets, Nekker Warriors and Ancient Foglets. You may want to add a Lyrian Pathfinder to your deck to deal with the Impenetrable Fog that will power up the enemy. You’ll also want Eyck in your hand and the Manticore Trophy. This is one of the more difficult battles that you’ve faced but you should be able to have Eyck acquire sufficient power to deliver a knockout blow on round 2. In round 1, you want to set traps or fire on both enemy rows. The enemy will keep throwing cards at you. Use Slingers to damage them and move them onto your traps.

The chest is locked but the key can be found in a loot pile in the top left of the camp together with a letter. Take the northeast exit for a scene followed by a battle.

Battle — The Battle of Rosberg

Your immediate goal is to kill the enemy Scout units. Each one you kill increases the reinforcements timer by 2. You can kill them all in the first turn: Strays Slinger + Rivian Broadsword. This will cause the enemy to use up all his forces before reinforcements arrive. If reinforcements do arrive before the enemy passes, you’ve probably lost. After that, it’s just a matter of outscoring the Niflgaardians.

After the battle, you will find Xavier Lemmens in the remains of the city. He will ask to join your company in spite of his injuries.

Xavier Lemmens (Human)
Give a card with an Order ability 1 charge. Xavier can do this twice. Xavier makes a monstrous combination with Rayla, allowing you to summon three cards of your choosing from your reserve deck. Then use Raymond to recharge both units for two more summons.

Note that you now have five character units in your army. This means that you are able to unlock the In Good Company trophy. There are new reports for you to read. One relates to the Scoia’tael leader while the other relates to reprisals taken against Lyrians. You will only receive the latter if you had the envoy killed in chapter 1. You will be to the northwest of Rosberg. Make your way across the bridge to find a shrine. Go south to find a notice board, a recruitment post and some loot. Unlock the fast travel point just to the north and cross the bridge.

As you make your way west, you will have a scene if you allowed the freed slaves to follow your army earlier. Some of them have stolen supplies and fled. You can choose to let the peasants stay with you, but it will reduce your army’s morale. Then again, your army’s morale should be raised after using the shrine and we’re nearing the point where you want morale to be neutral. Continue west until you come to a fork. Go north and help yourself to the contents of the woodpile. Approach the dog for a scene. Choose to take the dog to add a new unit to your army and unlock the Arf! Arf! Grrr. trophy.

Knickers (Beast)
Knickers has the immune and resilient attributes, meaning that enemies cannot target him directly and that he stays on the field after a round is completed. He is also summoned when you play another character unit or have a unit carry out an order. This means that you always want him in your deck (he’s free points) but never in your hand. Occasionally he will eat one of your trinkets, powering him up greatly.

Return to the main path and make your way southwest. When you reach the next fork, go south and grab the woodpile by the hut. Go east from here, picking up some gold along the way, until you come to a puzzle battle.

Battle — In the Fog

The goal here is to eliminate the Ancient Foglet while keeping Meve alive. Meve is on the melee row surrounded by eight palisades. Each turn, the Ancient Foglet summons two normal 4 HP Foglets who attack the palisades. When all the palisades are destroyed, the Ancient Foglet will kill Meve. Killing Foglets deals 5 HP damage to the Ancient Foglet. This is the key to winning the battle. Here’s a partial solution:

  1. Deploy the Wagenberg, The enemy will summon two Foglets to its melee row.
  2. Play the Strays Bomber and set fire to the enemy ranged row. The enemy will destroy two palisades.

Subsequent turns depends on luck. If there are several 2 HP Foglets, play a Rivian Sapper, otherwise play the Strays Slinger to move three 4 HP Foglets to the ranged row. Use the Wagenburg to inflict 2 HP to the entire enemy melee row and follow up with a Rivian Sapper. Since the Ancient Foglet should also be taking fire damage you should now be able to eliminate it either with a Sapper or by using the Lyrian Hajduk to recharge the Wagenburg. You will find a letter among the after-battle spoils.

Return to the main path and head northwest for a scene. You will find captives bound to a willow tree and left to die horribly. You can keep your distance, which will result in a morale loss, or attempt to free the captives. This will cost you 8 recruits and result in a battle.

Battle — Eldain’s Ambush

You want to take advantage of the Rayla / Xavier combo in this battle. Your allied rows will be on fire — Lyrian Pathfinders can help here; alternatively you let the damage over time power up Eyck to insane levels. The enemy will deploy Elven Mercenary units which are spies that damage your allied units when they move back to their own side. 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. Since destroying Scoia’tael boosts Rayla, she and Eyck should be sufficient to get enough points to win on their own. Continue along the path, gathering loot, and unlock the next fast travel point. Remember this because you’ll come back here later.

You will find a letter among the ruins just to the north. As you cross the bridge to the northeast, you can help out a merchant in need. Regardless of your choice, you will lose 100G and 2 recruits and gain a card fragment. You can, however, choose to requisition his wares which will give you 100 wood. The other choice gives you a morale boost and you don’t really want that. There are two ways you can go from here. Take the southeast path.

When you come to a village, grab the woodpile. Read the letter on one of the notice boards and read the regular notice board to highlight nearby points of interest. When you get to the main part of the village, you will notice that there is a closed gate blocking the way northeast and a bunch of elves and dwarves looking a bit shifty. Investigate for a scene. If you choose to allow Rayla to look around the village, you will find out what happened to Elkenfurt’s human inhabitants. 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. You can either have the inhabitants marched off to face trial, at the cost of 6 recruits or allow Rayla to dispense summary justice. No matter how you choose here, your army will lose morale. The gate will open allowing you to grab two piles of loot (and see the site of the earlier massacre).

Leave Elkenfurt behind you. There are a couple of loot piles to the north. Head through the gate further to the north for a scene where you witness Nilfgaardian soldiers trying to fight off necrophages. Choose to help the Nilfgaardians for a battle.

Battle — In Defense of the Enemy

You’re battling monsters, so you want Eyck in your hand. Two Nilfgaardian units will assist you. The enemy deploys Hulking Nekkers which do their usual trick of summoning a copy of themselves each turn. When they are unable to summon another Nekker, they gain one point in strength. Use the Rivian Broadsword to punish them for all having the same power. The enemy will also deploy Grave Hags which grow by consuming units from the enemy graveyard and the commander has a power which allows him to redeploy units from his graveyard. If you give the enemy a few turns to get both rows full (for example, deploy Rayla then Xavier then use the Decoy card on Xavier and deploy Xavier again), you can really go to town on wrecking his units.

After the battle is finished, your temporary allies will reveal themselves to be inhabitants of Gheso, a vassal state with no love for the Nilfgaardians. Allowing the soldiers to join will cost morale but give you two new unit types to add to your forces. Refusing them will raise army morale. I recommend the former option.

Gheso Arbalest (Human)
Appear on the battlefield on round one start. Damage random enemies by 2 when Meve uses her command ability. They have a nice synergy with the Aretuza Adept since, if duplicated, they will appear on the field right away.

Gheso Footman (Human)
Appear on the battlefield on round one start. Can be ordered back into your deck and will summon a random unit when they go. Since you don’t have to play them from your hand, they’re basically a free summons. However, due to what is presumably a bug, summoned units don’t get to use their deploy abilities making the Gheso Footmen rather useless.

Grab the loot just to the north of the village and use the nearby shrine to restore your army’s morale. Both nearby bridges are down so return to the most recent fast travel point. Make your way southeast. As you do, you’ll see a campsite a short distance to the west. A battle awaits you here so you may as well get it out of the way.

Battle — Abandoned Camp

The enemy commander has an ability that will damage a unit by 5 and units either side by 2. He will use this every 3 turns. He will play lots of units that support each other and that damage your units. Fortunately, most attacks on your units damage them by 2 which you can make up with Eyck and the Manticore trophy. Set fire to the enemy rows to inflict damage over time and use Slingers and the Rivian Broadsword to take out the archers who are your biggest threat. After victory, grab the loot from the campsite and make your way south until you come to some ruins. Grab some loot to the south then make your way into the ruins for a puzzle battle.

Battle — Prayer, Interrupted

Meve is surrounded by enemy archers with only 1 HP. The archers will target her and do 1 HP damage when they take damage. Your goal is to reduce all enemy archers to 1 HP each while keeping Meve alive. Here’s a solution:

  1. Use Bekker’s Dark Mirror on the Powerful Elf unit. This will give Meve 15 HP, giving her some breathing space.
  2. Use Royal Decree to summon two Lyrian Arbalest units. Attack two archers for 1 and 2 HP damage respectively. The enemy will do 2 HP damage to Meve.
  3. Lay the Aretuza Adept next to the Arbalests and select an Arbalest to create an additional two copies.
  4. Use Reinforcements to play all your remaining Arbalests in the same row as you placed the other cards. Target the archers with 5, 6 and 7 HP in that order. You will do 4, 5 and 6 HP damage to them respectively, fulfilling the victory conditions.

After victory you will receive the Bekker’s Dark Mirror trinket.

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. This can be a 30 point play which isn’t bad at all. The problem is that ideally the most powerful unit should be on your side of the board making this trinket somewhat situational.

Leave the ruins to the north and rejoin the main path leading southwest. Unlock a fast travel point and go southwest for another battle.

Battle — Surrounded

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. There’s a new and annoying card for you to worry about: the Hawker Smuggler that will summon cards from the enemy deck. You will also have to worry about the Elven Archer/Swordmaster combination. I use the Fake Floren trinket to take the Swordmaster out ASAP which defangs the archers somewhat. The commander has the same annoying command ability as the last Scoia’tael battle. The good thing is that any damage coming your way charges up Eyck to help you get the points advantage you need.

A short distance to the west is a bird’s nest with something glinting in it. It will cost you two recruits to obtain a card fragment. When you get to the wooden bridge, cross it and follow the path leading northwest. Speak to the crow next to the stone bridge and pay 1G to receive a treasure map. Continue south. When you reach the gate at the bottom of the path, go west along a somewhat concealed track. Go into the enclosure with the pumpkins and look for a dig point to reveal a golden chest (5/9).

You can talk to the man here but he doesn’t have anything useful to say. Return east and go into the village of Crumhorne. Make a note of the shrine but do not use it at this time. There are two recruitment posts here and a notice board. 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 north from here to a dead end with some loot.

Leave Crumhorne through the northeast exit. A short way north you’ll find a rubbish pile that you can examine. You can obtain a treasure map and, if Eyck is with you, it doesn’t cost you anything. Continue north to find the place where the humans sell goods to the Scoia’tael. Approach them for a scene. You can choose to avoid conflict but if you want a platinum trophy, you need to give the order to attack.

Battle — A Canceled Transaction

This is a somewhat challenging battle. You need to get rid of the Hawker Transport as soon as possible. The enemy spams Smuggler units and Archers. Fortunately, he seems to use just the one Swordmaster which you can eliminate with the Fake Floren. In an annoying twist, the enemy also spams Healers that restore full health to injured units every other turn. Once they start appearing you need either to be able to eliminate enemy units completely or just focus on building up points on your side of the board. After the battle, you can choose to destroy the hawkers’ weapons or you can equip your army with them. The latter choice will cost you army morale but give you an excellent weapon for Meve, the Flail.

Meve: Flail (Weapon)
Every 3 turns damage 3 adjacent enemies by 3 and move them one row back. This is an excellent command ability and I suggest you equip it right away.

You can read a new report after the battle. If you follow the path east, you’ll come across a spiked pit blocking your way. You can waste 50 wood on having it unblocked or you can just fast travel to the nearby signpost.

From here, head south until you come to the wooden bridge leading to Crumhorne. Instead of going west, continue southwest and round until you come to a blockage. Force your men to clear it and take the hit to your army’s morale. Follow the path east and you will come to a golden chest (6/9).

Return to Crumhorne and use the shrine to restores your forces’ morale and then return to the fast travel point. Head northeast and when the path splits take the fork leading northwest. Approach the bridge for a battle.

Battle — Impasse

The enemy doesn’t play any tricky cards so this battle should be quite simple, particularly if you’re using the Flail. Prioritise the Archers and you’ll be fine. You’ll find a letter among the after-battle spoils.

Continue northwest. There’s another pit blocking your way so take the long path round. Eventually you will come a cave mouth. Examine it and choose to attack the elves’ hideout for a battle.

Battle — Elven Hideout

This is a standard battle. The enemy will pretty much hand you the first round. On the second round it will spam Hawker Healer units (you’ll find out why shortly) making it very difficult to eliminate enemy units. Even when you do, the enemy can replay them from the graveyard every other turn. Although when replayed they have half strength, the healers will soon get them back into fighting shape. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. Even though it’s hard to eliminate enemies, you want to repeatedly damage any Elven Sentry units that the enemy plays. This is to prevent them repeatedly duelling your units and destroying them. After the battle you will find that this is a field hospital and will receive the Ointment trinket. Rayla will want to murder the wounded in the hospital. This is one of three decisions that will determine whether she stays with you after this chapter. If you feel justifiably squeamish at being complicit in a war crime you can refuse and still keep her since the next decision will be much easier to make.

Ointment (Trinket)
Heal an ally and increase its strength by 10. This is better than the Fortification Tonic since you can use it on a damaged unit. But not much better.

To save time, you may want to use the fast travel point northeast of Crumhorne. This time, go northeast and keep going northeast. As you approach a wooden bridge, Meve will wonder whether you’ve been that way before. No, you haven’t. Unlock the fast travel point and examine the elven ruins nearby. If you have Eyck with you you can get 1000G at no cost. Otherwise it will cost you 8 recruits. Make sure you do not miss the various piles of loot lying around and continue north. You will come to one of the broken bridges you were unable to cross earlier. Go northwest and follow the quest marker.

You will meet the leader of the Scoia’tael, Eldain. If you lynched the nonhumans in Elkenfurt or murdered the patients in the field hospital, these episodes will not go unmentioned. Eldain will propose that you fight outside the necropolis. If you agree, you will lose advantage. If you disagree, Eldain will murder your scouts.

Battle — The Battle At Caedva Gaenvid

Assuming you didn’t surrender your advantage earlier, you will be able to summon two units from your hand and will get to go first. If you fought the elves at the field hospital earlier you will have the disadvantage of reduced morale, however. Every 3 turns, Eldain will summon a Cutthroat on the ranged row which will drag one of your allied units to the enemy side of the board. Fortunately, they have low strength so you can eliminate them easily and get your unit back with a boost to all allies. Even with the disadvantage of reduced morale, this battle was more of a massacre. The Rayla / Xavier / Raymond combo is ridiculously powerful for one round battles.

After emerging victorious, you will receive the Lord of the Moulderwood trophy. Eldain will request to be buried decently, This is the third of the decisions that determine whether Rayla stays in your army. Since he’s an outright terrorist, this is a request that is quite easy to refuse. Regardless of your choice, you will receive the Mandrake trinket. You will also be able to read a new report.

Mandrake (Trinket)
Play a random bronze unit from each deck onto your side of the field. This is not bad at all.

Loot the area and continue northwest. Follow the path around and you will leave the Moulderwood behind. You will also start seeing evidence of Nilfgaardian activity again. Note that you no longer need to be quite so careful about maintaining neutral morale since you’ve left behind Scoia’tael encounters for the time being. Unlock the fast travel point and keep going west until you come to a puzzle battle.

Battle — A She-Troll’s Fury

Your goal is to eliminate the She-Troll while keeping all your units alive. Here’s a solution.

  1. Place the Wagenburg in your melee row
  2. Place a Grey Rider next to the Wagenburg
  3. Place the other Grey Rider in your melee row.
  4. Place a War Wagon in your Ranged Row. The Grey Rider units will move next to it.
  5. Place the other War Wagon in your melee row. Again, the Grey Rider units will move. The Wagenburg should now have 7 armour.
  6. Move a Light Infantry from the melee row to the ranged row. Move another from the ranged row to the melee row. Note how the Grey Riders follow them around. The Wagenburg should now have 10 armour. Repeat both moves and the Wagenburg will have 13 armour. Play Raymond on the melee row to recharge the infantrymen. Repeat the movement sequence with the infantry and the Wagenburg will have 20 armour. Use it to destroy the She-Troll.

You will receive the Scepter of Storms trophy after the battle. You will find a letter in the loot pile that the She-Troll was blocking access to.

Scepter of Storms (Trophy)
Damage the lowest enemy unit by 2 and repeat until charges are depleted. Acquires 1 charge at the beginning of every turn. At the end of a round, charges are reset to 0. Basically, this is 2 points of damage every turn. It’s not better than your other trophies in my opinion.

Return to the fast-travel point. Go into your command tent and rearrange your deck. You want to remove cards and trinkets that do direct damage to the enemy. Use the Longsword as Meve’s weapon and the Lyrian Banner as the trophy. Go through the gate to the north and approach the point of interest for a scene. Read the notice board to pick out points of interest and gather loot, not forgetting one to the top left of the burning village. Make your way northeast across the bridge. Head west when you come to the fork and you will find a shrine. From here go northeast up the path to the gates of a fort. Approach the gates for a scene. You can choose to attack or not. Doing so is required for a trophy.

Battle — Bandit Stronghold

Your goal here is not to eliminate enemy units but rather outscore them. This is a good opportunity to aim for the I Have the Power! trophy. 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. 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. Once your board is almost full, use the Lyrian Horn and then use a Blacksmith to play it again. I ended this battle with almost 500 points on the board.

After the battle, you will meet Isbel of Tretogor, a sorceress. She is a pacifist in a time of war which is a difficult stance to maintain. She will initially refuse to join forces with you but will relent when she sees the extent of Xavier’s injuries. Accept her into your ranks to receive the 1. Do No Harm trophy. You will also receive a new report after the battle.

Isbel: Healer
Boost random allies by the total damage taken by your allies during this battle. Note that she needs to be in your hand to charge her ability. This ability can result in a major boost to your overall strength. 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.

Return to the bridge and go east. You will pass an abandoned camp with a group of people picking through it. Talk to one of the men three times to receive some wood. Continue east for a puzzle battle.

Battle — Trial By Fire

Your goal here is to eliminate 4 Niflgaardian Spotters before they escape. One occupies each row on the board. When any unit appears on their row, they start moving away from you. Here’s a solution.

  1. Place the Pit Trap in the enemy ranged row to the right of the Spotter, doing 2 HP damage. Because the trap has the spy attribute, the Spotter will not be alerted.
  2. Place the Wagenburg in your ranged row. The Spotter will move to your melee row.
  3. Place an Arbalest next to the Wagenburg and attack an enemy with 6 HP. Both Spotters on your melee row will move to the enemy melee row.
  4. Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. All three Spotter units will move up to the enemy ranged row. The alerted Spotters will have 1, 2 and 4 HP. There will also be an unalerted one on the ranged row separated from his fellows by the trap.
  5. Use the Wagenburg on the enemy ranged row. This will leave two Spotters with 2 HP each. Play the Rivian Sapper and eliminate the remaining enemies.

You will find a letter and a key among the after-battle spoils. Continue east and go south for a recruitment post and some loot. You will also find a locked golden chest (7/9) for which you have the key.

Return to the main path, unlock the fast travel point and investigate the village of Braithwaite to the northwest for a scene. Continue northwest and approach the gates of the Nilfgaardian fort for another scene. You may choose to attack the garrison or not.

Battle — The Battle For the Granary

You will likely need to rearrange your deck for this. You will want to pack your deck with Strays Cavalry and use the Lyrian Banner trophy so that Meve can use her Flail ability more often. Your immediate goal is to destroy the Castle Gate which has 11 strength and 25 armour. You’ll want Rayla in your hand so that you can deploy pretty much all your Cavalry to target the gate. At some point, the enemy will bring the commander onto the field. He has a very high strength but loses 25% of the current total each time an enemy unit is destroyed. Use the Fake Floren and Blacksmith cards to make sure that happens enough times to weaken him greatly. When the gate falls, all your units will gain a boost while all enemy units will take damage. After the battle, you’ll have a choice:

  • Keep the food for your army: 250 wood and an increase in morale
  • Return half the supplies. 125 wood
  • Return all the food. a reduction in morale.

Note that the villagers treat the middle choice, which seems pretty fair to me, as a great crime. You may as well take the lot in that case!

Cross the nearby bridge for a scene and a battle.

Battle — The Colossus of Nazair

You may need to rearrange your deck a little. The Fake Floren trinket is no good for this battle while the Dazhbog Runestone is useful. You may want to use the Scepter of Storms trophy rather than the other two. Also the Gheso Arbalests will be quite useful here. You will be fighting an Imperial Golem and the mage Albrich. Although your goal is to outscore the enemy, Albrich has a nasty ability that he can use every turn: he damages your highest powered unit by the strength the lowest powered one and gains one strength each turn. Use Meve’s Flail ability and Slingers to damage Albrich and when sufficient charges have built up in the Scepter of Storms trophy, use the Dazhbog Runestone and the trophy ability to destroy him.

After the battle, you will be able to use the mage’s megascope to talk to Duke Ardal Aep Dahy, the General in charge of the Niflgaardian invasion. Choose whichever conversation options you like since they don’t make much difference. Afterwards, you will receive the Alzur’s Thunder trinket.

Alzur’s Thunder (Trinket)
Damage the chosen unit by10 and units either side of it by 5. Not bad at all.

Read the nearby notice board and unlock the fast travel point. Go through the nearby gate for another battle.

Battle — Imperial Reconnaissance

This is a standard battle. The enemy commander will typically give you the first round after you’ve got some distance ahead so use the Decoy to recall, say, Rayla. In the second round, you should be able to dominate. The commander will send a fair amount of damage your way which you can use to power up Eyck and Isbel. The enemy uses a new unit: a medic unit that can both heal and boost damaged enemy units. There’s not a lot you can do about this. You will find a letter among the after-battle spoils.

Leave the ruined village and head northeast. Cross the wooden bridge for a scene. Afterwards, talk to the man in the village four times to receive a treasure map. Pick up the loot lying around. In the west of the village is a grave of a dead Nilfgaardian which you can loot for gold and a morale boost or leave undisturbed at the cost of army morale.

The location marked on the treasure map is close to the fast travel point northeast of Crumhorne. From the signpost, walk a few paces southwest to find the dig icon that marks the location of a golden chest (8/9).

Use the fast travel to return to your previous location. Leave the village where you obtained the treasure map through its southeast exit to find Vrygheff’s camp. The upcoming battle will have a requirement of killing a boss which makes Alzur’s Thunder and Dazhbog Runsetones excellent trinkets to use. You may also want to use the Lyrian Banner and Lyrian Arbalest units. Approach the gate of the Nilfgaardian fort and choose to attack.

Battle — Crime and Punishment

Don’t worry about the gate — concentrate on Vrygheff. He has 27 strength and 5 armour which means that you need to be able to inflict 32 damage to make this possible. If he plays a Venendal Elite, you will have to eliminate that first so that you can target him, however. Afterwards, you will be able to decide Vrygheff’s fate:

  • Ransom the general: gold and morale loss
  • Execute the general: increase in morale

Despite what the game says, you probably don’t need the gold right now (wood is a different matter), so make your choice accordingly. Loot the camp when you’re done and make your way south and west back to the main path. When you get close to the fast travel point, take the path leading south. As you round the bend examine the pile of rocks to find a dig point. Use it to reveal the final golden chest for this chapter (9/9).

From here, continue south until you come to a puzzle battle.

Battle — Corrupt Weapons

The Nilfgaardians are engaging in primitive biological warfare. Your goal is to destroy all the Rot Tossers and Cow Carcasses without letting a carcass explode on your side of the board. The carcasses have 8 HP and when they take damage, they will move to the other side of the board. There are three Rot Tossers with 3 HP and they create a new carcass on your side of the board every other turn. Here’s a solution.

  1. Play a Wagenburg on your melee row.
  2. Play the other Wagenburg next to the previous one. Another carcass will appear in your melee row and two more in your ranged row.
  3. Play a Slinger in your melee row and attack the Rot Tossers leaving them with 1 HP each.
  4. Play the Rivian Sapper in your melee row and destroy the Rot Tossers and damage one Cow Carcass.
  5. Play a Singer in your melee row and attack three carcasses.
  6. Play the last Slinger and attack the two carcasses remaining on your side and another unit that isn’t a Wagenburg. Destroy the carcasses using the Wagenburgs.

Grab the loot when you’re done. Examine a building to the south. You can give them 50 gold for a morale boost or, if you have Isbel, can gain 8 recruits. There’s a soldier nearby. If you talk to him three times he will join your ranks. Grab another loot pile before you leave.

Outside the village make your way east across a short wooden bridge and pick up some loot. There is another destroyed army camp just to the east. Investigate the pit full of bodies for another puzzle battle.

Battle — Pestilence

The goal in this battle is to remove all corpses from the board. Each row on the board is filled with 8 corpses. Each has 6 HP and when destroyed does 3 HP damage to corpses either side. You will need to use this deathwish ability to destroy multiple corpses in one go. Note that the corpses on a given row count for calculating Arbalest damage. Here’s a solution:

  1. Play an Arbalest on your melee row and attack the fourth corpse along. One corpse will be destroyed and the HP of the remaining corpses on that row should be 6633666.
  2. Play another Arbalest on your melee row and attack the fifth corpse along (note that it has 6 HP). This will destroy it along with the rest of the corpses. It will also damage one of your Arbalests. Use Meve’s command ability on the Arbalests.
  3. Play an Arbalest on your ranged row and attack the fourth corpse along.
  4. Play another Arbalest on your ranged row and attack the fifth corpse along clearing the row.
  5. Play an Arblaest on, say, your melee row and attack the sixth corpse along in the enemy melee row. Use Meve’s command ability.
  6. Play another Arbalest on your ranged row and destroy a corpse close to the centre of the enemy melee row.
  7. Play a fifth Arbalest on your melee row and attack the fourth corpse in the enemy ranged row.
  8. Play the final Arbalest on your melee row and destroy the fifth corpse along. If there are any remaining, have Meve use her command ability.

After the battle you will acquire the Skull trinket.

Skull (Trinket)
Remove any number of cards from your graveyard and damage all units on a row by that number. Basically, this gives you the effect of a Wagenburg without having to build up its armour which means that it can be quite a powerful play. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. On the second round of a standard match, however, it could win you the battle.

Gather the loot from the battlefield and investigate the tent for a card fragment. If Isbel is with you, this will cost you nothing. Otherwise it will cost you morale and one recruit. This should provide you with a complete card.

Artefact Compression (Trinket)
Transforms an enemy into a Jade Figurine and moves it into your hand. The Jade Figurine has 10 power but is destroyed when damaged. The targeted unit is removed from the enemy’s side of the board bypassing the graveyard. This is good when the enemy commander can summon units from the graveyard. However, it is not good if you need the deathwish ability of the enemy unit to trigger: if you use Artefact Compression on a Verendal Elite, for example, a bunch of enemy units will be left with the immune attribute.

Unlock the fast travel point just to the south of the camp and continue southwest. Examine the barricade across the path to discover the location of Falbeson, an Aedirnian traitor. You can choose to pull back or attack.

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Battle — Aedirnian Traitors

There is a countdown timer on the field. It goes down by 1 every time you play a unit from your deck, but not when you summon. The enemy will play Falbeson’s Guard units. If you destroy them, the countdown timer is reduced by 2. Otherwise, they increase the timer by 2 after two turns. You can end this quickly simply by destroying Falbeson’s Guard units to accelerate the countdown. You can also win by having more points on the board without the timer expiring, but that takes ages.

After the battle you have a choice of whether to hang Falbeson (increasing morale) or show mercy (reducing morale). If you want a platinum trophy, you’re going to have show your merciful side, I’m afraid. Gather the spoils from the battlefield and make your way east towards Falbeson’s estate. Talk to the retainer at the gate. Falbeson will invite you to a banquet in your honour. Now we both know it’s a trap, but pretend that Meve doesn’t and accept Falbeson’s offer. Needless to say, it is a trap and you will be thrown into a puzzle battle.

Battle — An Attempt On the Queen

You need to eliminate Falbeson without letting Gascon or Reynard die. There are three Assassins on the enemy side with countdown timers. There are also 2 Guard units with 7 HP who will damage Falbeson by 9 when they die. Finally, there is Falbeson who cannot be targeted. Here is a solution.

  1. Deploy Gascon to your melee row and attack an enemy Guard.
  2. Deploy Reynard and flip a banquet table on your melee row to increase the Assassin’s timer. Both cards will return to your hand.
  3. Deploy Gascon to the ranged row and target the Assassin on the melee row, moving him to the ranged row.
  4. Deploy Reynard and flip a banquet table on your ranged row. Both units will return to your hand.
  5. Deploy Gascon to the melee row and damage the other Guard.
  6. Deploy Reynard and flip another table on your ranged row. Both cards will return to your hand.
  7. Deploy Gascon to the melee row and attack a guard, reducing him to 1 HP.
  8. Deploy Reynard and flip the final table on the ranged row. Both cards will return to your hand.
  9. Deploy Gascon to the melee row and destroy the Guard with 1 HP.
  10. Deploy Meve and kill the other Guard, reducing Falbeson to 0 HP in the process.

After the battle, you will receive a new weapon, the Ornamental Sword. You’ll also receive a new report along with a decent amount of loot.

Meve: Ornamental Sword (Weapon)
Every 4 turns damage an enemy by the power of the weakest allied unit. This can be awesome or can suck, unlike the Flail which is always good.

Return to the fast travel point and head northeast to the top-left entrance of the nearby town. Go through the gate and examine the building. This is the courthouse which is still housing prisoners. You can choose to let them join your army. You will gain 6 recruits but lose morale. Since your morale should be in the red anyway, you may as well let them join.

Go further east. 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.

Bone Talisman (Trinket)
The «mysterious ability» is one of three effects:

  • Capture a random enemy
  • Destroy the weakest ally and boost 5 random allied units by the destroyed unit’s power
  • Move all units between rows and damage all enemies by 2 and boost all allies by the same amount.

As you can see, those are all pretty good abilities.

Continue east and collect a bit of loot on the map as you leave the town. After a brief scene you will be thrown into battle.

Battle — Aldersburg Outskirts

This is a standard battle. The enemy commander seems to throw pretty much everything at you in the first round so just let him waste his cards. He does a fair amount of damage to your units so you can use Eyck to win the round for you. Hopefully, the enemy will have shot his bolt in the opening round making subsequent rounds a formality.

After the battle, gather spoils and unlock the last fast travel point. Continue east to reach the point of no return. As before, turn back and use scouts on the map to locate any loot that you may have missed. Continue through the barricade to see Aldersburg under attack. Talk to Demavend and reply how you like when given the choice. Afterwards, you will be in battle again.

Battle — The Defense of the Old Town

This is fought over multiple rounds. You can bring this battle to a successful conclusion by destroying Nauzicaa Brigade units. You need to destroy 15 of them. Ideally, you will do this before they get to your rows and duel your units. You can get most of what you need in the first round by placing Pit Traps on both enemy rows. Use something like Artefact Compression or Fake Floren to eliminate any siege engines that are repeatedly targeting Demavend. Isbel is a good card to save for the second round since the enemy destroying the gate on round four will give her a huge boost amount. You will probably get the necessary number of units destroyed during the second round.

After the battle, you will have another conversation with Demavend. Again, respond as you like. You will receive the Royal Decree trinket and the Leaden Ring that you will hopefully be able to use to persuade the dwarves of Mahakam to lend you their aid.

Chapter 3: Summit Meeting

After the scenes, You will be introduced to Gabor Zigrin who will join your forces and act as a guide. Depending on your actions in the previous chapter, Rayla may leave your forces. You may also choose to dismiss her.

Note: since Rayla may not be in your army, her absence is assumed in any strategy tips.

There are two new reports to read and you may want to take a moment to review and rearrange your forces.

Royal Decree (Trinket)
Draw and play two Blitz units from your reserve deck. Not as good as being able to select any unit but this is pretty powerful. The summoned units are random. If you don’t have any blitz units left in your reserve deck, this trinket has no effect.

Gabor Zigrin (Dwarf)
He has two deploy abilities from which you can choose one. Either do 10 damage a selected enemy or play one of the trinkets in your hand. If the first ability kills its target, any remaining damage can be done to a different unit of your choice. Pretty good, actually. Note that he is bugged: if Gabor eliminates an enemy and there is no other enemy unit on the board, you will forced to damage one of your allies.

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 the Aretuzan Adept to add more of them to your deck and you can easily outscore most opponents. Not so useful when you need to damage enemies, however.

Regiment Drummer + (Human, Blitz)
Gains 1 power and 1 armour. Their order ability can now summon any type of unit, not just blitz units. If they do summon a blitz unit, they will summon another unit as well.

Grey Rider + (Human, Field Support)
Gains 3 power. Boost units that it moves next to by 3. This is a pretty big bonus making a couple of them in your deck a must-have.

Stray of Spalla (Human)
When deployed, damage a unit by 5. If the row is on fire, damage all units on the row by 5. Goes very nicely with the Bombers.

Strays Cavalry + (Human, Blitz)
Gains 1 power. Every turn damage the marked unit by 2.

Strays Slinger + (Human)
Gains 2 power. Their ability now becomes an order ability (rather than deployment) and will damage each affected unit by 3.

Lyrian Landsknecht (Human, Blitz)
When ordered, damage all enemies with the same strength by 1. An additional charge is gained when you use your command ability. The loyal ability makes them not completely worthless but I’m not sure they’re worth their unit cost.

Rivian Sapper + (Human, Field Support)
Gains 2 power. Damages units by 4 until they fail to destroy one.

Lyrian Hajduk + (Human)
Gains 1 power and can give a charge to units on both sides.

Rivian Onager (Machine)
Can be ordered to damage an enemy by 3 (2 charges). Gains a charge whenever an allied unit is destroyed. They’re not essential but do have a good synergy with the War Wagon +. Destroying the Light Infantry will charge up your Onagers as well as damaging enemies.

Crushing Trap + (Machine)
If the average power of affected units after activation is 3 or less, all units are destroyed.

Pitfall Trap + (Machine)
Increases the damage to 3.

Wagenburg + (Machine, Field Support)
Starts off with 2 armour. No, that isn’t very good.

Mantlet (Human, Field Support)
Single use: mark an ally. If that ally is destroyed, return it to your hand rather than sending it to the graveyard. This could be useful, but it has a high unit cost and to be useful at all requires that one of your units is destroyed. Not really worth a place in your army.

Aretuza Adept + (Human)
Boosts all copies of the chosen unit (in play, in your hand and in your reserve deck) by 2.

Horse Thief (Human, Field Support)
Mark a unit. After 3 turns switch the marked unit’s strength with this one. That’s a somewhat rubbish ability that takes ages to trigger. Not good.

Strays Infiltrator + (Human)
Gains 1 power. When moving back to your side of the board, boosts itself by the combined power of the units either side.

Alchemist + (Human, Field Support)
Gains 4 power and its deployment ability becomes an order ability.

There are new conversations to be had in the mess tent. If your army is low on morale, talk to Gabor and spend 200G on improving it. Also, the next tier of camp upgrades has opened up. Suggested order is:

  • Training Grounds (3)
  • Trading Post (1)
  • Strays’ Den (2)
  • Command Tent (3)
  • Palisade (1)
  • Alchemist’s Laboratory (2)
  • Workshop (4)
  • Engineers’ Drafting Desk (2)
  • Armory (2)

If you are able to manage all these camp upgrades in this chapter, you will unlock the A-ten-hut! and Dogs of War trophies.

Make your way northeast, picking up any loot along the way, and admire the view. Read the notice board and look just south of it for loot and a recruitment post. Unlock the fast travel point as you continue northeast. Adjust your deck so that you have Bekker’s Dark Mirror among your trinkets. Eventually you’ll come upon the dwarven leader, Brouver Hoog, fighting a Shaelmaar.

Battle — Spring Cleaning

Your goal is to kill the Shaelmaar while keeping Hoog alive. The Shaelmaar has a fair amount of armour. Every 3 turns, it will damage one of your units by the amount of armour it has and reset its armour. If it’s on the ranged row, the weakest unit will be damaged. If it’s on the melee row, the stongest will be attacked. It’s quite difficult to defeat via conventional means. Instead, use Bekker’s Dark Mirror and Meve’s Flail on your opening turn to reduce the Shaelmaar’s health to 8. Follow up with Eyck or Gabor to eliminate it.

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. There will also be a new report for you to read. Continue east onto the ice and make your way northwest where a Shaelmaar is blocking the way to a golden chest (1/8).

Battle — The Shaelmaar’s Lair

This is a standard battle. You do not want to put traps on the enemy rows or use the Manticore Trophy because of all the Harpy’s Eggs. Lyrian Pathfinders are useful because the enemy uses Biting Frost. Bekker’s Dark Mirror is kinda useless since the weakest unit is likely to be a Harpy’s Egg. Your best bet is to outscore your opponents rather than destroy them, to which end Lyrian Scythemen and Foragers are very good, particularly when promoted. You’ll find a letter among the after-battle spoils.

Return to the ice and go all the way right to find a dwarf fishing in the lake. There’s some loot near him and northeast from him are some buried crates. Spend 2 recruits to receive 150G, 100 wood and a card fragment. Now go north onto the main path and unlock the fast travel point. Continue northeast up the slope, picking up loot along the way. Go west through the gate, read the notice board and pick up the loot lying around. You’ll also find a letter near the hut. Examine the mine entrance for a puzzle battle.

Battle — The Depths of Miria

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. You have 10 uses of a command ability which swaps a stone with the stone on its left or moves it to the right of the other row if there is no stone on the left. Here’s a solution.

  1. Use your ability on the green stone four times.
  2. Use your ability on the orange stone four times.
  3. Use your ability on the red stone on the melee row.

You will emerge at the lower mine entrance and receive a Zoria Runestone trinket for your troubles. If you completed all the puzzle battles in the previous two chapters you should also receive the Those Gears Are Turning trophy.

Zoria Runestone (Trinket)
Damages all enemies by 3. Simple and effective.

Grab the loot nearby and go south collecting more resources. Go back the way you came and cross the bridge leading east. Talk to the man on the other side and pay him 50G for a treasure map. If you steal it from him, your army will lose morale. Go south from here and around picking up any loot on the way. You will come across a group of dwarfs standing outside their houses. Their children have failed to return from their drekthag, a year long journey to human lands intended for young dwarves to gain experience of the world.

If you have both Rayla and Isbel in your party, you may want to refuse to help.

Agree to help to be thrown into battle with Scoia’tael.

Battle — The Missing Drekthagers

This is a standard battle. You want a Lyrian Pathfinder in your hand to avoid being placed at a disadvantage by Biting Frost. Alternatively, you can use the DOT effect to power up Eyck. In the first round, the enemy will inflict Biting Frost on your rows and play Dwarven Marauder units that power up when Biting Frost is in effect. In the second round, the enemy will deploy lots of units that damage or destroy yours when played. Fortunately, you can use this to power up Eyck and/or Isbel.

After the battle, you will figure out where all the dwarven enemy units came from — they were the missing dwarves. Meve will order the drekthagers returned to their elders for judgment. If Rayla is in your army, you will find out that she has murdered the prisoners along the way. 30 prisoners killed without raising an alarm: that is a literally incredible feat that I guess the writers thought was cool. You will then be forced to choose between her and Isbel and your army’s morale will be lowered into the bargain. Thanks, Rayla. If Rayla is not in your army, you will be given a decent chunk of gold and the rogue dwarves will be sentenced to hard labour. You will find some new Scoia’tael propaganda among your reports.

Continue around to the north to find a shrine. This should unlock the Pilgrim trophy. Continue north to find a fast travel point and go through the archway. Go left to find a merchant who will exchange wood for gold and vice versa. Talk to the other dwarf for a scene. His daughter, Eudora, will ask you to help her by finding a document in the Mahakaman Archives and in return, she will persuade her father to lend you his support. Agree to help and Gascon will secure the document. However, he will run into a patrol on his way out, resulting in a puzzle battle.

Battle — Mahakaman Archives

Your goal is to move Gascon to the bottom-right corner of the battlefield. Gascon starts on the top left. Guards will move one square in the direction they are currently facing when Gascon moves. If they reach the end of a row, they will turn around. If a guard ends up three squares from Gascon and facing him, he will be caught. Here’s a solution:

  1. Move Gascon one space to the right. Use Misdirection on the guard on the top row. Move Gascon two spaces right and end your turn.
  2. Move Gascon one space down and two spaces right and use Misdirection on the guard in the second row. End your turn.
  3. Move Gascon two spaces down and use, say, Held Breath. End your turn.
  4. Move Gascon to the Gate and victory.

Afterwards, you will receive the Valmir’s Horn trophy.

Valmir’s Horn (Trophy)
When an ally appears, strengthen it by 1 and give it 1 armour. This is pretty much the Manticore trophy in reverse. If your battle plan involves scoring more points than the enemy, this is not bad. However, an additional benefit of Manticore is doubling Eyck’s strength increases which is something that Valmir’s Horn doesn’t do.

Return to the merchant and go south from him to get onto the top of the stone bridge. Go across and continue east. Use the recruitment post and collect the loot. Just past the end of the mine track is a dig point. Use it to reveal a golden chest (2/8).

Return the way you cam and continue northeast. At the top of the steps talk to the dwarf in blue three times to receive 250G. Head west to the next bridge to find it blocked by a wagon. Xavier will get them moving again. Accept the gold you’re offered — there doesn’t appear to be a downside. Cross the now open bridge and start making your way south. Talk to the dwarf in the red waistcoat to exchange four recruits for a card fragment. Gather all the loot in the area and continue along the main path. Unlock the fast travel point and make some minor changes to your deck. You’ll want the Bekker’s Dark Mirror and Alzur’s Thunder trinkets. Continue forward for a scene with Keltullis the dragon. If you choose not to help fight the dragon, Eyck will leave your army. Otherwise, get stuck in.

Battle — Fury of Keltullis

Your goal is a simple one: eliminate Keltullis. Gabor is highly desirable here as is Eyck. Blacksmiths are awesome. Keltullis has 60 HP and will set your rows on fire. Do not be alarmed since this charges up Eyck and Isbel. Use Bekker’s Dark Mirror. If you have a Lyrian Blacksmith in your hand, you can use it again. Otherwise, play Gabor and use the Decoy card to play him again. After a couple of turns, Keltullis will make her way to your side of the board and start duelling your units. In my game, Keltullis duelled a 28-strength Eyck and lost. Good times! You will receive the Perfectly Harmless trophy for defeating her. After the battle, Vavrinek Ferenc will thank you for your help and will suggest that you finish the dragon off. This is not required for the story, but does win you favour with the dwarves later. 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. Afterwards, make your way north to the dragon’s lair.

Examine the cave mouth for some screens. You don’t have to kill Keltullis here but failing to do so will cost you the services of Eyck. If you want to feel bad about the deed, talk to Keltullis first and find out why she attacked the town. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold.

Keltullis Trophy
Every 3 turns damage all enemies on the melee row by 2. I think I prefer the Manticore Trophy myself. Plus I feel bad for having it in my deck!

If you at least want to cheer your forces’ spirits, there’s a shrine to the south of Keltullis’s lair. Return to the Hag’s Pit and make your way south and west across the next bridge. Examine the cart to find a letter and pick up the loot lying around. Go south for a scene in which someone is being forced into a barrel to be tossed off a cliff. Choose to intervene to learn the long list of the gnome’s crimes. While you can buy his freedom, the best conversation option is to ask which exact stricture was broken. The freed gnome, Barnabas Beckenbauer, will introduce himself and agree to join your forces. This will unlock the Out of the Sizzlixer Into the Fire trophy.

Barnabas Beckenbauer (Gnome)
When deployed, gives you a choice of three random trinkets to play This is a pretty powerful ability.

Continue west to unlock a fast travel point. There’s a small area just to the north where you can gather some recruits and read the notice board. Talking to the dwarves here will result in a morale boost so you may want to hold off if your morale is currently green. Continue your journey west into a blizzard. When you come to a split in the path, make your way south. Ignore the shrine, since your morale is almost certainly raised at this point. Adjust your deck so that you are not using the Manticore Trophy and approach the Slyzard for a battle.

Battle — Death From Above

This is a standard battle. The enemy will start with a Greedy Forktail on the board which you want to eliminate fairly quickly. This prevents it from spawning endless Harpy Eggs. The enemy will spam Forktails which you can counter with a powered-up Eyck. Otherwise, avoid destroying too many Harpy Eggs and use your own units to outscore your opponent.

Gather the after-battle spoils and continue south. Examine the mine entrance to learn that a wanted criminal is hiding there. Letting her go will cost morale but will net you a treasure map. Return the way you came and use the shrine to restore your forces’ morale. When you reach the main path, go west and then south to grab some loot. Then head north to proceed. You will come across some tracks from Nilfgaardian soldiers. When you have the choice, order an attack on the Nilfgaardian convoy.

Battle — Nilfgaardian Caravan

Do not use your Bomber units in this battle since fire will destroy the caravan and lose you the battle. You should aim to kill low strength units. Every four that you kill will move the caravan closer to your row. Slingers (preferably promoted) are just the ticket here. After the battle you will receive a new weapon for Meve and a decent amount of gold and wood to boot.

Meve: Sihil (Weapon)
Every 3 turns damage an enemy unit by 1. If the enemy is destroyed increase the damage dealt by 1. This will take rather a long time to exceed the damage output of the Flail or even the Rivian Broadsword. That’ll be a no, then.

Continue north and examine the obelisk for a letter. When you reach the top of the slope go east for a puzzle battle.

Battle — Specters of the Past

Your goal is to kill the Beast. Every turn, the Beast spawns four Barghests. If there is a Barghest alive, the Beast gains the immune attribute meaning that you cannot target it. Here is a solution:

  1. Play the Sapper and destroy the Barghests. The Beast will create four more.
  2. Place the Onager to the RIGHT of the Sapper.
  3. Deploy an Alchemist to the LEFT of the Sapper and select the Onager so that its strength is 8.
  4. Deploy the second Alchemist anywhere and select the Sapper so that his strength is reduced to 4.
  5. Play an Epidemic card, destroying the Barghests and three of your units. The Onager will now have 5 charges, allowing you to destroy the Beast.

After the battle you will be able to dig up a golden chest (3/8).

Follow the main quest marker west. There are a couple of pieces of loot to gather along the way. Adjust your deck so that you’re not using the Manticore trophy and add Alzur’s Thunder to your trinkets. When you reach Boro’s Rump, you will have a scene followed by a battle.

Battle — Boro’s Rump

You have an optional goal of destroying the monster nest. The secret to destroying it is to kill Slyzards that appear. They have 8 HP and 2 armour, meaning that Gabor can destroy one when deployed as can the Alzur’s Thunder trinket. Each one killed will do 10 HP damage to the nest. Setting the enemy ranged row on fire won’t do any harm either. If you don’t destroy it, you’ll have to beat the enemy with unit strength. You will receive the Wolfsbane trinket upon victory and there will be a new report for you to read.

Wolfsbane (Trinket)
Draw 2 random units from your reserve deck and set their strength to 1. Since they are added to your hand, this can be OK in conjunction with Alchemists (preferably promoted) and maybe Bekker’s Dark Mirror.

Make your way northeast. Examine the point of interest and pay 2 recruits and 75 wood to recover the card fragment. Continue northeast to Mare’s Islet and unlock the fast travel point. Continue for a scene where you’ll promise to help some settlers. Read the notice board and use the recruitment post. Gather the loot lying around. When you come to a sort of crossroads, head south for a battle.

Battle — Stolen Dreams

This is pretty much a standard monster battle. As usual, you don’t want the Manticore Trophy because of all the extra Harpies that it creates. 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. You’ll find a letter among the after-battle spoils. Go all the way west to find a golden chest (4/8).

Make your way to the east of the area you’re currently in and approach the group of dwarves for a scene where you learn of treasure in Black Brook Vale. Use the recruitment post near the eastern exit and return the way you came. 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 should complete one of the cards for this chapter. Grab some loot from the back while you’re up here.

Northern Wind (Trinket)
Damage all damaged enemies by 4 then damage all enemies by 2.

Go east along the main path and then north into a brewery. Speak to the dwarf by the vat for a puzzle battle.

Battle — Headstrong

Your goal is for Gascon to outdrink Gabor. Unfortunately, Gabor has a head start with Gascon requiring 25 swigs to finish his ale compared to Gabor’s 22. Here’s a solution.

  1. Use a Fortitude Tonic on Gascon and end your turn.
  2. Use the other Fortitude Tonic and end your turn.
  3. Use Sudsy Inspiration and use all your charges to take fourteen swigs, drawing a Gawker to egg you on.
  4. Use a Splish Splash card and take two swigs. This will pull in another Gawker
  5. Use another Splish Splash card and take three swigs to attract yet another Gawker.
  6. Use a third Splish Splash card and take another three swigs.
  7. Use the final Splish Splash card and drain your drink, beating Gabor by a single mouthful.

Victory will earn you the Mahakam Ale trinket.

Mahakam Ale (Trinket)
Every turn, boost a random ally on each row by 2. Possibly worthy of a place in your deck.

Return to the main path and gather some loot before inspecting the house. You can choose to spend 100G here to raise your army’s morale. Cross the bridge into Black Brook Vale and unlock the fast travel point. Approach the platform overlooking the valley for a scene and examine the nearby stone obelisk for a letter.

Start heading southeast. Retrieve a letter from another obelisk and gather some nearby loot. You will see a Troll blocking a bridge leading northeast. Approach it for a puzzle battle.

Battle — Frost Bridge

Your goal is to get all your units to the other side of the field without letting any of them die. Every turn the Troll will damage the three units to its right by 3, 2 and 1 HP respectively. Afterwards, you can order it to allow one unit to pass. Here’s a solution.

  1. Move the Light Infantry to your ranged row. Order the Troll to let the Rivian Pikeman pass. Use Command: March on the Strays Bomber so that he can survive two turns. End your turn.
  2. Order the Troll to let the Lyrian Scytheman pass. Use Command: March on the Arbalest. End your turn.
  3. Order the Troll to let the Bomber pass. Use Command: Charge on the Alchemist. End your turn.
  4. Order the Troll to let the Arbalest pass. Use Command: Charge on the Light Infantry.

Past the Troll is some loot and a shrine to make a note of. Go north across the bridge to find the body of a dwarf. Examine it and order your men to search the cave. This will cost you 20 recruits but give you a bunch of resources and a card fragment. Return to the area you just came from and pick up the loot there. Cross the footbridge to the southeast.

Go south to read a notice board. Go a little further south for a battle.

Battle — The Hay Cart

This is a standard battle. The enemy commander will haunt your units which is great if you have Eyck in your hand. Given the unit variety at your disposal, this is not a hard battle. You will find a letter among the after-battle spoils. Afterwards, continue east, retrieving a letter from another obelisk. Examine the tomb. You can obtain 350G and 150 wood at the cost of army morale and then restore your morale with the nearby shrine. Continue southeast across the stone bridge. Approach the necrophages at the end for another battle.

Battle — The Cursed Valley

You will be subjected to Impenetrable Fog so a Lyrian Pathfinder will be useful. Otherwise, let the commander fill his ranks with Nekkers which you should be able to outscore. After the battle, Barnabas will figure out what’s been killing the settlers.

Unlock the fast travel point. Before continuing south, go west and round until you come to a cave mouth. Examine it and choose to enter for a battle.

Battle — Forgotten Treasure

Your goal is to eliminate the Crazed Shaelmaar. To this end, you need to destroy 20 enemy units. Strays Bomber and the Northern Wind trinket works wonders. Use the Manticore Trophy, Pit Traps and Slingers as well. The treasure is not what you expect. Choose the option to use the tokens to pay for a feast. This will have the added benefit of powering up Gabor.

Gabor Zigrin + (Dwarf)
On deployment either damage one or more units by a total of 15 or play two trinkets from your deck.

Head through the arch you ignored earlier. Go to your right and examine the building at the end. This is a bank where you can choose to invest 2500G, 500G or nothing. The optimum amount is 500G. Read the nearby notice board and head down to talk to the dwarves. Choose to see what’s happening in the mine for a battle.

Battle — In the Bowels of the Mountain

You will be battling the forces of the Mysterious Figure. This is not a difficult battle at all, but using your Bombers and/or Pitfall Traps will help. Afterwards, you will find that your opponents were Rivians. The disruption caused by the Nilfgaardian invasion has forced them to try their luck in Mahakam. You will have to choose whether to hand them over to the dwarves or allow them to leave.

As you continue south, you will learn of a traitor in your ranks which will lower your army’s morale. When you reach a fork go west. Ignore the shrine for the moment. Examine the house at the end. If you have Eyck in your army, you can obtain 250G and a card fragment at no expense. Otherwise it will cost you 3 recruits. This should complete another card.

Tainted Ale (Trinket)
Boost a unit by 10. After 3 turns, destroy that unit. Cannot target bosses. There are easier ways of taking out enemy units making this card somewhat redundant.

Walk out onto the nearby broken stone bridge. You can obtain 450G at the cost of 3 units and army morale. You can restore your morale to neutral at the nearby shrine. Return the way you came and go east for a puzzle battle. As far as I can tell, you get nothing for this battle so consider it very much optional.

Battle — Snowball Fight

Your goal is to avoid Meve dying. The Troll has seven snowballs which he will throw at the row with the most humans in it. If both your rows have the same number of units, the Troll will do nothing. Besides doing damage, snowballs will cause damaged units to swap rows. Here’s a solution.

  1. Place a Scytheman in your ranged row.
  2. Place a second Scytheman in your ranged row. The Troll will throw a snowball at the Scythemen moving them onto your melee row.
  3. Place a third Scytheman in your ranged row. The Troll will throw a snowball at your melee row leaving everyone on the ranged row.
  4. Place a Slinger in your ranged row and select the three Scythemen. The Troll will throw a snowball at your melee row leaving you with three units in your ranged row.
  5. Place a Scytheman in your melee row. The Troll will throw a snowball at your ranged row leaving everyone on the melee row.
  6. Place a Slinger in your ranged row and target the Scythemen and Slinger in your melee row. The Troll will slow a snowball at your ranged row, moving everyone onto the melee row.
  7. Place a Scytheman in your ranged row. The Troll will throw a snowball at your melee row and everyone will end up in the ranged row.
  8. Place the last Slinger in your melee row and target the three units with Meve. The Troll will throw the last snowball at your melee row and Meve will survive.

Unlock the fast travel point and cross the bridge leading southeast for a scene followed by a battle.

Battle — Davor’s Abyss

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. To gain charges you need to place units either side of it. If your catapault has charges, it will damage all the enemies on a row. You want the Ointment and Mandrake / Royal Decree trinkets in your deck. This is because the enemy will play Drowner units that damage your catapault and force it to move. It only has 5 health and 2 armour so two Drowners will leave you perilously close to defeat. The Ointment can ensure that this doesn’t happen. You can use Royal Decree / Mandrake to summon two units as your opening move to allow you to start gathering charges right away. After victory, you will receive the Blood trinket.

Blood (Trinket)
Examine 5 cards from your backup deck. Play 2 and move the other 3 to your graveyard. Not bad and synergises nicely with the Skull trinket.

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).

Head up the steps and collect the loot at the top. Examine the dwarven body to retrieve a key and a letter. Continue across the bridge and head west when you get to the other side. Retrieve a letter from an obelisk and grab any nearby loot. Further west you will come to another obelisk. Examine it to meet Murko Vidmar who wants help in finding a family heirloom. Agree to help for a battle.

Battle — Legacy of the Vidmars

The enemy has the Forgotten Treasure on its side of the board which can seize your units as you play them. To get them back you need to damage them. Placing traps on the enemy rows can make this process automatic. Don’t use the Mahakam Ale trinket because you have no way of recovering it and it will boost the enemy for the remainder of the battle. 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. You can choose to let Murko Vidmar keep the treasure, have it returned to Brouver Hoog or keep it for yourself. The latter choice will result in Eyck leaving your army so is perhaps not the best one to make. 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.

Golden Froth (Trinket)
Boost all allies in a row by 4. Still not as good as the Lyrian Horn and you got that back in chapter 1!

South of the obelisk is a golden chest (6/8).

Leave the valley via the northeast exit. As you proceed, a cart will fall down a chasm. You can leave it there, which will cost a large chunk of resources, or fight the Barbegazis to recover it.

Battle — To the Rescue.

Your goal is to recover your fallen soldiers by letting the card that represents them gain 5 charges. It starts with 2 and gains a charge if there’s a unit to its right. There are also two Gluttonous Barbegazi enemies. 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. If its charges fall to 0, you will lose the battle. You can end the battle early by killing the Bargegazi. I used a Slinger, Meve: Flail, Alzur’s Thunder and Northern Wind to bring proceedings to a speedy close. After the battle, your army will receive a morale boost.

Unlock the next fast travel point and go northeast. Use the recruitment post and talk to the dwarf for a puzzle battle.

Battle — Stone Hearth

Your goal is to destroy Garth Rockstew. You both have 30 HP. The rules are different to what you’re used to. You can only play cards whose value is equal to the amount of Mana you have available. This will start out at 1 and go up by 1 each turn. The turn after playing them, you can either use your cards to duel your opponent’s cards or to damage your opponent directly by their power. 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. Concentrate on damaging your enemy, only switching to enemy cards if Meve is in danger of death. When you get the opportunity, deliver the decisive blow using a nicely powered up Frozen Giant. You will receive the Blizzard trinket after victory.

Blizzard (Trinket)
Spawn and play two random trinkets. The randomness means that you might end up playing cards that are useless to you but this is still pretty decent.

After winning, you can gather the loot that appears along with the golden chest (7/8).

Return the way you came and head west. You will see another village to the south. Go down and read the notice board. Then approach the monster for another puzzle battle.

Battle — Remants

Your goal is to eliminate both the Reckless and Shrewd Vampires without allowing your soldiers to be seized. There is a Wagenburg unit on the enemy ranged row. You have two units with 5 strength in your melee row along with a Decoy with 8. On alternate turns, the Reckless Vampire will seize the strongest unit while the Shrewd Vampire will seize the weakest. When a fourth unit is seized, the leftmost card will be returned to your side of the board. Meve is armed with her Longsword which allows you to boost your units. The solution involves making your enemies seize Soldier Puppets until you get the charged Wagenburg back on your side of the board. Here’s a solution.

  1. Play a Soldier Puppet on your melee row.
  2. Use Meve’s command ability on the Hajduk. The two units you need to preserve will have 10 and 9 strength. Play another Soldier Puppet on your melee row.
  3. Use the Fortitude Tonic on the Soldier Puppet.
  4. Play another Soldier Puppet on your melee row.
  5. Play the final Soldier Puppet on your ranged row. Use the Wagenburg to destroy the Vampires.

Return to the main path and head west. You will have to go around the structure here to gain entrance. Examine the tomb along your way for a letter and a treasure map. Make your way down into the temple area for a scene. A funeral for miners killed by an explosion is being held and the mood has turned ugly. You can choose to intervene on behalf of the mine foreman. If Isbel is with you, she prevents a bloodbath. Otherwise you will have to fight a battle.

Leave the temple and start making your way north. Adjust your deck so that you’re not using the Manticore Trophy. You may also want to swap out any trinkets that damage all enemy units and remove Trap cards. Approach the Wyvern for a battle.

Battle — Blood in the Snow

This is a standard battle. You’ll want to eliminate the Greedy Forktail so that it’s removed for subsequent rounds. Otherwise aim to outscore your opponent with units like Lyrian Cavalry and degrade enemy units with your Slingers.

You may want to spend any resources that you have, particularly wood, on camp upgrades.

Continue north for a scene in which your army is struck by an avalanche. This will result in lowered morale and significant resource loss. Speaking to Gabor afterwards, you will learn that the avalanche was started at the behest of the Nilfgaardian envoy who is camped a distance to the north. Gather loot as you make your way north and then head west towards the Nilfgaardian camp. You can choose to forego vengeance or you can give the order to attack. Fighting the Nilfgaardians will restore your army’s morale but will have negative consequences down the line.

Battle — An Eye for an Eye

The Nilfgaardians are using fairly weak units. Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. This is a battle that is hard to lose. You will be able to collect significant resources after the battle and will have two new reports to read.

Continue north and then go west towards a group of dwarves for a scene. They are arguing over the height of two peaks, each one in a different clan’s territory. Continue past them to the point of interest to the northwest for a battle.

Battle — Twin Peaks

The enemy will use Biting Frost on your rows so a Lyrian Pathfinder is good to have. Otherwise this isn’t a challenging battle. Afterwards, you will be able to measure the disputed peaks. The true measurements show the peak in Brouven Hoog’s lands to be slightly less than the other one. You can choose to give the true measurements or lie. The latter choice will result in Eyck leaving your army.

Gather the after-battle spoils and follow the path from the summit southwest and around to find a dig point. This will reveal the final golden chest of the chapter (8/8).

Head back down the mountain for a scene. Head northeast towards the quest marker. You will have a conversation with Gascon — reply how you like. You will also learn that Gabor was witness to the massacre of a rival clan and did nothing to prevent it.

Continue northeast and unlock the final fast travel point. You are approaching the chapter’s closing section so you may want to send out scouts to reveal any resources you may have missed. Talk to the guard when you’re ready to proceed.

Brouver will bring up the flooding of Davor’s Abyss and the collapsing of Boro’s Rump. At this point you can choose to rat out the Zigrins. Be aware that you will lose Gabor if you do so. Afterwards, head along Langbridge. You can retrieve a letter from an obelisk as you cross. A short distance further along, you will be ambushed by Scoia’tael.

Battle — The Battle of Langbridge

Your enemy has the Cliff on her Ranged Row. If an enemy is moved onto it (e.g. by the Flail or a Slinger), it is destroyed. You are assisted by Mahakam units which have the capability of pushing enemy units back. This makes the battle quite easy to win — in fact you can eliminate every single enemy unit if you play your cards right! You will receive the Crow’s Eye trinket after the battle. You will also get to interrogate the enemy leader after the battle — reply how you like.

Crow’s Eye (Trinket)
Move 6 random enemies to the other row and damage them by 2. Not bad and synergises well with Pitfall Traps on the enemy rows.

Continue across the now-repaired bridge, picking up the after-battle spoils. Retrieve another letter from an obelisk and make your way to the end of the bridge. During the subsequent conversation with Brouver Hoog, answer how you please. You will get some new units and a number of recruits according to how much favour you’ve won and lost. For any future playthrough (where you’re not going for a platinum trophy), actions that improve your standing with the dwarves include:

  • Find the missing Drekthagers
  • Help Eudora
  • Kill Keltullis
  • Don’t attack the Nilfgaardian caravan
  • Solve the curse of Black Brook (which requires you to recruit Barnabas)
  • Hand the Rivians over to the dwarves
  • Give the Vidmar treasure to the elder-in-chief
  • Defend the foreman
  • Don’t take vengeance following the avalanche
  • Lie about the relative heights of the peaks
  • Rat out the Zigrins.

Note that winning maximum favour will require you to lose both Eyck and Gabor and not have Rayla in your army in the first place.

Afterwards, Gabor will come to you and announce his intention to remain with your army. You can turn him down, in which case you’ll lose him. or agree. Afterwards, you will have a meeting with Villem accompanied by Nilfgaardian forces — answer however you please. You will realise from talking to Villem that you have a traitor in your ranks. With Reynard, you will hatch a plan to strike behind the enemy lines in Angren, a strategically important territory.

You will unlock the We Have the High Ground trophy for completing the chapter.

Chapter 4: Behind Enemy Lines

You will emerge in a marsh. You have new reports to read along with new conversations in the Mess Tent and you may want to take a moment to review your forces.

Mahakam Shieldbearer (Dwarf, Blitz)
Can be ordered to set another unit’s power equal to his and starts with two charges. This unit is OK and can be used to repair damaged allies. It has good synergy with Foragers and Alchemists. Whether it’s good enough to be added your deck is another matter.

Volunteer Corps (Dwarf, Blitz)
Can be ordered to move two units with the same power to the other row. «Same power» means that the benefit you’ll get from their ability is on the low side. In addition, their strength is also rather low, although they have lots of armour.

Mahakam Mangler (Dwarf, Blitz)
When deployed, damage an enemy and all enemy units with the same power by 2. Not bad, but probably not good enough to take the place of other units that you’re using regularly.

How many of each dwarven unit you’ll have depends on the amount of favour you earned in Mahakam: 2, 4 or 5. To be honest, I didn’t find these units all that good so you’re not missing out on much.

Grab nearby loot and make your way to the quest marker for a scene. You will have to give the order to attack to proceed. Gascon will trick the guards into opening the gate.

Battle — The Battle of Red Lobinden

You will start with two spies and Gascon among the enemy ranks. Gascon will stay on the enemy side destroying a NIflgaardian every other turn. As usual, you’ll want to strip the armour from Impera Enforcers before focusing your efforts on destroying the Black Infantry Arabalests. At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. You will also see a new unit, the Emissary, played on your side. This is a spy unit which you can neutralise with the Decoy card or a Forager.

After the battle, Reynard will accuse Gascon of being the traitor in your ranks. You will learn significant revelations about both your lieutenants. You can choose to dismiss one, the other or both. 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).

Isbel will either leave your army or cease to be Isbel: Healer. If you value her healing ability, don’t have the conversation with her.

Isbel will reveal herself to be Nilfgaardian. You can choose to dismiss her right away, in which case you’ll lose her. Otherwise, hear her out. Allow her to stay and she will transform into Isbel: Destroyer.

Isbel: Destroyer (Human)
Damage enemy units at random by the total damage that your units have received. This is Isbel’s upgrade. Whether it’s an improvement depends on your playstyle.

You will find a letter to Caldwell among the after-battle spoils. There’s a notice board to read as well. Although the path forward is southeast, go northwest first to find a recruitment post, some loot and a golden chest (1/9).

Return to the fort and head south to unlock the fast travel point. Just to the northwest is some loot. Examine the wrecked cart and choose to take the abandoned goods for 250G and a card fragment. The broken bridge nearby can be repaired at a cost of 50 wood. I’d leave it and find a different way. 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).

Battle — Ghost Town

This is a standard battle. The enemy commander has an ability that strengthens every unit he deploys by 2. The Manticore Trophy and a Pitfall Trap or two will more than compensate. He also seems to throw everything into the first round so let him overextend himself and punish him in subsequent rounds.

From the battle site go east and southeast to find a wooden pier sticking out in the swamp. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. Return to the fast travel point and wade northwest through the swamp. You will soon come across another enemy encounter.

Battle — Drip, Drip, Drip.

This is another standard battle. Your enemy will use row effects so Lyrian Pathfinders are useful. It will also deploy Garkain units that seize yours and move them to the other side of the board. You can prevent this if you use the Meve: Longsword weapon to restore damaged units.

Continue past the battle site and turn northwest to find some loot including a letter. Return the way you came and continue round to find some ruins. Pick up the loot here and examine the point of interest. If you have Barnabas with you, you can spend 100 wood to get 750G. You can get the wood back by trading it in your camp so this isn’t a bad option. Alternatively, you can choose the option that boosts your forces’ morale. Return to the main path and continue east. You will see an abandoned camp with a puzzle battle.

Battle — Abandoned Outpost

Your goal is to eliminate the enemy Archespores without letting any of your units die. The Archespores have 7 HP. If they have an even number of HP, they will move 1 row up and damage one of your units by 1. If an Archespore reaches the enemy ranged row, it will be destoyed.. Here’s a solution.

  1. Play an Arbalest in your melee row and damage an Archespore by 1. The enemy will move 1 card and damage your Arbalest.
  2. Play another Arbalest in your melee row and damage an Archespore by 3. Both even-powered Archespores move upwards and do 2 damage to your injured Arbalest.
  3. Play an Arbalest in your ranged row and damage an Archespore by 3. Three Archespores will now be on the move and one will be destroyed.
  4. Use the Fortification Tonic on the damaged Arbalest. Another Archespore will be destroyed.
  5. Play an Arbalest in your melee row and damage the remaining healthy Archespore by 3 to make it start moving. A third Archespore will commit suicide.
  6. Play the final Arbalest in your melee row and use it to destroy the last Archespore.

After the battle, examine the notice board for an amusing Nordling primer. Return to the main path and wade southeast through the swamp for another monster battle.

Battle — The Broken Bridge

This is a standard battle. Your enemy will use a new unit: the Plumard. When played, it will spawn two copies, each of which have 2 HP. Each will subsequently drain your allied units leaving them open for seizure by Garkain units. Victory will allow access to a golden chest (2/9).

Return west through the swamp and when you get back onto the path cross the bridge to the southwest. You will learn that Typhus has broken out among your troops. If Isbel is in your army you can pay 250G to heal the sick soldier. This will have the benefit of improving your army’s morale. 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.

Continue across the bridge and unlock the nearby fast travel point. Talk to the woman nearby four times to receive a treasure map. The location marked on the map is in the ruins to the north. Go back east across the bridge and wade northwest through the swamp to get there. Dig up the golden chest (3/9).

Return to the recently-unlocked fast travel point and enter the village to the northwest. Talk to the merchant sitting on the bench. 250G for 1000 wood is an absolute bargain! Read the notice board, use the recruitment post and grab any loot lying around. When you’re done go northwest into the swamp. There are several piles of loot to be found here along with a letter on a body in the centre. Go to the northeast corner for a puzzle battle.

Battle — Swamp Song

Your goal is to move Meve to the opponent’s ranged row. There are 4 Water Hags on the board and Torrential Rain is present on all rows. When a Water Hag dies, Torrential Rain is removed from the row that it is on and a Swift Slinger appears in your hand. For her part, Meve can only move if Torrential Rain is absent from the row in front of her. When she moves forward one row, a Lyrian Arbalest will appear in your hand. Lyrian Arbalests can destroy Water Hags and Slingers can move them. Here’s a solution.

  1. Use the Arbalest to destroy the Water Hag in your ranged row, adding a Slinger to your hand.
  2. Place Meve in your ranged row, adding a Lyrian Arbalest to your hand.
  3. Use the Slinger to move a Water Hag one row down.
  4. Destroy the Water Hag on your melee row with the Lyrian Arbalest, adding a Slinger to your hand. Meve will move one row up.
  5. Destroy a Water Hag on the enemy melee row, adding a Slinger to your hand. Meve will move to the enemy melee row giving you another Arbalest.
  6. Use the Slinger to move the remaining Water Hag one row up.
  7. Use an Arbalest to destroy the final Water Hag. Meve will move to the enemy ranged row.

Collect the meagre after-battle spoils and return to the fast travel point. Go southwest into the swamp and approach the druids for a scene. If you allow them to join you, you will gain resources later. Your path will now be clear. Head southwest through the abandoned stone circle and unlock the fast travel point. You can obtain a letter from the nearby notice board. Wade northwest through the swamp and turn to the northeast when you can for an optional battle.

Battle — The People of Angren

This is another standard battle. The enemy commander boosts vampire units by 2. You’ll be drained a lot which will power up Eyck and/or Isbel. You can retrieve a letter from the notice board after the battle. Afterwards, go west along the northern path gathering loot along the way. You will have to fight yet another battle to be able to recover the golden chest (4/9).

Battle — A Cursed Land

What do you know? Another standard battle. Every 3 turns, the enemy commander can replay units from his graveyard so you may want to outscore him rather than destroy his units. Besides the golden chest, you can also recover a letter.

Go to the southwest of this area where you’ll find a Nilfgaardian deserter. You can choose to kill him, let him go or press him into service. The first choice will improve morale while the other two will lower it. Head east from here to find a shrine and some loot. Continue east and then go south to find a Nilfgaardian Lumberjack Camp. You can choose to attack the camp or not.

Battle — Angreni Gold

The Nilfgaardian Braveheart will power up when units are destroyed so you’ll probably want to take him out with Gabor. The commander will spam Slave Infantry which can pull other infantry in from the graveyard. These units can be boosted by Slave Drivers. You may want to let the enemy commander fill his ranks with Slaves and make your strategy outscoring him rather than destroying his units. Afterwards, a lumberjack will explain that they won’t be paid unless the wood gets to Nilfgaard. The choice is bugged to all heck: requisitioning the wood simply loses you morale. Paying 400G for the wood depletes your gold by a further 250G. At least your morale goes up. No choice actually results in you obtaining wood.

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Return to the fast travel point and go south. When you reach the wooden bridge, go east instead. Continue north and east to a Nilfgaardian camp for a battle.

Battle — False Hope

This is primarily a points scoring contest so stack your deck accordingly. You will have to win in two rounds, otherwise the Daerlan Veterans, which have the resilient attribute, may make the third round unwinnable. You’ll find a letter among the after-battle spoils. Continue northeast across the wooden bridge. Examine the house on the end. You can obtain 500G at the cost of army morale. If you choose not to take advantage, you can come back later. Continue northeast for a scene of the local peasants enacting a rather grisly ritual. If the druids from earlier are accompanying you, don’t choose to make a sacrifice to the marsh gods.

Return the way you came and when you cross the bridge, head southeast through the swamp. You will come to a large structure called Gerwin’s Fort. Examine the gates for a scene. Choose to knock at the gate and you’ll meet Gerwin himself. Accept his invitation for a morale boost. Afterwards, you will learn of Gerwin’s cruelty. Choose to free the peasants for a battle.

Battle — Lord of the Swamps

You have an optional goal of eliminating the enemy leader, Gimpy Gerwin. You’ll want to eliminate Gerwin’s Archers as soon as possible and then concentrate on the enemy leader. Gabor, Decoy and Alzur’s Thunder should win you the battle without having to attempt to outscore your opponent. Victory will earn you the Dimeritium Shackles trinket along with a decent chunk of loot and a new report entry. Afterwards, talk to the grateful peasants four times to gain a recruit.

Dimeritium Shackles (Trinket)
Summons three units from your opponent’s deck to your side and locks them. Weaken your enemy and strengthen yourself? Sounds good. The only problem is that captured units lose any special abilities.

From the fort, wade southwest through the swamp. As you approach some ruins you will be thrown into a puzzle battle.

Battle — A Heavy Conscience

Your goal is to eliminate the Hym without any allies being killed. You have a bunch of damaging trinkets in your hand and two allied cards on the board. The Hym has 34 HP and will replay any card you played, targeting the leftmost ally. Here’s a solution.

  1. Use Lyrian Merlot on the Scytheman. Your units will now have 11 and 6 HP.
  2. Use Bekker’s Dark Mirror. After the Hym’s turn, it will have 19 HP and your units will have 26 and 6.
  3. Use Dazhbog’s Runestone. Damage the Hym by 4 HP and your Scytheman by 4 HP. After the Hym’s turn, it will have 15 HP and your units will have 14 and 6.
  4. Use Alzur’s Thunder. After the Hym’s turn, it will have 5 HP and your units will have 4 and 1.
  5. Use Bekker’s Dark Mirror.

After the battle you will receive the Devana Runestone trinket. If you examine the collapsed tent, you can recover a treasure map.

Devana Runestone (Trinket)
Summon 3 copies of a Deathwish unit on the battlefield and destroy them. Can be devastating if you or your enemy have units with powerful Deathwish abilities.

The location indicated by the treasure map is a short distance away. Look on your map view for the closest notice board (it’s the village where you fought the False Hope battle) and go a short distance northeast from there. You’ll find the dig point by a large fallen tree covered in moss. Dig to reveal a golden chest (5/9).

Return to the most recent fast travel point and head south across the wooden bridges until you come to a Nilfgaardian camp. Approach the soldiers for a puzzle battle.

Battle — Wesperley Bridge

Your goal is to destroy all enemy units. You have 4 Lyrian Landsknecht units on the board and are equipped with the Longsword ability. Your enemy has five Nilfgaardian Knights, three with 15 HP and two with 10. Here’s a solution.

  1. Use all 4 Landsknecht units to damage the 15 HP Knights, reducing them to 11 HP each. Use your command ability and use all 4 Landsknecht units to damage the 11 HP Knights. After 1 attack the HP of all units will become equal and all five Knights will end up with 7 HP each. Play your Marching orders card and use your command ability again. Another round of Landsknecht orders will see all enemy units reduced to 3 HP each.
  2. Play the Rivian Sapper and destroy all the enemies.

You will receive the Marching Orders trinket after victory.

Marching Orders (Trinket)
Reduce Meve’s cooldown to 0. Only worth using with the Angreni Blade (which you’ll get soon).

Continue south across the bridges to the next area. If you stopped the ritual earlier, some of your soldiers will fall victim to poisoning. If Isbel is in your party, there will no adverse consequences. Otherwise, you’ll lose morale along with some recruits. Unlock the nearby fast travel point and continue south for another scene and a battle.

Battle — Nilfgaardian Snares

You will start at a considerable disadvantage and the enemy commander seems absolutely to spam Alba Armored Cavalry which makes using orders a bit more awkward than you might want it to be. After three turns you will be joined by Arnjolf the Patricide and a group of Disgraced Skellige units which should make winning this battle straightforward. Assuming your relations with Lippy Gudmund in chapter 1 were good, Arnjolf and his crew will consent to join you permanently.

Arnjolf the Patricide (Human)
He has an order ability that can damage an enemy by the total number of enemy units and can use it every turn. What’s not to like?

Dagur Two Blades (Human)
His deployment ability allows you to replay all Skellige units in the graveyard. This can double their effectiveness and is not a bad ability at all.

Disgraced Warrior (Human)
The order ability is to force an enemy unit to duel him. Unless the enemy is injured, this is likely to end in the Disgraced Warrior’s demise. His deathwish ability is to strengthen all other Skellige units in the deck by 2 so you can use this to your advantage.

Disgraced Brawler (Human)
The order ability is to damage himself and two enemy units by 3 HP. Like his Warrior counterpart, he has a deathwish ability that strengthens all other Skellige units by 2.

Go west from the battle site to Arnjolf’s camp and pick up all the loot lying around. Return to the main channel and continue south. When you come to a fork, take the left path to find some loot and go back north and take the other path. Hug the southern edge as you continue east until you come to some ruins. Adjust your deck so that you have direct damage trinkets like Bekker’s Dark Mirror and the Lyrian Banner trophy. Examine the point of interest for a scene. Choose to enter the tomb for a battle.

Battle — Elven Ruins

You will be fighting a creature called the Colossal Beast with an optional goal of eliminating it. Its 250 HP makes that problematic. Every 2 turns, it can banish one of your units, replacing it with a Phantasm. When you kill the Phantasm, you will do 3x the banished unit’s power in damage to the Colossal Beast and recover your unit. Getting the Colossal Beast to banish a powered-up Forager can end up doing a great deal of harm. Careful: do not use Becker’s Dark Mirror when there’s a Phantasm on the board!

You will receive a new weapon after the battle, Meve: Angreni Blade.

Meve: Angreni Blade (Weapon)
Every 6 turns, shuffle an ally back into your deck and play two other cards from your deck. The extremely long cooldown prevents this from being awesome.

Walk around the ruins and go up the channel to the northwest. Examine the point of interest. If Gabor is with you, you can obtain 800G for 200 wood which is better than the exchange rate if he isn’t. Dig up the gold and you will also unearth a golden chest (6/9).

Walk around the island to the east and north for some loot and a shrine. Ignore the Nilfgaardian camp to the east for the moment. Instead, continue north and go northwest across a wooden bridge to find a village. Grab the loot and use the recruitment post. There are two people you can talk to here. One will sell you a card fragment for 250G (or you can steal it from him, losing morale in the process). The other will trade you lots of wood for not too much gold. Return to the shrine and then go into the Nilfgaardian camp. Just inside the gates is a loot pile that will give you a treasure map. The location of the treasure is just to the north of the camp close to the water’s edge. Dig to reveal a golden chest (7/9).

Return to the Nilfgaardian Camp and approach the soldiers for a puzzle battle.

Battle — Fortress in the Swamp

Your goal is to destroy all enemy units. The enemy has an Inexperienced General with 5 HP and six Recruits with 3 HP each. Do not go for the Recruits since they’ll simply be replaced. When you kill the General, however, one of the Recruits will take his place. Here’s a solution.

  1. Place the Forager+ in one of your rows.
  2. Play an Arbalest to the RIGHT of the Forager and attack the General for 2 HP.
  3. Play a second Arbalest next to the first and attack the General for 3 HP, destroying him.
  4. Play a Mantlet to the left of the Forager and mark an Arbalest.
  5. Play the second Mantlet to the left of the other Mantlet and mark the other Arbalest.
  6. Play a third Arbalest on the same row as your other units and destroy the General.
  7. Repeat with a fourth Arbalest.
  8. Again with the fifth.
  9. And again with the final Arbalest. Use the Forager to consume the two Arbalest units to his right. The Mantlet card will return them to your hand.
  10. Use an Arbalest to destroy the General.
  11. And again for the very last time.

After the battle you can read one notice board for local information and retrieve a letter from the other. Cross the bridge leading east and unlock the fast travel point. If you brought the druids with you earlier, you will part ways at this point. If you prevented the savage ritual they will give you a decent chunk of gold and wood. If you made your own sacrifice you will lose resources. Examine the sinister tree nearby. If you have Eyck with you, you will be able to retrieve 500G with no cost. Otherwise, it will cost you recruits and morale.

Take the fork leading northwest and you will come to another fork in the path. Continue northwest and make a note of the shrine here. Take the other path for a scene. Choose to join in the villagers’ festivities. This will raise your forces’ morale and you’ll see a skit with your companions. Answer how you please. Return to the fast travel point and follow the path east to the quest marker. This is a point of no return so deploy scouts to check that there are no resources this side of the castle gates that you haven’t collected.

Choose to continue for a scene. Choose to attack the castle to proceed.

Battle — The Siege of Tuzla

You initial goal is to destroy the gate. It has 25 armour and 10 strength. Ideally, you’ll have Gabor in your hand. You don’t particularly need either Reynard or Gascon, however. Gabor, Decoy and the Flail can destroy the gates which means that you don’t need to destroy palisades with the catapult. After your victory, answer Caldwell how you please. Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. There will also be new reports to read.

Reinforcements (Trinket)
Choose an ally and play all copies of it from your deck. Stack your deck with, say, 5 Regiment Drummers and you can flood the battlefield early in any round.

You will find yourself northeast of Tuzla Castle. Continue northeast to the quest marker for a scene which will result in unavoidable loss of morale. Afterwards, walk south around the nearby islet to collect some loot and continue round for a battle.

Battle — Lights in the Fog

This is a standard battle. Every four turns the enemy commander can destroy the lowest powered unit(s) and damage another of your units by the power of the unit destroyed. He will spam units that drain your units and halve your units’ power so Eyck and Isbel will get powered up nicely. Examine the ruined building. You can choose to spend some gold or use some wood to restore your forces’ morale.

Go north to come to a broken bridge and spend 50 wood to repair it. Continue north to find an abandoned village. Approach the hag for a puzzle battle.

Battle — Eternal Peace

Your goal is to eliminate the Grave Hag. You cannot target her directly but you can target the Barghests . The Grave Hag destroys the lowest units on the board. You will win if you can make her the weakest unit on the field. Here’s a solution.

  1. Use a Royal Decree and play one Arbalest on your melee row and one on your ranged row. Attack a different Barghest with each and the Hag will destroy them, replacing them with 5 HP versions.
  2. Repeat. The Barghests will grow to 7 HP each
  3. And again. The Barghests will grow to 9 HP each.
  4. And once more. Now the Barghests will have 11 HP.
  5. Use the Lyrian Horn. The Hag will destroy all units on the board and the Barghests will grow to 13 HP.
  6. Use the Skull, select all Arbalest units and choose the enemy ranged row to damage the Grave Hag by 8. The Hag will usefully destroy herself.

After the battle you will find a golden chest (8/9) along with a letter among the after-battle spoils.

Go south to find another abandoned village. Read the notice board and approach the Arachas in the centre for another puzzle battle.

Battle — Abandoned Village

Your goal is to eliminate all foes. When enemies die you get new cards. Here are the first few turns of a solution.

  1. Place the Pitfall Trap on the enemy melee row.
  2. Place an Onager on one of your rows and use it to damage one of the Drones by 6.
  3. Place another Onager next to it, destroy the 3 HP Drone and damage another Drone. You will receive Mardroeme: Vengeance.
  4. Play the Slinger and target the three Gigantic Arachas in the enemy ranged row.
  5. Place the Forager to the LEFT of the Slinger. The Slinger will be destroyed and your Onagers will each get one charge which you should use to destroy the 6 HP Drone. You will receive a War Wagon +.
  6. Play the War Wagon on your melee row.
  7. Play Mardoeme: Vengeance to destroy your Forager. Select both the Forager and Slinger from your graveyard. The Slinger should target the last enemy in the ranged row and 2 Light Infantry. Place the Forager next to the final Light Infantry. Your Onagers will have four charges each.

Because the Light Infantry may or may not have destroyed enemy units, step-by-step is impossible from this point. The cards you receive will be War Wagon +, War Wagon +, Slinger, Rivian Sapper, Rivian Sapper, War Wagon +, War Wagon + and Cadaverine. Basically, you want to use the Slinger and Sappers to destroy Light Infantry which will damage enemies and charge your Onagers. When there are only three enemy units remaining, use the Onagers to damage them if necessary and the Cadaverine to eliminate them. You will receive the Cadaverine trinket after the battle. You will also find a letter among the after-battle spoils.

Cadaverine (Trinket)
Damage three units by 3 HP or destroy them if they are already damaged. You can use this in conjunction with the Manticore trophy, Pitfall Traps and fire and treat it as a «kill three enemies» card.

Leave the village through the southeast exit and make a note of the shrine here. Go north and unlock the fast travel point. Continue east for a scene. Some of your troops will attempt to desert during a storm. You will have to choose how to punish them. Note that hanging every third one will result in Isbel leaving your army and will cost you morale and recruits into the bargain. The other choice will have its own consequences later on.

Continue east and southeast. The direct route is impassable so continue south east and around an islet at the bottom. Approach the Water Hag for a battle.

Battle — Hyack, Hyack, Hyack

This is a standard battle. You’ll be subjected to row effects so Lyrian Pathfinders are good. The enemy spams Fleders which can destroy your units and vampiric types that power up Eyck and Isbel nicely. Continue north and examine the tree. Nilfgaardian units are trapped in cocoons with some still alive. You can free them or take their equipment. Both options will cost you morale. If you prefer, you can simply leave them to their fate. Continue north and east for another battle.

Battle — Impenetrable Fog

This is a standard battle. Once again, you’ll be subjected to row effects so Lyrian Pathfinders are good to have. Otherwise this is just a bump in the road. Make your way northeast towards a village for a scene and another battle.

Battle — In the Heart of Ysgith

You are assisted by the witcher, Ivo of Bellhaven. There is an enemy boss, the Glustyworp whom you may want to target. The enemy spams Frenzied Ghouls who boost enemy units both on deployment and as a deathwish ability and Rabid Drowners who damage all enemies by 2 on deployment and destruction. Meanwhile, the Glustyworp summons additional enemy units. 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. Afterwards, you will have a conversation with Ivo about the god-like creature that rules the swamp and receive the Magical Barrier trinket. In the village, you can read the notice board to point out nearby points of interest and unlock the fast travel point.

Magical Barrier (Trinket)
Boosts two allies by 2 strength and gives them the immune attribute. Not bad, but good enough? Not so sure.

Go northeast to the other section of the village. Grab the loot and examine the house. You can obtain resources and a card fragment at the cost of army morale. This should complete a card.

Wyvern Scale Shield (Trinket)
Gives a unit 8 armour. That’s actually kinda rubbish in the grand scheme of things.

Leave the village via the path leading northwest. 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. You can choose to attack them or let them depart.

Battle — The Nilfgaardian Chase

This is battle is very much optional. The Nilfgaardians are demoralised so all units have 1 HP fewer than normal. It’s not quite the pushover that you might expect since the enemy commander deploys two Commanders. As always, the way to deal with them is to kill weaker enemies. After victory you will be able to collect some loot and your army’s morale will improve.

However you dealt with the Nilfgaardians, continue south and approach the Katakan for another battle.

Battle — Abandoned Campsite

This is a standard battle. The commander boosts all vampiric units by 2 and plays a lot of them which means lots of power for Eyck and Isbel. You will find a letter among the after-battle spoils. Go west from the camp to unlock a fast travel point. Adjust your deck. Make sure that you are not using the Manticore trophy — I would suggest using the Lyrian Banner instead. Remove any Bomber and Pitfall Trap cards (they’re useless in the upcoming battle). Use the Flail as your weapon. Continue north and you will be ambushed by the forces of Gernichora, the mistress of the swamp.

Battle — The Bloody Mistress

Your goal is to eliminate Gernichora. You must not destroy Gernichora’s Fruit since they have a deathwish ability that results in the loss of a card from your hand. Instead, wait for Gernichora to move them to the ranged row whereupon they will start draining her. At this point, you need to keep them under 10 HP so that they do not explode. After a couple of turns draining her, they will stop. Make judicious use of Slingers, Lyrian Landsknechts and your Flail ability to keep the Fruits alive and damaging the boss. Victory will earn you the Gvaern Ichaer trophy along with the Gernichora Trophy to add to your deck. Your forces will become demoralised which seems a little unfair.

Gernichora Trophy
On deployment, seizes a basic enemy unit and every six turns returns to your hand so that you can do it again. Not particularly useful if you ask me.

Continue north relatively undisturbed for a while. Grab a letter and a key from the sunken cart. If you decided not to hang the deserters earlier, you will find that a bunch more recruits have deserted, taking a chunk of your resources with them. Continue west to unlock the fast travel point and then examine the glowing object nearby. You can choose to follow it or ignore it. Make you way southwest. If you chose to follow the will-o’-the-wisp, you will find that it has led you to the remains of a caravan. You will gain a huge chunk of resources and a letter to read but lose some recruits to the marsh. Make sure you adjust your deck and approach the creature to the northwest for an optional battle.

Battle — Come Out. Wherever You Are.

This is a standard battle. Watch out for the Overgrown Arachas that spawn Hatchlings whenever they take damage and survive. You can use this to your advantage and make the enemy commander fill its rows with weak units.

Return to the fast travel point and head northwest. When the path forks, take the right hand path to find a golden chest (9/9) for which you should have the key.

Continue east and examine the cave mouth for a puzzle battle.

Battle — Knickers’ Adventure

Your goal is to guide Knickers to the end of the cave while picking up all the soup and wine along the way. You start in the bottom left corner and your target is the top right. On any turn, Gascon can move Knickers vertically or horizontally one space. 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. Not sure what the point of this is, however, since you appear to gain nothing.

Return to the fork and go west to read the notice board then follow the quest marker to the north for a scene. Xavier will try to assassinate Meve but Gascon and Reynard will save her. You will lose Xavier from your army but Reynard will get his promotion (and becomes distinctly awesome). You’ll have a new report to read afterwards as well.

Reynard Odo + (Human, Blitz)
His deployment ability of recharging units’ Order abilities becomes a loyal ability as well. This means that you can repeatedly summon with Regiment Drummers, repeatedly damage enemies using Slingers and so on.

Cross the bridge to find a shrine and continue northeast to find a fast travel point and a bit of loot. Approach the soldier for the point of no return. Confirm your intention to proceed for a scene and a battle.

Battle — Battle of the Yaruga

The enemy will start out with three Alba Cavalry units on the board. You should be able to get rid of them by combining a Pitfall Trap, Gheso Arbalests and the Flail. On Bonebreaker difficulty you may need Infiltrators to counter the Alba Cavalry spam. The general is able to draw a new card for every two that he plays — counter this ability with Reinforcements. Afterwards you will have a choice of whether to abandon your injured soldiers or take the time to have their wounds dressed. Despite what the game text says, there don’t appear to be any consequences to this choice.

Continue south, grabbing loot from the abandoned village. If you’re using the Lyrian Banner trophy, it will be of little use in the upcoming battle so replace it with something else. Examine the quest marker at the end of the path for a scene and the final battle of the chapter.

Battle — The Battle for the Bridge

This is a standard battle so don’t spend all your forces in the first round. Queen Meve is on the field so you lose your command abilities. The enemy will use war machines and plays units that give them resilience. Arnjolf is good for eliminating these. On the second round, you’ll have assistance from Geralt of Rivia, Cahir Dyffrin and Dandelion. These are ridiculously powerful units that pretty much guarantee victory. At some point in the second round, Meve will be destroyed, which is not necessarily a bad thing because you’ll regain the use of your command ability. You will have some scenes with Geralt after the battle and you will earn the Witcher to the Rescue trophy.

Chapter 5: Return of the Queen

The chapter begins with a scene with a messenger from Villem proposing a truce. Afterwards, answer Gascon as you wish. Read the new reports in the Royal Tent and converse with your lieutenants in the Mess Tent. Go east from your starting location to find an inn with with a recruitment post and fast travel point a little further along. Cross the bridge and talk to the man four times to receive some gold. If you need to raise your army’s morale, examine the ruined church, otherwise wait. You can pay 250G to replace the Nilfgaardian banner with a Lyrian one. Continue northeast for the customary vista that accompanies the start of a new chapter and then make your way east to a Nilfgaardian Fortress. Approach the gates for a battle.

Battle — In the Barracks

This is a standard battle. The Nilfgaardian units you face are starting to get a lot tougher. You will find a letter and a treasure map among the after-battle spoils which should unlock the Cartographer trophy. Southeast of the fort is a shrine which you should make a note of. Examine the structure next to it to discover the scene of a mass execution. You can pay 250G to give them a decent burial, raising army morale. Read the nearby notice board, unlock the fast travel point, use the recruitment post and go southwest.

Continue through the gate for a scene. Afterwards, collect loot and examine the notice board to find some black propaganda. In order to advance further into the forest, you will have to clear a fallen tree, costing you 50 wood. You will soon come to a fork. Take the western path first and approach the Leshen for a battle.

Battle — The Guardian of Ruewode

Although eliminating the Leshen is an optional objective, its 700 HP means that you will struggle to win the battle without doing so. It’s not as insurmountable as it seems since the more damage it takes, the more damage subsequent attacks do. Killing the wolves and ravens increase the bonus damage inflicted on the Leshen. After a few enemies have been eliminated Arnjolf can do huge damage to the creature every turn. After the battle, make your way to the northeast of this area and approach the necrophages for another battle.

Battle — Felling Blows

This is a standard battle and is very much optional. The enemy uses lots of units that damage yours so you want Eyck and/or Isbel in your deck to deliver knockout blows. Return to the fast travel point and use the shrine if you want a morale boost.

Cross the bridge and head southeast. When you come to a fork in the road, go north. Ignore the Nilfgaardian soldier for the moment if your morale is green. Otherwise, you will have a choice of what to do with a group of Nilfgaardian soldiers. You can allow them to buy their freedom or recruit them into your forces, but both of these choices cost morale. Alternatively, you can order their arrest which gives your forces a morale boost. Go past the soldier and continue northwards picking up loot from the remains of battle until you come to a cave mouth. Examine it for a puzzle battle.

Battle — Hare Caverns

Your goal is to damage the wyvern and you do so by moving cards on the battlefield horizontally or vertically. There’s no way to give you a step-by-step because it’s random. It’s basically Bejewelled: select one card and then another to create a row or column with three or more identical card types. You only receive minor loot as a reward. Go up the nearby steps to find a bit of additional loot and a golden chest (1/6).

Return the way you came and take the path south at the fork. You can read some more black propaganda on the notice board outside the nearby town of Gradobor. Approach the gates for a scene. You can choose to order on assault on the town for a battle.

Battle — The Siege of Gradobor

Don’t bother targeting the gate because it will be destroyed after a couple of turns. After that, concentrate on removing armour from Impera Enforcer Veterans. Afterwards, you will have to choose whether or not to keep certain Nilfgaardian reforms regarding discrimination against nonhumans in place. Repealing them will result in you losing Gabor. Keeping them in place will give Gabor a further boost to his abilities. Afterwards, there’s a notice board for you to read.

Gabor Zigrin ++ (Dwarf)
When deployed he now does 20 damage to the target which should be sufficient to kill most units outright. Alternatively, you can play 3 trinkets from your deck.

Back outside the town, go into the field just to the southeast. Examine the Nekkers’ nest in the middle. If Eyck is with you, can obtain some wood and gold at no cost. Otherwise, you will lose a few recruits retrieving the loot. Continue south from Gradobor and unlock the fast travel point at the crossroads. From here go west.

If you invested gold back in Mahakam, there will be a couple of couriers standing by a cart who will give you 5000G. You probably don’t have too much to spend it on now so you can distribute it among your troops if you like. Continue west and you’ll come to a farmstead. 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. Use the recruitment post here and make a note of the nearby shrine. There is a Nilfgaardian camp just to the southwest. Adjust your deck so that you’re not using the Manticore Trophy. You may also want to remove units that damage entire rows. Approach the soldiers for a battle.

Battle — A New Order

This is a standard battle. You will be fighting treacherous Lyrian units. Light Infantry are a danger to your units if you destroy them which is why I suggested the deck alterations above. If you use Lyrian Scythmen and Reinforcements to outscore your opponents, this is an opportunity to score over 300 in a single round if you’ve not done so already. After the battle, you will find more black propaganda on the notice board.

Return to the most recent fast travel point. Go south and when you see a wooden bridge, leave the main path and go east. You’ll see the walls of an estate not shown on the map screen. Continue south until you come to a gap in the wall.

Go through to unlock the Through the Fourth Wall trophy. Approach the sinister figure in the centre of the grounds for a puzzle battle.

Battle — The Cost of Ambition

Your goal here is to banish all enemy units before the same happens to you. Again, there can’t be a step-by-step because this is essentially random. Each turn, Gascon needs to play a Surveillance card to peek at two enemy cards. If they are identical, you will banish them and can peek at another two. Otherwise, record the cards revealed and try again next turn. Meanwhile, the enemy commander will banish two of your cards each turn. You have 16 cards while your enemy has 18. Victory will earn you the Black Blood trinket and reveal a golden chest (2/6).

Unlocking the chest will give you a letter.

Black Blood (Trinket)
Damage all enemies by 1 and boost an ally by the damage dealt. This is better than the Lyrian Horn how?

Leave the estate and return to the main path leading south. Approach the bridge leading to the cemetery for a scene. Choose to follow Gascon. Answer Gascon how you please and you will follow Gascon to his family vault. Pay 1000G to have the tomb rebuilt and Gascon will gain a promotion, making him somewhat more useful. Afterwards, you can retrieve a letter from one of the graves here.

Gascon + (Human)
Gains 2 power whenever an enemy or allied card is moved. That can really mount up.

Return to the fast travel point and cross the bridge to the southeast. Approach the gates of the Nilfgaardian fort for a battle.

Battle — Nilfgaardian Outpost

This is a standard battle. 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. You will find a letter and a treasure map among the after-battle remains. Leave the fort through the southeast exit. Talk to the man standing at the gate of the compound and pay him 100G for a card fragment. Use the recruitment post and head northeast. Collect any nearby loot before crossing the bridge.

During the upcoming negotiations with Villem, only rejecting his terms outright will prevent the later death of Reynard or Gascon.

You may want to back up your save before approaching the quest marker. In the subsequent conversation respond however you wish. After Villem has presented his terms, you can choose to accept them (really?) to gain Villem as an ally. You can have Villem arrested which will give you a report to read. Or you can simply reject his terms.

Prince Villem (Human)
Villem is a spy unit so is played on the enemy side of the board. Whenever Meve uses her command ability, Villem and all enemy units with the same power will move to the allied side. This will allow you to maybe capture one or two weakened enemies but he isn’t really worth the unit cost.

Cross the bridge leading northeast. Just ahead is a patch of ground with trees on it. This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6).

Go down the nearby steps to the southeast. You can go further down to pick up a bit of loot and then approach the figures near the broken bridge for a scene. Some peasants will entreat you not to carry out the measures stated on the false decrees that the Nilfgaardians have been distributing.

Unlock the nearby fast travel point and grab any nearby loot that you may still be feeling the need to obtain before going into the inn courtyard. Approach the reveling soldiers for a battle.

Battle — Frolics and Revels

This is a standard battle. The Nilfgaardians will deploy a new unit: the Spotter who can increase his own power every few turns. You’ll also see the Infiltrator which will ambush and destroy the next unit you play. Afterwards, you can read the notice board here and obtain another piece of black propaganda from the other notice board.

From the inn, take the left hand path at the fork and make your way to another compound. Examine the gate for a scene. Choose to attack the printers’ workshop for another battle.

Battle — Wartime Propaganda

The enemy will have two Commanders on the field. As ever, the way to deal with them is to destroy enemies (or, perhaps, deploy spies between them). Afterwards, you can chose to use the press to publish your own propaganda or simply destroy the press.

Leave the compound and head east. Approach the troll for a puzzle battle.

Battle — The Troll Gourmand

The goal is to place the correct ingredient on the enemy ranged row to match the scent description of the unit to the right. Here’s the solution.

  1. Play the Mandrake to pair up with the Alchemist.
  2. Play the Foul Ale to pair up with the Slinger.
  3. Play the Skulls to pair up with the Forager.
  4. Play the Mushrooms to pair up with the Scout.

The only reward is some minor loot. Go northwest. When you come to a crossroads, take the western path. Go through the gate and approach the Arachas for a puzzle battle.

Battle — Ravenholm

Your goal is to boost one unit to 125 strength. Every slot on each row is occupied by 2 strength Arachas Drones. Gascon can order a drone to consume the units adjacent to it vertically and horizontally. If the consumed unit has odd strength, the consuming drone will boosted by the consumed unit’s power. Otherwise, it will be damaged. Have Gascon start in the centre of the board, then each subsequent turn have Gascon target a drone that is surrounded on all sides by odd-powered units. If we label the rows A-D and the columns 1-9, the following sequence will lead to victory: B5, C5, C7, C6. Use Black Blood and boost the 107 strength Drone at C6 by 18. Afterwards, you’ll find a letter amongst the loot and if you talk to the woman here three times, she will give you a treasure map. If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians.

Follow the path east and south. You’ll find a tent containing the corpses of merchants. You can choose to requisition their wares or refuse to steal from the dead. Since you probably don’t have much need of the resources any longer, the noble path is easy to take. Cross the bridge and head northeast. Meve and Reynard will note that you’re nearing Count Caldwell’s estates. Continue northeast and unlock the fast travel point. Head northwest and collect a letter from the notice board. Continue to Count Caldwell’s Estate for a scene with the count’s son, Dragomir. If you choose to banish the family, you will have a fight on your hands.

Battle — The Caldwell Legacy

You have an optional goal of overpowering your enemy within 5 turns. There is a timer on the field that counts down each turn. If it reaches 0 and you are ahead, you will win. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. This means that he’s likely to gain an early point lead. All the tricks you have at your disposal should still mean an easy victory, however. After victory you will receive the Shrike trinket and your army’s morale will be boosted into the bargain. There will also be a letter for you to read.

Shrike (Trinket)
Damage a unit by 10. If the unit survives, it will be boosted by 25. So this is basically a way to kill an enemy with 10 HP or fewer or boost an ally with 11 strength or more. Not that great.

Before leaving the estate, look behind the house for a golden chest (4/6).

Return to the fast travel point and use the nearby recruitment post. Follow the path east until you come to a crossroads. Take the path leading southwest, go through the gate and read the noticeboard. Approach the Werewolf for a battle.

Battle — Mass Grave

This is a standard battle. The enemy commander alternates between damaging your units and healing enemy units as its command ability. The enemy units are all were-creatures that you’ve not encountered before. Werecats are particularly annoying since they steal units from your deck and place them on the enemy side. After the battle, examine the mass grave. Spend 250G to give the dead a proper burial to increase army morale.

Return to the crossroads and take the path leading northwest and make a note of the shrine. Cross the bridge leading to the Nilfgaardian fort and approach the gate for an optional battle.

Battle — Wake-Up Call

This is a standard battle. The enemy commander has nothing special up his sleeve and you should have no trouble emerging victorious. Use the nearby shrine if you haven’t done so already and leave the fort through the northeast exit. Go down the hill and follow the path east and around to another fortified camp. Approach the gate for a scene. Elect to attack the quarry for a battle.

Battle — The Battle at Ravenkluft

You have an optional goal of eliminating all Slave Drivers. There are seven of them and they only have a few HP each which makes this battle reasonably straightforward. 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. Allowing them to join will gain 80 recruits at a cost of 1600G. Since you probably have plenty of both resources and don’t much need either, the decision can go either way. There’s also a new report for you to read.

Muzzle (Trinket)
Seize a bronze enemy unit. Hurts the enemy, benefits you. Not bad.

Leave the quarry. Ignore the locked gate blocking your path further southeast for moment and instead go round to the left of the ploughed field with the outbuilding. You’ll see some rocks with a tree growing out of them. Search the area to find the location of a golden chest (5/6).

Return to the gate that you ignored earlier for a scene. You can choose to drive the Nifgaardians out of Willowhain for a battle.

Battle — The Battle of Willowhain

There’s nothing special about this battle. After the battle, you will find that the village you’ve just liberated is inhabited by Nilfgaardian settlers. You can choose to drive them out, but you will lose Isbel if you do. Allowing them to stay will give you a bunch of resources you don’t really need and reduce army morale. If you allow the settlers to stay you can talk to one of them afterwards for more gold and wood. Retrieve a letter from the noticeboard here and leave the village through the eastern exit.

From here, go southwest a short distance. 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).

Retrieving its contents should earn you the Tax Collector trophy. If you’re using the Flail as Meve’s weapon, adjust your deck so that you’re using something else for the time being — I would suggest the Longsword. Remove the Gheso Arbalests and Strays Bombers if you’re using them as well. Continue east to the imposing looking castle and examine the point of interest for a scene. The castle is inhabited by a noble family who have long been in conflict with Meve. Choose to ask House Obert for help. If Villem is with you, aid will be granted, including unlocking the new unit type. Otherwise, the request is rebuffed in a manner that invites a robust response of your own. Choose to attack the Oberts for a battle.

Battle — Castle Obert

Your goal is to prevent the ballistae from being destroyed. This is a pain because there is one on each enemy row (preventing you from using abilities that might end up damaging them as well) and they do major damage to your units every turn. If you manage to defeat the three Obert guards, you will being an early end to the battle. Use Longsword on the units that you want to keep alive. After the battle, you will receive 5 Reinforced Ballistae.

Reinforced Ballista (Machine)
Every turn, damage units by 3, 2 and 1. 6 damage to the enemy every turn is pretty powerful. Again, the unit seems to be bugged in that if you kill the last enemy, the game forces you to damage your own forces.

Return to the main path leading northeast and unlock the fast travel point just in front of the bridge. Remember to adjust your deck if need be. Cross the bridge and approach the gates of Kaveldun for a scene. You can choose to order an assault on the town or pull your forces back. Since the former choice is the only way forward I’m not sure why there’s a choice at all.

Battle — The Siege of Kaveldun

You have a gate to destroy which will allow you to enjoy your new Reinforced Ballistas. After the battle, you will learn that a blacksmith has been collaborating with the enemy. If you order him to be killed, Isbel will leave your company. If you order him to be whipped, you’ll gain nothing from it. Order him released and your forces will lose morale, but you will gain a new weapon for Meve along with the Arms Race trophy.

Meve: Spear
Every 4 turns, sets a unit’s power to 1. That’s pretty powerful. Since most enemy units have more than 9 HP by this point in the game, you might prefer it over the Flail. Personally, I prefer the Flail since it can actually kill enemies.

Leave the town via the northeast. If you need to restore army morale, take a right at the sign post and you’ll find a shrine a short distance along. Starting from the bridge to Kaveldun, walk a short distance along the road and go through a gate leading to a compound where some Nilfgaardians are flogging a peasant. Approach them for a battle.

Battle — In Captivity

This is a standard battle in which you’ll be fighting a lot of slave units. There’s no point in killing them since they’ll just be summoned back from the graveyard each turn. Instead, you can let them accumulate to power up Arnjolf’s attacks against the more dangerous enemies, for example.

Leave via the entrance that you came in through and head north to unlock the fast travel point. Take a right and use the recruitment post. Examine the house next to it to obtain 2500G and a card fragment. Continue along the past the shrine. At the next fork continue north to find some loot and a letter. Approach the gates of the nearby fort for an optional battle.

Battle — Night Watch

This is a standard battle fought against familiar Nilfgaard units and there is nothing interesting to be found among the after-battle spoils. Return to the fast travel point and start making your way west. You’ll see a field with cows. Approach them for a puzzle battle.

Battle — The Cattle Conspiracy

Your goal is to destroy the two Deranged Cows. They will consume whatever is in front of them on the melee row. 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. You need to get them to consume Rotting Corpses which damage them rather than Lyrian Scythemen which strengthen them. For every turn that a corpse is on the board, it will do one more damage when consumed. Numbering the columns 1-8, here is a solution.

  1. Use Retreat on the Scytheman at 3 to swap its position with the Corpse at 1. The leftmost Cow will consume the Scytheman at 1.
  2. Use Retreat on the Scytheman at 5 and swap its position with the Corpse at 1. The rightmost Cow will consume the Scytheman at 7.
  3. Use Poison on the Corpse at 6.
  4. Use Poison on the Corpse at 5.

You will find another mass grave nearby. Spend 250G to bury the dead and raise your army’s morale. Return to the main path and continue west to the village of Broadhead. You may want to adjust your army so that Meve is using the Rivian Broadsword. Go through the gates for a scene. Nilfgaardians fleeing the village have taken everything of value with them. Choose to pursue them for a battle.

Battle — In Pursuit of Nilfgaardians

Your enemy will start the battle with a bunch of Alba Pikemen on the board and he has the ability to damage your units by the number of enemy units in play. If you are using it, you can wipe the Pikemen out with one swipe of the Rivian Broadsword. Prioritise the Black Infantry Arbalest units since they are the most damaging that the enemy has access to. Use Gabor to deal with the Alba Cavalry Veterans. Afterwards, you will find that the enemy wagons contain nothing but scrap. Speak to the townsfolk afterwards. Respond in the first instance as you please (I was tempted to have the man flogged, I must say). Barnabas offers to transform the town’s economy. You can take him up on his offer, losing him as a unit. This is the best option for the town, but not necessarily for you. Since you don’t have anything better to spend the money in, investing 2500G and raising morale is a valid option. Afterwards, you can retrieve a letter from the nearest notice board. If you let the Rivians in Mahakam leave rather than handing them over to the dwarves, you can talk to the man at the top of the town to receive 2500G or a morale boost for your army. If you gave the Rivians over to the dwarves, it will cost you 250G to avoid losing morale. Read the noticeboard before leaving the town.

Make your way northeast and make a note of the shrine. Use it if your army’s morale is not already raised. There’s a Nilfgaardian fortress nearby with more scenes of peasant abuse. Approach the gates for a puzzle battle.

Battle — Workforce

Your goal is to eliminate the Slave Drivers without allowing any of your units to die. There are three Slave Drivers with 10 HP and three Slaves in front of them. Each turn the Slave Drivers will damage a Slave by 1 and in turn they damage the weakest of your units by 1. If, somehow, the Slave’s power is higher than the Slave Driver’s, he will kill the Slave Driver instead. This is the only way to eliminate the enemy. Here’s a solution.

  1. Place the Lyrian Scytheman in, say, the melee row and use Meve’s Longsword ability on him. The Scytheman will take 2 damage on the enemy’s turn.
  2. Play the Horse Thief to the RIGHT of the Scytheman. Select the LEFTMOST Slave to swap power with. The Horse Thief will take 3 damage on the enemy’s turn.
  3. Play an Alchemist + anywhere and use his ability on the Horse Thief so that the Horse Thief now has 12 HP. The Alchemist will take 3 damage on the enemy’s turn.
  4. Play a Lyrian Hajduk to the LEFT of the Alchemist and use Meve’s Longsword ability on the Alchemist. The Hajduk will take 3 points of damage on the enemy turn.
  5. The Horse Thief will now swap power with the leftmost Slave. Play the second Alchemist + anywhere you like (or another Hajduk to the left of the Alchemist already on the board). Use Alchemist ability on the centre slave followed by the rightmost one leaving all Slaves with 12 HP. On the enemy turn, the Slaves will destroy all three Slave Drivers.

Return to the main path and cross the bridge. If you left Broadhead in the care of Barnabas, you will receive some resources at this point. Follow the path northeast. You can retrieve loot and a letter from the courtyard of a temple. Speak to the nearby priestess and pay 250G for the final card fragment.

Dragon’s Dream (Trinket)
Destroy 3 random enemies after 5 turns. Not bad but the randomness and delay mean that its actual effectiveness may be limited. You’ve also got one battle in which to use it and in that battle you don’t want to destroy enemies. Ho hum.

Continue and unlock the final fast travel point of the chapter. The nearby gate represents a point of no return. Choose to continue for a scene. To proceed you must lay siege to Castle Rivia. Respond to Aep Daehy however you please. Afterwards, you can wander around your camp and talk to various members of your army to get their take on the task that awaits you. Adjust your army for the final assault. You’ll want to go for maximum scoring rather than killing enemy units. To that end, include Mahakam Ale among your trinkets along with Reinforcements and maybe the Golden Froth. Arm Meve with the Spear. Pitfall Traps are good because they reduce the number of units that an enemy can play. Strays Infiltrators are excellent because they use the enemy’s strength against them. Foragers in conjunction with Alchemists can be invaluable for multiplying your forces’ power. Since you won’t be aiming to eliminate enemy units, you’ll probably want to leave Gabor out. Arnjolf can be useful, however.

When you’re ready to proceed, make your way to your tent at the top of the camp to consult with your advisors. Choose either Gascon or Reynard to lead the initial assault (if Villem is in your army, I would suggest Gascon simply because Reynard is more useful to you).

If Villem is not in your army, he will open the gates and you will proceed to the final assault. Otherwise you will have to fight a puzzle battle using whichever lieutenant you chose for the task.

Battle — The Battle of Rivia

Your goal is to have your chosen lieutenant infiltrate the tower. You will win the battle if he manages to get next to the exit. The board is is divided into alleys and Spotters. If your lieutenant ends up adjacent to a Spotter, the enemy will transform into a Pursuer, destroying your lieutenant after three moves. In the solutions, rows will be labelled A-D (with your ranged row being D) and columns are numbered 1-9. There are two different versions of this battle depending on whether you chose Gascon or Reynard. Here’s a solution for the Gascon version:

  1. Place Gascon on D2 and move him one space left to D1.
  2. Use a Strays Saboteur on the Spotter at C2 and move Gascon up to C1.
  3. Use the second Saboteur on the Spotter at B1 and move Gascon up to B1. A Spotter will appear at B1 and turn into a Pursuer; Gascon will be moved to B2. Move right to B3, then to B4 (Gascon will be pushed one space right again) and up to A5 and victory.

And here’s a solution for the Reynard version.

  1. Use a Reynard’s Volunteer on the Spotter at C1.
  2. Place Reynard on D2 and move him one space left to D1 and one space up to C1.
  3. Use a second Volunteer on the Spotter at B1 and move Reynard up to B1. A Spotter will appear in B1 and transform, moving Reynard one space to the right so that he ends up on B2.
  4. Use the final Volunteer on the Spotter at A1 and move Reynard up to A2 and victory.

Afterwards, you will have a somber scene where Meve finds the chosen lieutenant dying. You will now proceed to the final assault.

Battle — The Upper Keep

This is a standard battle against Ardal Aep Dahy. Every turn, he can compare a unit from his deck to one from yours. If it is higher, he will power one of his units by 10. If you destroy any of his units, he will summon another in its place. You can probably win the opening round with Lyrian Scythemen and Reinforcements. In the second round, let Aep Dahy play an Alba Armored Cavalry unit and then place Infiltrators next to it. Using orders will then increase your power as well. Make sure you only degrade his units rather than destroying them. Victory will unlock the There’s No Place Like Home trophy.

Enjoy the scenes.

Epilogue: Twilight of the Golden Sun

You are back in Aedirn. Go to the Mess Tent and talk to any of your remaining lieutenants — everyone has something to say for themselves. If Reynard survived the war, you can hook him up with Meve. If Gascon survived, Meve will award him an estate so that he can abandon the outlaw’s existence. Read a new batch of reports in the Royal Tent. You may want to adjust your deck.

Go southeast from Meve’s starting point. Just before the bridge is a loot pile with a letter. Cross the bridge for a scene and a battle.

Battle — Nilfgaardian Survivors

This is something of a palette cleanser after the fight against Aep Dahy. There’ll be a group of Nilfgaardian Deserters on the field. If you destroy one, all the others will leave the field. Otherwise, the commander limits himself to Promising Recruits who are annoying but nothing you can’t outscore.

After the battle, unlock the fast travel point. Head south to where a Nilfgaardian transport has crashed into a bridge. You can choose to exchange gold or recruits for wood. Or not since you probably have no need of resources. There are a couple of pieces of loot that are inaccessible from your current location so don’t worry about them for the moment.

Follow the path northeast and you will reach a village being rebuilt. If you talk to the woman here, you can give them wood and gold to help with the rebuilding effort. Continue northeast to come to a graveyard. You can pay 250G to light candles to the memory of the fallen. The path now turns southeast. You will have a scene as you near the sign post. Go south into the next village. You can retrieve a letter from the notice board here. If being unable to access those couple of bits of loot annoyed you, you can get to them by leaving the village to the south and going northwest.

Return to the main path. Approach the bridge for a scene and a battle against Scoia’tael.

Battle — The Battle for Naught

These are pretty much the same units that you faced in chapter 2. They should not pose any threat to you. Afterwards, the commander will claim that they had no desire to fight you. You can choose to let them go or have them handed over to Demavend. You will have a new report to read. Doing so should unlock the Burn After Reading trophy.

Afterwards, cross the bridge to the northeast. A short distance along is a compound. Examine the wagon for a letter. Continue into the town of Harmelen. If you let Murko leave with the family heirloom back in Mahakam, there’ll be a scene here and you’ll receive 5000G. Continue to claim one last piece of loot for old times’ sake and unlock the final fast travel point. Go through the gates and make your way through the allied camp to Demavend’s tent for the final scenes of the game.

gamefaqs.gamespot.com

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  • Mc_ P.and.A says:

    i think you need to use isopropyl alcohol to kill bed bugs and their eggs and to get rid of them:
    Clean bedding, linens, curtains, and clothing in hot water and dry them on the highest dryer setting. Place stuffed animals, shoes, and other items that can’t be washed in the dryer and run on high for 30 minutes.

    Use a stiff brush to scrub mattress seams to remove bedbugs and their eggs before vacuuming.

    Vacuum your bed and surrounding area frequently. After vacuuming, immediately place the vacuum cleaner bag in a plastic bag and place in garbage can outdoors.

    Encase mattress and box springs with a tightly woven, zippered cover to keep bedbugs from entering or escaping. Bedbugs may live up to a year without feeding, so keep the cover on your mattress for at least a year to make sure all bugs in the mattress are dead.

    Repair cracks in plaster and glue down peeling wallpaper to get rid of places bedbugs can hide.

    Get rid of clutter around the bed.

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