If he plays a Venendal Elite, you will have to eliminate that first so that you can target him, however. Examine the sinister tree nearby. Marching Orders (Trinket)Reduce Meve's cooldown to 0. In addition, their strength is also rather low, although they have lots of armour. Continue west a short distance to find a golden chest (3/9). North of the broken wagon are three loot points and there's a woodpile to the south. Use a second Volunteer on the Spotter at B1 and move Reynard up to B1. Go west from the battle site to Arnjolf's camp and pick up all the loot lying around. As you cross the bridge to the northeast, you can help out a merchant in need. Examine the tomb along your way for a letter and a treasure map. 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. Meve: Sihil (Weapon)Every 3 turns damage an enemy unit by 1. Continue south to a fast travel point and grab a little bit of loot in the Lyrian Camp here. It will cost you two recruits to obtain a card fragment. Continue south. Victory will unlock the There's No Place Like Home trophy. Continue through the barricade to see Aldersburg under attack. Play the final Arbalest in your melee row and use it to destroy the last Archespore. Just make sure that you have space in the receiving row. You will have some scenes with Geralt after the battle and you will earn the Witcher to the Rescue trophy. Grab the loot when you're done. Since these units start off with 4 HP and no armour you can take them out with your command ability. Talk to the other dwarf for a scene. Talk to the old man three times for some gold. You will find some new Scoia'tael propaganda among your reports. Even though it's hard to eliminate enemies, you want to repeatedly damage any Elven Sentry units that the enemy plays. Examine the tomb with the "?". This is a pretty big bonus making a couple of them in your deck a must-have. The Alghoul will consume the Nekker to its right and grow to 17 strength. If you believe your item has been removed by mistake, please contact, This item is incompatible with Thronebreaker: The Witcher Tales. They are typically consumed when used. and follow it with "I shall help you" and "I insist". The enemy has nine Dark Alley cards on his ranged row, one of which conceals an escape route. Way better than the Fortitude Tonic, that's for sure! Even with the disadvantage of reduced morale, this battle was more of a massacre. Make your way to the end of the ravine, picking up loot along the way, and examine the cave mouth at the end. Place an Arbalest in the melee row and attack an enemy in the ranged row. The Nilfgaardians are engaging in primitive biological warfare. Note: I've also played this battle with the Nekkers only having 4 strength. Continue along the past the shrine. If you do so, he will take 3 HP damage. Leave via the entrance that you came in through and head north to unlock the fast travel point. Play Mardoeme: Vengeance to destroy your Forager. 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. Continue north and examine the tree. Use the Flail as your weapon. It will also damage one of your Arbalests. On the second round it will spam Hawker Healer units (you'll find out why shortly) making it very difficult to eliminate enemy units. Return to the main path and wade southeast through the swamp for another monster battle. Meve: Angreni Blade (Weapon)Every 6 turns, shuffle an ally back into your deck and play two other cards from your deck. Play the Slinger and target the three Gigantic Arachas in the enemy ranged row. 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. Repeat both moves and the Wagenburg will have 13 armour. 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. Go all the way west to find a golden chest (4/8). Place the War Wagon wherever you like and use Meve's Longsword ability on it. The game forces you to use Meve's Longsword ability on the Scytheman. Continue south until you come to a gap in the wall. Using orders will then increase your power as well. You will unlock the We Have the High Ground trophy for completing the chapter. This ability works well with Regiment Drummer units since it enables you to choose which card they summon. Solve the curse of Black Brook (which requires you to recruit Barnabas), Give the Vidmar treasure to the elder-in-chief, Don't take vengeance following the avalanche, Lie about the relative heights of the peaks. Cross the bridge leading to the Nilfgaardian fort and approach the gate for an optional battle. Adjust your army for the final assault. Use the Slinger to move a Water Hag one row down. Go a little further south for a battle. Again, respond as you like. You can end this battle early if you can eliminate Gascon. Destroy the weakest ally and boost 5 random allied units by the destroyed unit's power. Cross the bridge and head northeast. You will now proceed to the final assault. Here's a solution. Return to the fast travel point and use the shrine if you want a morale boost. In battle, all your units will have a +1 modifier applied to their stats. After two turns, the unit is boosted by the power of the unit on its right and returned to the allied side. The enemy commander alternates between damaging your units and healing enemy units as its command ability. I'm up to Chapter/Map #4, have discovered several bugs by now, as always with my guides tags are searchable including the BUG tag *cough* devs *cough*. Grab some loot from the back while you're up here. We'll start out with a discussion of WHAT this guide covers and HOW we can go about uncovering Thronebreaker's secrets. For every turn that a corpse is on the board, it will do one more damage when consumed. Since your morale should be in the red anyway, you may as well let them join. 2023 GAMESPOT, A FANDOM COMPANY. If your morale is raised, your units will count as boosted and the Elven Archers will do 6 damage rather than 2. The enemy will move a card back to the melee row. Play your Lyrian Arbalest next. You will receive the Crow's Eye trinket after the battle. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. Read the nearby notice board and unlock the fast travel point. This randomness limits their overall usefulness but it's not bad to have one in your deck in a full battle. Getting the Colossal Beast to banish a powered-up Forager can end up doing a great deal of harm. You will soon come to a fork. Otherwise this isn't a challenging battle. You probably don't have too much to spend it on now so you can distribute it among your troops if you like. Pick your way past more burning buildings and make your way into the remains of an army camp. South of the obelisk is a golden chest (6/8). Go a short distance south for a battle against monsters. So do the right thing and give it back. These are ridiculously powerful units that pretty much guarantee victory. Make your way northeast. Choose to free the peasants for a battle. You will have a conversation with Gascon - reply how you like. Continue east to unlock a fast travel point. From here, continue south until you come to a puzzle battle. After the battle, make your way to the northeast of this area and approach the necrophages for another battle. You can choose to punish the raiders or turn them loose against Nilfgaard. Just ahead is a patch of ground with trees on it. Approach the bridge for a scene and a battle against Scoia'tael. Now we both know it's a trap, but pretend that Meve doesn't and accept Falbeson's offer. If you're not currently using it, make the Rivian Broadsword Meve's weapon. Approach the gates for a battle. I'm going to shoot myself in the foot down the track, 3. This is because of their Loyal ability which adds 5 to their unit strength whenever Meve uses a command ability. Deploy Count Caldwell between the two Arbalest units to summon two more. Grab nearby loot and make your way to the quest marker for a scene. 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. Before continuing south, go west and round until you come to a cave mouth. The summon ability is not too shabby either. Continue a short distance east and go into the courtyard of an inn. Later in the battle, your enemy will start deploying spy units. 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. one that the game gives you) rather than your own. You only receive minor loot as a reward. This will allow you to maybe capture one or two weakened enemies but he isn't really worth the unit cost. Gabor, Decoy and Alzur's Thunder should win you the battle without having to attempt to outscore your opponent. Xavier makes a monstrous combination with Rayla, allowing you to summon three cards of your choosing from your reserve deck. Go southwest into the swamp and approach the druids for a scene. Afterwards, Gabor will come to you and announce his intention to remain with your army. If your morale is reduced, all your units count as damaged meaning the Elven Swordmasters can take them out at will. Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. 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. My Enemy's Enemy Description Region (s) Aedirn My Enemy's Enemy is a subquest in Thronebreaker: The Witcher Tales . Loot the area and continue northwest. Otherwise, you will have a choice of what to do with a group of Nilfgaardian soldiers. The Grave Hag will grow to 13 strength. This is Isbel's upgrade. Return the way you came past the locked gate and follow the path west through the broken wall. Assuming you've promoted your Arbalests, their loyal ability can help as well. Can be used on Light Infantry to damage the enemy by 10. If your army is low on morale, talk to Gabor and spend 200G on improving it. Adjust your deck so that you're not using the Manticore trophy and add Alzur's Thunder to your trinkets. Go south and when you see a wooden bridge, leave the main path and go east. When you reach a fork go west. Move Gascon one space to the right. Order your men to begin the hunt for the Manticore to trigger a battle. Use the Drummer to summon a third Arbalest. Possibly worthy of a place in your deck. Order the Troll to let the Lyrian Scytheman pass. You'll lose if he gets all the way across. There are 4 Water Hags on the board and Torrential Rain is present on all rows. But for everything else, Iike letters that depend on choices, the TODO list, and anything else I noticed while reading the guide, I'm giving some comments. Investigate for a scene. All the chests will be visible on the map view (so you don't have to remember where they are). Go south to find another two. 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. This unit is OK and can be used to repair damaged allies. Examine the quest marker at the end of the path for a scene and the final battle of the chapter. You may need to rearrange your deck a little. Afterwards you will have a choice of whether to abandon your injured soldiers or take the time to have their wounds dressed. The enemy will spam Forktails which you can counter with a powered-up Eyck. Afterwards, you can choose to keep your word or have them killed. If you examine the collapsed tent, you can recover a treasure map. Meve: SpearEvery 4 turns, sets a unit's power to 1. Use your Wagenburg units to finish it off. Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. You have an optional goal of eliminating the enemy leader, Gimpy Gerwin. Continue east and unlock the fast travel point. Go to the southwest of this area where you'll find a Nilfgaardian deserter. Not bad if you get lucky, but not great either. Elect to attack the quarry for a battle. 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. Assuming your relations with Lippy Gudmund in chapter 1 were good, Arnjolf and his crew will consent to join you permanently. Remember not to use the Fake Floren trinket since it can't be used against bosses. Continue to Count Caldwell's Estate for a scene with the count's son, Dragomir. You can choose to spend 100G here to raise your army's morale. This is a standard battle. If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians. He will play lots of units that support each other and that damage your units. If you choose to help the villagers inside, you will gain morale and a card fragment at the cost of 2 recruits. Make judicious use of Slingers, Lyrian Landsknechts and your Flail ability to keep the Fruits alive and damaging the boss. 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. These are pretty much the same units that you faced in chapter 2. This should make a grand total of 10 trinkets, unlocking the Hoarder trophy. An enemy Warmonger will duel the Wagon, killing himself and leaving your wagon with 5 HP. You have 16 cards while your enemy has 18. Again, there can't be a step-by-step because this is essentially random. This is a standard battle. Move Gascon two spaces right and end your turn. You can get the wood back by trading it in your camp so this isn't a bad option. You can choose to pay 50G for increased morale. Take a moment to have a look at your cards. In the second round, let Aep Dahy play an Alba Armored Cavalry unit and then place Infiltrators next to it. If you fought the elves at the field hospital earlier you will have the disadvantage of reduced morale, however. Collect any nearby loot before crossing the bridge. Use an Arbalest to destroy the final Water Hag. You can either have the inhabitants marched off to face trial, at the cost of 6 recruits or allow Rayla to dispense summary justice. Not good. Read the notice board to highlight nearby points of interest and make note of the shrine just to the northeast. The Manticore Trophy and a Pitfall Trap or two will more than compensate. Scepter of Storms (Trophy)Damage the lowest enemy unit by 2 and repeat until charges are depleted. Grab some loot to the south then make your way into the ruins for a puzzle battle. After the battle, you will figure out where all the dwarven enemy units came from - they were the missing dwarves. On the minus side, she has a bad habit of committing war crimes. Place an Arbalest on the melee row and attack the 4 HP Elemental. You have an optional goal of destroying the monster nest. Eyck will join you temporarily - go into your camp and add him to your forces. 30 prisoners killed without raising an alarm: that is a literally incredible feat that I guess the writers thought was cool. Black Rayla (Human)Her order ability allows you to choose any card from your reserve deck and play it. Play your Arbalest against any card in the enemy front row. Play the Arbalest in the melee row and destroy the last drowner. You will do 4, 5 and 6 HP damage to them respectively, fulfilling the victory conditions. Choose to attack the Oberts for a battle. Make your way into the middle of the village for a scene. Afterwards, you can choose to take the enemy's gold or leave it in the town. Continue west to unlock the fast travel point and then examine the glowing object nearby. Unlocking the chest will give you a letter. Gernichora TrophyOn deployment, seizes a basic enemy unit and every six turns returns to your hand so that you can do it again. Here's a solution. Help yourself to the contents of the nearby woodpile and go through the gate into the mill. In the top left of the screen is the army morale indicator. Order the Troll to let the Arbalest pass. Go west from the obstacle until the game throws you into your first battle. At this point use the Rivian Broadsword on the Wolf, reducing it to 5 power. Your goal is to prevent the ballistae from being destroyed. You will come across a group of dwarfs standing outside their houses. 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. Leave the town via the northeast. Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. This is a large undertaking so if I missed anything please let me know in the comments, and obviously. The guide was invaluable in my completion of the game. You will receive 250G or a boost to your morale. Continue past the battle site and turn northwest to find some loot including a letter. Talk to the retainer at the gate. Approach the gates of the nearby fort for an optional battle. If reinforcements do arrive before the enemy passes, you've probably lost. The enemy leads with an assassin in the ranged row. Use Command: Charge on the Light Infantry. Afterwards, a lumberjack will explain that they won't be paid unless the wood gets to Nilfgaard. After the battle, you will find more black propaganda on the notice board. Here's a solution: After victory you will receive the Bekker's Dark Mirror trinket. Each turn, the Ancient Foglet summons two normal 4 HP Foglets who attack the palisades. Adjust your forces so that you have some Strays Cavalry in your deck. Continue northeast and unlock the final fast travel point. Good times! After the Hym's turn, it will have 15 HP and your units will have 14 and 6. Steam Community :: Guide :: Choices and Consequences Aretuza Adept (Human)When deployed choose a regular unit on the battlefield or in your hand and add two copies to your deck. Play the Regiment Drummer on the melee row. Rivian Sapper (Human, Blitz)When deployed, damage an enemy unit by 2. Place Reynard in the RANGED row to recharge the Wagenburg and Regiment Drummer. At the bottom right of the camp past the merchant is. To gain charges you need to place units either side of it. Choose to pursue them for a battle. If you allow them to join you, you will gain resources later. Since most enemy units have more than 9 HP by this point in the game, you might prefer it over the Flail. 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. Leave the village where you obtained the treasure map through its southeast exit to find Vrygheff's camp. Simple but extremely powerful and can turn a losing round into a winning one. This is a standard battle. You can talk to the two soldiers nearby but they don't have anything very interesting to say. Unfortunately, it is bugged. Guards will move one square in the direction they are currently facing when Gascon moves. Approach the necrophages at the end for another battle. You won't be able to unlock One Big Happy Family in this chapter, however. Here are the first few turns of a solution. Their ability now becomes an order ability (rather than deployment) and will damage each affected unit by 3. There are two piles of loot to the north of the farm. Ignore all other enemy units. This is a good opportunity to aim for the I Have the Power! The enemy will be unable to move. For any future playthrough (where you're not going for a platinum trophy), actions that improve your standing with the dwarves include: 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. The enemy will pretty much hand you the first round. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. Note that there must be a space in the target row to place the trap. Go behind her house to find several loot piles. They will be replaced by a Dao with 9 HP. Return to the temple grounds and head east then north. 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. Interact with the nearby hut to find a Strays of Spalla bandit who offers you a treasure map at the cost of losing morale. No, that isn't very good. Lay the Arbalests next to it. Continue east and go south for a recruitment post and some loot. Here's a solution. Examine the Nekkers' nest in the middle. Choose the option to use the tokens to pay for a feast. Works brilliantly in combination with Pitfall Traps and, if Gascon, is in your deck, powers him up as well. Agree to help for a battle. Instead, you can let them accumulate to power up Arnjolf's attacks against the more dangerous enemies, for example. I ignored the quest where Rayla murders the captured dwarven youths, and told the truth about the mountain peaks, which allowed me to keep Eyck, Rayla, and Isbel. trophy. Use something like Artefact Compression or Fake Floren to eliminate any siege engines that are repeatedly targeting Demavend. You need to get them to consume Rotting Corpses which damage them rather than Lyrian Scythemen which strengthen them. Cross the bridge leading northeast. Otherwise, let the commander fill his ranks with Nekkers which you should be able to outscore. You will have to win in two rounds, otherwise the Daerlan Veterans, which have the resilient attribute, may make the third round unwinnable. Whether it's an improvement depends on your playstyle. Dig to reveal a golden chest (5/9). Use the Drummer to summon five pikemen to your melee row. As far as I can tell, you get nothing for this battle so consider it very much optional. Let Cartwright keep the orchard: 15 recruits. Make whichever dialogue choices you want. If you lynched the nonhumans in Elkenfurt or murdered the patients in the field hospital, these episodes will not go unmentioned. A suggested upgrade order in the workshop is as follows: Unlocking the Strays Den node will double the effectiveness of Strays Bomber units making subsequent encounters a lot easier. The latter choice will result in Eyck leaving your army so is perhaps not the best one to make. Right now, you probably need the gold more. Killing the wolves and ravens increase the bonus damage inflicted on the Leshen. Return to the most recent fast travel point and go north until you come to a puzzle battle. 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. Fortunately, they have low strength so you can eliminate them easily and get your unit back with a boost to all allies. If you disagree, Eldain will murder your scouts. When you come to a crossroads, take the western path. Continue south. Examine the wagon for a letter. 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 Alghoul will consume a card from its graveyard leaving it with 16 HP. Otherwise, you will lose a few recruits retrieving the loot. Go through the nearby gate for another battle. If you simply have them whipped, your army will gain morale. Strays Slinger + (Human)Gains 2 power. Choose to help the Nilfgaardians for a battle. You want to have neutral morale at the end of this chapter. Cross the bridge into Black Brook Vale and unlock the fast travel point. If you didn't already, you may want to pray at the shrine you passed earlier. Destroying the Light Infantry will charge up your Onagers as well as damaging enemies. Examine the barricade across the path to discover the location of Falbeson, an Aedirnian traitor. Choose to help the troll for a battle. You can use Royal Decree / Mandrake to summon two units as your opening move to allow you to start gathering charges right away. You will also start seeing evidence of Nilfgaardian activity again. The optimum amount is 500G. Every turn, the Beast spawns four Barghests. After the battle, you will find that the village you've just liberated is inhabited by Nilfgaardian settlers. Don't bother targeting the gate because it will be destroyed after a couple of turns. There will be three decisions in this chapter that determine whether she stays with you or leaves. This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6). Since the former choice is the only way forward I'm not sure why there's a choice at all. Here's a solution. Deploy the final Arbalest unit to the bottom row and attack one of the 3 HP Rotfiends for 2 HP damage. The rules are different to what you're used to. Agreeing to free them will open up a later encounter at the cost of army morale. 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.