WATCH THE TRAILER. Continue across the bridge and unlock the nearby fast travel point. Unlock the fast travel point to the south and grab the nearby loot. You can obtain 500G at the cost of army morale. Confirm your intention to proceed for a scene and a battle. Grab the loot and read the notice board. Place Reynard in the RANGED row to recharge the Wagenburg and Regiment Drummer. You can restore your morale to neutral at the nearby shrine. Play Raymond on the melee row to recharge the infantrymen. 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. Use Retreat on the Scytheman at 3 to swap its position with the Corpse at 1. Lyrian Landsknecht (Human, Blitz)When ordered, damage all enemies with the same strength by 1. And once more. 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. Meve: SpearEvery 4 turns, sets a unit's power to 1. 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. At some point, the enemy will bring the commander onto the field. Use your ability on the orange stone four times. 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. When you reach the gate at the bottom of the path, go west along a somewhat concealed track. Return to the main path and head west. Retrieve another letter from an obelisk and make your way to the end of the bridge. Grab a bit of loot as you follow the winding path. When the enemy deploys an Alghoul, it will use its command ability to consume one your units and boost both its units. Return to the fast travel point and go south. Saving The Enemy All choices - Thronebreaker the Witcher Tales - (My Enemy's Enemy) YourKingVid 1.65K subscribers Subscribe 11K views 4 years ago All dialogue and choices about a small. Doing so should unlock the Burn After Reading trophy. Play Mardoeme: Vengeance to destroy your Forager. This will unlock the Out of the Sizzlixer Into the Fire trophy. You have an optional goal of eliminating the enemy leader, Gimpy Gerwin. Both units will return to your hand. It will also deploy Garkain units that seize yours and move them to the other side of the board. At this point you can choose to rat out the Zigrins. Make your way to the inn courtyard. 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. Otherwise, the commander limits himself to Promising Recruits who are annoying but nothing you can't outscore. Continue east. Read the notice board and approach the Arachas in the centre for another puzzle battle. This time, go northeast and keep going northeast. Your goal is to eliminate the Crazed Shaelmaar. Puzzle battles give you a fixed handful of cards and a goal. Lyrian Hajduk (Human)When deployed, give 1 charge to the unit to its right. Make your way northeast towards a village for a scene and another battle. Mahakam - Side Quests - Thronebreaker and Gwent the Witcher Card - IGN Deploy the Arbalest on the bottom row and attack the final 3 HP Rotfiend for 2 HP damage. You'll find a rather satisfying letter among the after-battle spoils. 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. Walk out onto the nearby broken stone bridge. Strays Cavalry (Human, Blitz)When deployed, target an enemy unit and inflict 1 damage per turn. Follow this with a second Scytheman and use Meve's Longsword ability to boost them. Otherwise you will have to fight a battle. Play an Epidemic card, destroying the Barghests and three of your units. You may also want to remove units that damage entire rows. Continue south to fight a battle against monsters. While you're here, there's a little bit of loot you can pick up. Strays Infiltrators are excellent because they use the enemy's strength against them. Continue south and enter a gate to the west. Herein I'll be documenting all the choices and their consequences, large and small. You will receive Mardroeme: Vengeance. Approach the soldiers for a puzzle battle. Approach the Werewolf for a battle. Otherwise aim to outscore your opponent with units like Lyrian Cavalry and degrade enemy units with your Slingers. Leave the town through the northern exit and talk to the dwarf to gain a recruit. Continue south until you come to a gap in the wall. by the Flail or a Slinger), it is destroyed. Regardless of your choice, you will lose 100G and 2 recruits and gain a card fragment. Keep the food for your army: 250 wood and an increase in morale. Strays Bomber (Human, Blitz)When deployed, set fire to an enemy row. Gascon will stay on the enemy side destroying a NIflgaardian every other turn. There's more loot and another recruiting station in this camp along with a merchant who will trade wood for gold and vice-versa. You have an optional goal of killing Lippy. Go through the gate and approach the Arachas for a puzzle battle. You need to eliminate Falbeson without letting Gascon or Reynard die. At this point, you need to keep them under 10 HP so that they do not explode. Continue east onto the ice and make your way northwest where a Shaelmaar is blocking the way to a golden chest (1/8). Follow the path east and south. This is a standard battle against Ardal Aep Dahy. This can be awesome or can suck, unlike the Flail which is always good. There's a new and annoying card for you to worry about: the Hawker Smuggler that will summon cards from the enemy deck. When battling monsters, Eyck can damage an enemy unit by his current power. You will find a letter among the after-battle spoils. 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. Xavier will get them moving again. Continue round and unlock the fast travel point. To be honest, I didn't find these units all that good so you're not missing out on much. Attack two archers for 1 and 2 HP damage respectively. Here's a solution for the Gascon version: And here's a solution for the Reynard version. The Dao will destroy all units on the field but will be destroyed by the deathwish actions of the two infantry. There's also a new report for you to read. gamespot.comgiantbomb.commetacritic.comfandom.comfanatical.com, Privacy PolicyCookie SettingsDo Not Sell My InformationReportAd. Gabor, Decoy and the Flail can destroy the gates which means that you don't need to destroy palisades with the catapult. your discard pile). If, on their turn, they have an even power value, they will go from the ranged row to the melee row or vice versa, inflicting two points of damage on each allied unit in the opposite row. The enemy will pretty much hand you the first round. 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 come across a group of dwarfs standing outside their houses. Crushing Trap + (Machine)If the average power of affected units after activation is 3 or less, all units are destroyed. The Alghoul will consume the Nekker to its right and grow to 17 strength. Use Scorch to eliminate the two Warmongers. Ignore the locked building for the moment and pick up some loot just to the west. From here, go southwest a short distance. Way better than the Fortitude Tonic, that's for sure! Start heading southeast. If you do decide to kill the dragon, you will receive the Keltullis Trophy and a chunk of gold. Afterwards, cross the bridge to the northeast. Grab the loot and examine the house. 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. Unfortunately, Gabor has a head start with Gascon requiring 25 swigs to finish his ale compared to Gabor's 22. Return the way you came and go north to find a burning church. The Nilfgaardians are engaging in primitive biological warfare. This is fought over multiple rounds. When you come to a crossroads, take the western path. I chose 200 wood for 250G. Leave the fort through the southeast exit. Continue west a short distance to find a golden chest (3/9). Not that great. Go down the nearby steps to the southeast. You will win the battle if he manages to get next to the exit. Play your Arbalest against any card in the enemy front row. Talk to the man nearby who demands compensation for your failure to protect him. The freed gnome, Barnabas Beckenbauer, will introduce himself and agree to join your forces. Nilfgaardian Ambush all choices - Thronebreaker the Witcher Tales Continue north to meet the Nilfgaardian envoy demanding unconditional surrender. Use your command ability and use all 4 Landsknecht units to damage the 11 HP Knights. Play an Arbalest in your melee row and damage the remaining healthy Archespore by 3 to make it start moving. Just past the end of the mine track is a dig point. Gather the loot lying around. From the signpost pick your way east through the burning buildings until you are thrown into a puzzle battle. Read a new batch of reports in the Royal Tent. You'll also receive a new report along with a decent amount of loot. Play 2 and move the other 3 to your graveyard. Examine the structure next to it to discover the scene of a mass execution. Continue south to find a wood pile and some bodies lying on the ground. You can use this to your advantage and make the enemy commander fill its rows with weak units. I'm missing out or gaining resources. Further west you will come to another obelisk. Your goal is to destroy Garth Rockstew. Here's a solution: After victory you will receive the Bekker's Dark Mirror trinket. Go through the broken wall in the south and then go all the way west until you come to a golden chest (6/10). Go northwest. 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. Place the other War Wagon in your melee row. Continue north to find a fast travel point and go through the archway. Return to the merchant and go south from him to get onto the top of the stone bridge. No, that isn't very good. Use the Decoy card to recall the Arbalest. As always, the way to deal with them is to kill weaker enemies. The leftmost Cow will consume the Scytheman at 1. Meve will move to the enemy ranged row. You have a bunch of damaging trinkets in your hand and two allied cards on the board. On the downside, it requires that some of your units are in the graveyard which, in a single round match, is not desirable. After 3 turns switch the marked unit's strength with this one. Here's a solution. Tainted Ale (Trinket)Boost a unit by 10. Prioritise the Archers and you'll be fine. 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. You will also receive a new report after the battle. He does a fair amount of damage to your units so you can use Eyck to win the round for you. At the end of a round, charges are reset to 0. Walkthrough TBA Categories Community content is available under CC-BY-SA unless otherwise noted. You will see another village to the south. Beyond this fight is a mine entrance with a dwarf hiding inside. Bargain! Make your way northeast and make a note of the shrine. The Shaelmaar has a fair amount of armour. The rules are different to what you're used to. In this case, your moral compass is probably pointing to the correct option. Play an Arbalest on your melee row and attack the fourth corpse along. This is a standard battle. 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). Not bad if you get lucky, but not great either. Continue east and then go south to find a Nilfgaardian Lumberjack Camp. You can also win by having more points on the board without the timer expiring, but that takes ages. Approach the man and the woman to the south who are so pleased to see you that they give some gold. You will witness the bride being abducted by bandits. Return to the most recent fast travel point and head south across the wooden bridges until you come to a Nilfgaardian camp. They will be replaced by a Dao with 9 HP. 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. Deploy the second Alchemist anywhere and select the Sapper so that his strength is reduced to 4. Talk to the dwarf in the red waistcoat to exchange four recruits for a card fragment. It's a 30-hour long RPG that employs Gwent:. Isbel: Destroyer (Human)Damage enemy units at random by the total damage that your units have received. You will gain 6 recruits but lose morale. Place another Arbalest on your melee row and attack the 12 HP Elemental. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. Make sure you only degrade his units rather than destroying them. Use the Drummer to summon five pikemen to your melee row. Note that if you don't have the necessary cards in your reserve deck, you've wasted the ability. The general is able to draw a new card for every two that he plays - counter this ability with Reinforcements. Basically, you want to use the Slinger and Sappers to destroy Light Infantry which will damage enemies and charge your Onagers. Head through the gate further to the north for a scene where you witness Nilfgaardian soldiers trying to fight off necrophages. You can talk to the civilians if you like. Not bad, but probably not good enough to take the place of other units that you're using regularly. Use Alchemist ability on the centre slave followed by the rightmost one leaving all Slaves with 12 HP. You will be fighting a creature called the Colossal Beast with an optional goal of eliminating it. Return to the road and follow it south. The game now forces you to select your Command Tent and create a Wagenburg unit to fill out your army roster. Go west from the battle site to Arnjolf's camp and pick up all the loot lying around. Get the wood from another nearby woodpile and 10 recruits from the nearby recruitment post. Only worth using with the Angreni Blade (which you'll get soon). Use it if your army's morale is not already raised. Despite what the game text says, there don't appear to be any consequences to this choice. You'll see a field with cows. You are then presented with a choice that has consequences: Since recruits aren't really a scarce resource, the first option is the optimal one.