You will be fighting an Imperial Golem and the mage Albrich. Make you way southwest. Read the notice board to pick out points of interest and gather loot, not forgetting one to the top left of the burning village. You can talk to the man here but he doesn't have anything useful to say. Follow the path northeast and you will reach a village being rebuilt. Approach the soldiers for a puzzle battle. Place a Slinger in your ranged row and target the Scythemen and Slinger in your melee row. The commander has the same annoying command ability as the last Scoia'tael battle. Unfortunately, it is bugged. Meve will move to the enemy ranged row. If you want to pay 100 gold for a morale boost, go ahead. If there is a Barghest alive, the Beast gains the immune attribute meaning that you cannot target it. Place the other War Wagon in your melee row. If Villem is not in your army, he will open the gates and you will proceed to the final assault. After 3 turns switch the marked unit's strength with this one. Not that great. A short distance to the west is a bird's nest with something glinting in it. A priestess will warn you away from the cemetery gates here. The path now turns southeast. There is a Wagenburg unit on the enemy ranged row. You can retrieve a letter from an obelisk as you cross. The vast majority of the +Evil consequences will be of very little interest to you, considering the very heavy numerical focus of this guide. The enemy will spend four turns summoning scrubs. Read the notice board and approach the Arachas in the centre for another puzzle battle. Head through the arch you ignored earlier. Each one you kill will reduce the commander's power by 25% of its current total. Go further south to find a shrine. Otherwise, record the cards revealed and try again next turn. After a couple of turns it will move onto the trap card. If, somehow, the Slave's power is higher than the Slave Driver's, he will kill the Slave Driver instead. Make sure you do not miss the various piles of loot lying around and continue north. You can talk to the civilians if you like. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright . Use the Wagenburg ability against the escorts to damage each by 7HP, destroying one of them. Continue to Count Caldwell's Estate for a scene with the count's son, Dragomir. If you talk to him three times he will join your ranks. Continue south to a sign post and grab the two piles of loot in the area. Continue east for your first puzzle battle. Afterwards, you can read some Scoia'tael propaganda in your reports. Thronebreaker was released in October 2018 for Microsoft Windows, on 4 December 2018 for PlayStation 4 and Xbox One, in January 2020 for Nintendo Switch, and in July . We might mention intangibles, but they are not the focus of this guide. Use Dazhbog's Runestone. Approach the bridge for a scene and a battle against Scoia'tael. Unlock the nearby fast travel point and continue south for another scene and a battle. Damages any unit that subsequently appears in the row by 2 as well. Speak to the townsfolk afterwards. 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 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. Use the recruiting station near where you just fought the Skelligans and help yourself to the various bits loot lying around the place. Every 3 turns, it will damage one of your units by the amount of armour it has and reset its armour. Very helpful, thanks indeed! This is a large undertaking so if I missed anything please let me know in the comments, and obviously. Head northwest and collect a letter from the notice board. Both Spotters on your melee row will move to the enemy melee row. They combo well the Wagenburg and Reynard Odo. The summoned units are random. 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. After the battle, you can read the notice board for a letter. Unlock the fast travel point. When you come to a village, grab the woodpile. Meve is a queen at war, so as she moves around the lands of her twin kingdoms she. Continue and unlock the final fast travel point of the chapter. Your goal here is to banish all enemy units before the same happens to you. Lyria - Treasure Maps - Thronebreaker and Gwent the Witcher Card - IGN These are pretty much the same units that you faced in chapter 2. During the subsequent conversation with Brouver Hoog, answer how you please. Pick your way past more burning buildings and make your way into the remains of an army camp. Deploy Count Caldwell between the two Arbalest units to summon two more. If you have Eyck in your army, you can obtain 250G and a card fragment at no expense. Your enemy will use a new unit: the Plumard. Both cards will return to your hand. Your goal is to have your chosen lieutenant infiltrate the tower. Your goal here is to force the caravan card to move three spaces to the right. Your triumph is short lived as you receive news of Nilfgaard's invasion. At the next fork continue north to find some loot and a letter. You may want to adjust your deck. Return to the most recent fast travel point and go north until you come to a puzzle battle. Play an Arbalest on your melee row and attack the fourth corpse along. Return to the fort and head south to unlock the fast travel point. You can also view these in the overworld by clicking R1. Depending on your actions in the previous chapter, Rayla may leave your forces. Play the other Wagenburg next to the previous one. Unlock the fast travel point to the north of the village. Afterwards, you will have a meeting with Villem accompanied by Nilfgaardian forces - answer however you please. I'm missing out or gaining resources. A battle awaits you here so you may as well get it out of the way. If your battle plan involves scoring more points than the enemy, this is not bad. Thronebreaker: The Witcher Tales Walkthrough - TrueAchievements Remember to adjust your deck if need be. Examine the statue near the praying nun. They have a nice synergy with the Aretuza Adept since, if duplicated, they will appear on the field right away. You want to remove cards and trinkets that do direct damage to the enemy. Approach the Grave Hag in the centre for a puzzle battle. Here's a solution. Curiously, wood is scarcer than gold. 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. Each of these will have 5 power. Destroy the Water Hag on your melee row with the Lyrian Arbalest, adding a Slinger to your hand. Killing the wolves and ravens increase the bonus damage inflicted on the Leshen. Return west through the swamp and when you get back onto the path cross the bridge to the southwest. Talk to the man on the other side and pay him 50G for a treasure map. Occasionally he will eat one of your trinkets, powering him up greatly. This should allow Eyck to power up to extreme levels. This is a spy unit which you can neutralise with the Decoy card or a Forager. There are also two Gluttonous Barbegazi enemies. The next sections are interactive scenes. After you gather spoils, you can read a new report in your camp. The Barghests will grow to 7 HP each. Enemy Cards: Recruit, Black Infantry Arbalest, Nilfgaardian Commandant Redraw until you have a number of attacking cards, especially those which can be used repeatedly, or refreshed by Reynard.. Suggested order is: If you are able to manage all these camp upgrades in this chapter, you will unlock the A-ten-hut! You can choose to attack a Nilfgaardian caravan or let it pass. Barnabas Beckenbauer (Gnome)When deployed, gives you a choice of three random trinkets to play This is a pretty powerful ability. You will do this by getting them to the same power and then using the Scorch card. Use a Reynard's Volunteer on the Spotter at C1. The southern path leads to the continuation of the main quest so take the bridge to the west. Return to the fast travel point and go south. leaving the fourth with 1 HP. Either do 10 damage a selected enemy or play one of the trinkets in your hand. Start making your way southeast and unlock the fast travel point. Cross the footbridge to the southeast. Setting the enemy ranged row on fire won't do any harm either. The enemy commander seems to throw pretty much everything at you in the first round so just let him waste his cards. I'd hold off on doing so, because you can come back here later. You can choose to order an assault on the town or pull your forces back. Marching Orders (Trinket)Reduce Meve's cooldown to 0. Keeping them in place will give Gabor a further boost to his abilities. To the south is a ruined village where you can fight a puzzle battle against a group of necrophages. Use Bekker's Dark Mirror on the Powerful Elf unit. Here's a solution. Disgraced Warrior (Human)The order ability is to force an enemy unit to duel him. You start in the bottom left corner and your target is the top right. Zoria Runestone (Trinket)Damages all enemies by 3. Continue northwest and approach the gates of the Nilfgaardian fort for another scene. Use Longsword on the units that you want to keep alive. Go south from here and around picking up any loot on the way. Fortunately, you can use this to power up Eyck and/or Isbel. You initial goal is to destroy the gate. This means that you always want him in your deck (he's free points) but never in your hand. 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 east to the imposing looking castle and examine the point of interest for a scene. Accept the gold you're offered - there doesn't appear to be a downside. Afterwards, you'll be in battle against Gascon and his forces. The goal here is to reduce each Rotfiend enemy to 1 power, but not destroy them. Continue further south and read the notice board. 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. After emerging victorious, you will receive the Lord of the Moulderwood trophy. Place the last Slinger in your melee row and target the three units with Meve. If that ally is destroyed, return it to your hand rather than sending it to the graveyard. Unlock the fast travel point just to the south of the camp and continue southwest. Let Cartwright keep the orchard: 15 recruits. You can talk the innkeeper here and pay 50G to raise morale. by the Flail or a Slinger), it is destroyed. Return to the main path and continue west to the village of Broadhead. Nothing happens with the feast other than a background change and minor dilogue changes, if it resulted in +Morale then I'dve included that. This card is incredibly useful if there's an enemy card that you want to eliminate right now. Move another from the ranged row to the melee row. One of your goals in this chapter is to keep your morale neutral. Your allied rows will have the Impenetrable Fog affect which will damage one of your units at the beginning of subsequent turns. This is a standard battle. This is a standard battle. The summon ability is not too shabby either. You'll lose if he gets all the way across. When you reach the gate at the bottom of the path, go west along a somewhat concealed track. This will complete the Dimeritium Bomb. Examine the quest marker at the end of the path for a scene and the final battle of the chapter. The Armory node in the Workshop unlocks "Reynard combat units" and the Engineers' Drafting Desk node in the Workshop unlocks "Reynard support units". Aretuza Adept + (Human)Boosts all copies of the chosen unit (in play, in your hand and in your reserve deck) by 2. Go north from here to a dead end with some loot. And again with the final Arbalest. Use an Arbalest to destroy the final Water Hag. Valve Corporation. He does a fair amount of damage to your units so you can use Eyck to win the round for you. Watch out for the Overgrown Arachas that spawn Hatchlings whenever they take damage and survive. The enemy commander has an ability that will damage a unit by 5 and units either side by 2. Side quest in the second map Aedirn.If you help the Nilfgaardians and accept them in your army you will get 2x 'Gheso Footman' and 2x 'Gheso Arbalest'Link to Gheso Footman ability card https://imgur.com/dUqeQzxLink to Gheso Arbalest ability card https://imgur.com/lA0FRyuIt is possible to lose Eyck Of Denesle Quest name: My Enemy's Enemy + In Defence Of The EnemyWhat happens when you help the Nilfgaardians or won't help Eyck.How to get Nilfgaardian troops in your army.Thronebreaker the Witcher tales If a guard ends up three squares from Gascon and facing him, he will be caught. Thronebreaker: The Witcher Tales is set in The Witcher universe, but it's a little different to the open-world trilogy and standalone Gwent game. At this point, you have the opportunity to continue or turn back. Play the Horse Thief to the RIGHT of the Scytheman. Meanwhile, the enemy commander will banish two of your cards each turn. Afterwards, a lumberjack will explain that they won't be paid unless the wood gets to Nilfgaard. This ability can result in a major boost to your overall strength. Ideally, you will do this before they get to your rows and duel your units. Go west past the wedding party to your south and go west picking up loot. or agree. 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. You will have to choose whether to hand them over to the dwarves or allow them to leave. Here's a solution: You will find a letter among the after-battle spoils. This is not a difficult battle at all, but using your Bombers and/or Pitfall Traps will help. This will result in lowered morale and significant resource loss. You can choose to attack them or let them depart. Spend 2 recruits to receive 150G, 100 wood and a card fragment. This time, go northeast and keep going northeast. Speak to the nearby priestess and pay 250G for the final card fragment. Since the infantrymen can move, it synergises quite well with Gascon and Grey Rider. Even though you could pass and win the round, the game forces you to play Count Caldwell. You will also find a locked golden chest (7/9) for which you have the key. Walkthrough - Thronebreaker: The Witcher Tales Walkthrough & Guide Afterwards, head along Langbridge. Bekker's Dark Mirror is kinda useless since the weakest unit is likely to be a Harpy's Egg. There are a couple of pieces of loot that are inaccessible from your current location so don't worry about them for the moment. After the battle you will find a golden chest (8/9) along with a letter among the after-battle spoils. Examine it and order your men to search the cave. The location marked on the treasure map is close to the fast travel point northeast of Crumhorne. Continue south for a brief scene At this point, you will complete the tutorial, unlocking the I'll Show Them trophy. You can bring this battle to a successful conclusion by destroying Nauzicaa Brigade units. If it's on the ranged row, the weakest unit will be damaged. Read the notice board and look just south of it for loot and a recruitment post. Valmir's Horn (Trophy)When an ally appears, strengthen it by 1 and give it 1 armour. Grab the nearby loot and a bunch more from the nearby field. The caravans have 50 armour so you can't destroy them, but when you attack them they move towards your side of the board. You have two paths to choose from here. If Isbel is in your army you can pay 250G to heal the sick soldier. You'll also find a letter near the hut. You can't access it just yet, however. Grrr trophy. 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. 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. All three Spotter units will move up to the enemy ranged row. You will have some scenes with Geralt after the battle and you will earn the Witcher to the Rescue trophy. Yes please! Here's a solution. Play an Arbalest on the melee row and destroy the Boulder. Black Rayla (Human)Her order ability allows you to choose any card from your reserve deck and play it. Note that there must be a space in the target row to place the trap. 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. Examine the cave mouth for some screens. Continue south to fight a battle against monsters. You will receive Mardroeme: Vengeance. Or not since you probably have no need of resources. to gain Villem as an ally. Target the archers with 5, 6 and 7 HP in that order. The general is able to draw a new card for every two that he plays - counter this ability with Reinforcements. Your goal is to eliminate the Crazed Shaelmaar. You will see an abandoned camp with a puzzle battle. Your goal is to destroy all enemy units. One relates to the Scoia'tael leader while the other relates to reprisals taken against Lyrians. Follow the path east and south. Go east along the main path and then north into a brewery. Isbel will either leave your army or cease to be Isbel: Healer. Go north to come to a broken bridge and spend 50 wood to repair it. The rules are different to what you're used to. Adjust your deck so that you have Bekker's Dark Mirror among your trinkets. You'll be able to boost your morale shortly so take the gold. Go southwest into the swamp and approach the druids for a scene. This is a standard battle. Each turn the Slave Drivers will damage a Slave by 1 and in turn they damage the weakest of your units by 1. Talk to Demavend and reply how you like when given the choice. Continue north and east for another battle. Because your enemy can only inflict scratch damage, however, you shouldn't have too much difficulty dominating this battle. If this is your first playthrough you will unlock the For the Good Book States and Distillation of Filth trophies. Version: 1.0a | Updated: 09/22/2022 Highest Rated Guide. After the battle, you'll learn that transport is carrying slaves. You can talk to the woman standing outside her ruined house but there isn't anything you can do for her. If you value her healing ability, don't have the conversation with her. Afterwards, you will find that your opponents were Rivians. If you allowed the troops to live your morale will have taken quite the battering. Continue east and go south for a recruitment post and some loot. You will only receive the latter if you had the envoy killed in chapter 1. There will be a puzzle battle here if your relations with the Skelligans are not good. Agree to join in the celebrations. Continue northeast for a scene of the local peasants enacting a rather grisly ritual. If you take actions that your people disapprove of, morale will fall and the indicator will turn. If you didn't already, you may want to pray at the shrine you passed earlier. Since the enemy has Cavalry that will get boosted every order you give, if your. Remember this because you'll come back here later. From the signpost, walk a few paces southwest to find the dig icon that marks the location of a golden chest (8/9). Cross the nearby bridge for a scene and a battle. 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). If your army is low on morale, talk to Gabor and spend 200G on improving it. You can read a new report after the battle. Your goal is to damage the wyvern and you do so by moving cards on the battlefield horizontally or vertically. 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. When you're done go northwest into the swamp. Play another Soldier Puppet on your melee row. Use the recruitment post and talk to the dwarf for a puzzle battle. You will see a Troll blocking a bridge leading northeast. This is a standard battle. You will find a letter among the after-battle spoils. You will have to win in two rounds, otherwise the Daerlan Veterans, which have the resilient attribute, may make the third round unwinnable. If you look on the noticeboard, you will see that your own (truthful) propaganda is beginning to replace that of the Nilfgaardians. Your goal is to eliminate all enemies without allowing any of your units to die. Here's a solution: After the battle, you will unlock a new weapon for Meve. What's not to like? You'll be drained a lot which will power up Eyck and/or Isbel. Ignore the path that leads west for moment and go east instead.