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thronebreaker my enemy's enemy consequences

Return to the gate that you ignored earlier for a scene. You can't access it just yet, however. Return the way you came and use the shrine to restore your forces' morale. You can talk to the prisoner but he doesn't have anything useful to say for himself. 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. If you chose to approach it, you will receive a letter. The enemy doesn't play any tricky cards so this battle should be quite simple, particularly if you're using the Flail. Strays Bomber (Human, Blitz)When deployed, set fire to an enemy row. Return to the fast travel point and start making your way west. Eldain will propose that you fight outside the necropolis. Play the Rivian Sapper and destroy all the enemies. If you don't destroy it, you'll have to beat the enemy with unit strength. Examine the house at the end. Here's a solution. You can choose to forego vengeance or you can give the order to attack. 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. Remember to pick up the loot from outside the camp as well. If the unit survives, it will be boosted by 25. 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. When any unit appears on their row, they start moving away from you. If you recruited that elf earlier, you will learn that he is the one responsible for poisoning the water. Instead I saw more blue than a Smurf adult theater. There are 4 Water Hags on the board and Torrential Rain is present on all rows. Return to the fork and go west to read the notice board then follow the quest marker to the north for a scene. Letting her go will cost morale but will net you a treasure map. Your enemy will start with a 23 point advantage. The goal here is to reduce each Rotfiend enemy to 1 power, but not destroy them. Continue along the path, gathering loot, and unlock the next fast travel point. Don't continue to go north, however. There are a couple of pieces of loot to gather along the way. Play your Lyrian Arbalest next. You may want to equip Meve with the Rivian Bradsword for this battle. Otherwise, avoid destroying too many Harpy Eggs and use your own units to outscore your opponent. The Nilfgaardians are using fairly weak units. Scepter of Storms (Trophy)Damage the lowest enemy unit by 2 and repeat until charges are depleted. Return to the road and follow it south. Place Gascon on D2 and move him one space left to D1. Use Meve's command ability. Very helpful, thanks indeed! Here's a solution for the Gascon version: And here's a solution for the Reynard version. You will win the battle if he manages to get next to the exit. Deploy Gascon to your melee row and attack an enemy Guard. You will find a letter and a key among the after-battle loot. Examine the structure next to it to discover the scene of a mass execution. Continue across the now-repaired bridge, picking up the after-battle spoils. Please see the. 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. Two Arbalest attacks should be sufficient assuming you have sufficient other troops on the field to do the required 10 points of damage. 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. Since destroying Scoia'tael boosts Rayla, she and Eyck should be sufficient to get enough points to win on their own. If Isbel is with you, this will cost you nothing. Thronebreaker: The Witcher Tales was supposed to be another grand adventure in the amazing mini-game known as Gwent. Leave Elkenfurt behind you. You will receive a War Wagon +. Place a Scytheman in your ranged row. Make your way northeast across the bridge. Gather the loot lying around. The good thing is that any damage coming your way charges up Eyck to help you get the points advantage you need. This will cost you 20 recruits but give you a bunch of resources and a card fragment. Use a Royal Decree and play one Arbalest on your melee row and one on your ranged row. He has a very high strength but loses 25% of the current total each time an enemy unit is destroyed. Use the Decoy card to recall the Arbalest. Target the archers with 5, 6 and 7 HP in that order. Each will subsequently drain your allied units leaving them open for seizure by Garkain units. In the second round, the enemy will deploy lots of units that damage or destroy yours when played. You will have some scenes with Geralt after the battle and you will earn the Witcher to the Rescue trophy. You are back in Aedirn. Do not open it right away until you've read the following notice: Golden ChestsGolden 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. Click on the figure in the corner, Grey Rider, to get some stats for the current map. You will lose Xavier from your army but Reynard will get his promotion (and becomes distinctly awesome). You have a gate to destroy which will allow you to enjoy your new Reinforced Ballistas. above his head. He will use this every 3 turns. In a classic case of interface stupidity, you are able to select an enemy unit first; make sure this does not happen. To save time, you may want to use the fast travel point northeast of Crumhorne. Leave Crumhorne through the northeast exit. Approach them to be thrown into battle. Adjust your deck so that you are not using the Manticore Trophy and approach the Slyzard for a battle. Typically useless in the first round of a battle these cards summon a random ally from your graveyard (i.e. Grab a bit of loot as you follow the winding path. After victory, grab the loot from the campsite and make your way south until you come to some ruins. You will receive a Morana Runestone trinket after defeating them. 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. Choose to attack the castle to proceed. The goal is a simple one: kill the Grave Hag. Outside the village make your way east across a short wooden bridge and pick up some loot. Every 2 turns, it can banish one of your units, replacing it with a Phantasm. Continue northeast to the quest marker for a scene which will result in unavoidable loss of morale. Cross the nearby bridge for a scene and a battle. Marching Orders (Trinket)Reduce Meve's cooldown to 0. Use the other Fortitude Tonic and end your turn. Go north from here to a dead end with some loot. This is because of their Loyal ability which adds 5 to their unit strength whenever Meve uses a command ability. Choose to intervene to learn the long list of the gnome's crimes. This will take rather a long time to exceed the damage output of the Flail or even the Rivian Broadsword. You probably don't have too much to spend it on now so you can distribute it among your troops if you like. Examine the gates for a scene. 6 damage to the enemy every turn is pretty powerful. Use a Fortitude Tonic on Gascon and end your turn. Unlock the fast travel point just to the south of the camp and continue southwest. If you go to the Royal Tent, you can view a couple of letters and reports. If you allow the settlers to stay you can talk to one of them afterwards for more gold and wood. You will also gain a bunch of cards in your hand. Deploy Gascon to the melee row and damage the other Guard. Continue north until you come to a tree blocking the road. South of the obelisk is a golden chest (6/8). The enemy will start out with three Alba Cavalry units on the board. You want to have neutral morale at the end of this chapter. You will gain 6 recruits but lose morale. One corpse will be destroyed and the HP of the remaining corpses on that row should be 6633666. Forager (Human, Field Support)Destroys the unit to the right and boosts this unit by the destroyed unit's power. Use Command: March on the Arbalest. The other choice will have its own consequences later on. Grab a letter and a key from the sunken cart. Since they are added to your hand, this can be OK in conjunction with Alchemists (preferably promoted) and maybe Bekker's Dark Mirror. Help yourself to the contents of the woodpile regardless. Otherwise, this battle is quite manageable. Play the War Wagon on the melee row. This is a standard battle so don't spend all your forces in the first round. 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. Unfortunately, it is bugged. 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. The general is able to draw a new card for every two that he plays - counter this ability with Reinforcements. They have 8 HP and 2 armour, meaning that Gabor can destroy one when deployed as can the Alzur's Thunder trinket. Use the second Arbalest to kill another Rotfiend starting a chain reaction that eliminates all the remaining enemies. Thronebreaker: The Witcher Tales Walkthrough Please note that the details below reflect the time and playthroughs required to get all the Achievements in this walkthrough. Gheso Arbalest (Thronebreaker card) | Witcher Wiki | Fandom Ideally, you will do this before they get to your rows and duel your units. If you gave the Rivians over to the dwarves, it will cost you 250G to avoid losing morale. Continue north relatively undisturbed for a while. They should not pose any threat to you. Only talk to the man standing by the windmill if your morale is not green. The enemy uses a new unit: a medic unit that can both heal and boost damaged enemy units. Use the Drummer's ability to summon another Drummer and lay it next to the existing one. Setting the enemy ranged row on fire won't do any harm either. Refusing them will raise army morale. If Villem is with you, aid will be granted, including unlocking the new unit type. Not bad if you get lucky, but not great either. Go behind her house to find several loot piles. Don't worry about the gate - concentrate on Vrygheff. Talk to the assembled citizens and choose to make a speech for a morale boost. Finally, lay down the Arbalest which will do nothing useful. Some of them have stolen supplies and fled. Repealing them will result in you losing Gabor. Blizzard (Trinket)Spawn and play two random trinkets. Continue south and grab a bit of loot from the side of the road. Break camp and continue east. Before leaving the estate, look behind the house for a golden chest (4/6). Order your men to begin the hunt for the Manticore to trigger a battle. If you have Barnabas with you, you can spend 100 wood to get 750G. Leave the ruins to the north and rejoin the main path leading southwest. Use the recruiting station as you make your way round to the north. You will gain a huge chunk of resources and a letter to read but lose some recruits to the marsh. If, for some reason, your morale is not boosted, 50G is a good investment since there's an optional battle a short way ahead. Head west when you come to the fork and you will find a shrine. Go southeast from your current location to the Abandoned Farm. Read the notice board, use the recruitment post and grab any loot lying around. You should be able to get rid of them by combining a Pitfall Trap, Gheso Arbalests and the Flail. Make your way into the middle of the village for a scene. 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. The abductor starts on the left hand side of the enemy melee row. The enemy will deploy Elven Mercenary units which are spies that damage your allied units when they move back to their own side. Pitfall Traps are good because they reduce the number of units that an enemy can play. It starts with 2 and gains a charge if there's a unit to its right. You can have a whole bunch of new conversations in the Mess Tent and read some new reports in the Royal Tent. Not sure how actively people are playing this game or updating anything, but I did want to share my findings from the Dwarven chapter. Ignore the locked building for the moment and pick up some loot just to the west. As usual, you don't want the Manticore Trophy because of all the extra Harpies that it creates. Examine the cave mouth for some screens. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. So this is basically a way to kill an enemy with 10 HP or fewer or boost an ally with 11 strength or more. Deploy the second Alchemist anywhere and select the Sapper so that his strength is reduced to 4. You'll want to eliminate the Greedy Forktail so that it's removed for subsequent rounds. Examine the dwarven body to retrieve a key and a letter. The Fake Floren trinket is no good for this battle while the Dazhbog Runestone is useful. 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. But it says here that letting Murko keep the treasure gives you 5000 gold later on, but where exactly? You will also have a choice of whether to keep it or whether to return it to the cloister. Strays Infiltrator (Human)Deploy on the enemy side. This is a standard battle. From here go northeast up the path to the gates of a fort. Use Gabor to deal with the Alba Cavalry Veterans. You will soon come across another enemy encounter. Talk to Demavend and reply how you like when given the choice. Continue to Count Caldwell's Estate for a scene with the count's son, Dragomir. Note how the Grey Riders follow them around. Place an Arbalest next to the Wagenburg and attack an enemy with 6 HP. You may want to use the Scepter of Storms trophy rather than the other two. Place an Onager on one of your rows and use it to damage one of the Drones by 6. You'll also find a golden chest here (9/10). Leave the compound and head east. Saving The Enemy All choices - Thronebreaker the Witcher Tales - (My Use the nearby shrine if you haven't done so already and leave the fort through the northeast exit. When you get to the northeast corner you'll have a choice as to whether or not to do battle. Use the recruiting post and grab the resources from near where the soldier is standing. Each has 6 HP and when destroyed does 3 HP damage to corpses either side. Foragers in conjunction with Alchemists can be invaluable for multiplying your forces' power. These cards damage a selected enemy by the number of cards already in the allied row + 1. 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. You can talk to the woman here but she doesn't have anything useful to say. There will also be an unalerted one on the ranged row separated from his fellows by the trap. If you want to pay 100 gold for a morale boost, go ahead. Go back east across the bridge and wade northwest through the swamp to get there. You can choose to dismiss her right away, in which case you'll lose her. Use the Decoy card on one of the bottom row Arbalest units. Return to the main path and make your way southwest. The gate will open allowing you to grab two piles of loot (and see the site of the earlier massacre). Use an Arbalest to destroy the final Water Hag. 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. Otherwise aim to outscore your opponent with units like Lyrian Cavalry and degrade enemy units with your Slingers. Cross the bridge and examine Gatberg's town gates. You can bring this battle to a successful conclusion by destroying Nauzicaa Brigade units. After your victory, answer Caldwell how you please. Grab a bit of loot before you go. If you do so, you will eventually receive a card for your troubles. Deploy Gascon to the melee row and attack a guard, reducing him to 1 HP. Even though you could pass and win the round, the game forces you to play Count Caldwell. The Grave Hag will increase her strength to 10. Since most enemy units have more than 9 HP by this point in the game, you might prefer it over the Flail. When moving back to your side of the board, boosts itself by the combined power of the units either side. alright i'll finish the story and report back, I can't remember exactly but that +evil does mean that is the consequence in a later chapter. This synergises well with the Slinger units who can move enemy cards into the trap. Meanwhile, the enemy commander will banish two of your cards each turn. Speak to the crow next to the stone bridge and pay 1G to receive a treasure map. This is a standard battle and is only fought if you had Lippy Gudmund imprisoned. Go to the northeast corner for a puzzle battle. Ignore the path that leads west for moment and go east instead. You have 4 Lyrian Landsknecht units on the board and are equipped with the Longsword ability. over his head. Your goal is to damage the wyvern and you do so by moving cards on the battlefield horizontally or vertically. Here's a solution. Since these units start off with 4 HP and no armour you can take them out with your command ability. They become really good when you promote them through camp upgrades since the chance of inflicting damage on each turn doubles. Approach the dog for a scene. Go south to find another two. Since he's an outright terrorist, this is a request that is quite easy to refuse. The enemy commander has an ability that will damage a unit by 5 and units either side by 2. The Wyvern will eat a cow. Personally, I'd add an upkeep mechanic for higher difficulties (e.g., losing x amount of gold and wood every time you complete a story chapter). Valve Corporation. You will do 4, 5 and 6 HP damage to them respectively, fulfilling the victory conditions. You will encounter a new enemy unit, the Nilfgaardian Interceptor. After the battle you will receive a new weapon for Meve and a decent amount of gold and wood to boot. One down. Leave the village and continue east to the bridge for a scene. Your goal is to eliminate the She-Troll while keeping all your units alive. It's not better than your other trophies in my opinion. You'll find a rather satisfying letter among the after-battle spoils. Examine the Nekkers' nest in the middle. Hmm Exit the town to the northeast. Because the Light Infantry may or may not have destroyed enemy units, step-by-step is impossible from this point. This is a standard battle fought against familiar Nilfgaard units and there is nothing interesting to be found among the after-battle spoils. You will find a letter and a treasure map among the after-battle remains. When the enemy has filled the melee row with 8 Nekkers, it will pass. 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). Side quest in the first map Lyria.Quest name: Enemy. You will also learn that Gabor was witness to the massacre of a rival clan and did nothing to prevent it. There's nothing really comprehensive out there just yet. They will be replaced by a Dao with 9 HP. The castle is inhabited by a noble family who have long been in conflict with Meve. Continue north and you will be ambushed by the forces of Gernichora, the mistress of the swamp. He has 150 HP so it won't be easy. After victory, Gascon will agree to help you recover your throne. Your goal is to eliminate the Hym without any allies being killed. No sooner do you arrive in Aedirn than you are thrown straight into battle against Scoia'tael forces. After the battle, you will find Xavier Lemmens in the remains of the city. Play a Forager anywhere. 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. 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. You only receive minor loot as a reward. Deploy an Arbalest and attack one of the Rotfiends for 4 HP damage. This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6). Move Gascon one space to the right. There is an enemy boss, the Glustyworp whom you may want to target. You will come to one of the broken bridges you were unable to cross earlier. The champion leader can damage you based on the number of units you've lost, so try and keep your troops alive. Strays Infiltrators are excellent because they use the enemy's strength against them. Go west from the camp to unlock a fast travel point. Again, respond as you like. Use a third Splish Splash card and take another three swigs. If Eyck is with you, can obtain some wood and gold at no cost. Otherwise, you will have a choice of what to do with a group of Nilfgaardian soldiers. You can choose to attack the camp or not. The initial enemy units are four drowners each with 4 power. You can have Villem arrested which will give you a report to read. Gascon can order a drone to consume the units adjacent to it vertically and horizontally. Lyria - Treasure Maps - Thronebreaker and Gwent the Witcher Card - IGN Adjust your army for the final assault. Retrieve a letter from another obelisk and gather some nearby loot. ah I've got the Isbel: Destroyer conversation bug. If you manage to defeat the three Obert guards, you will bring an early end to the battle. You may also want to remove units that damage entire rows. Talk to the guard when you're ready to proceed. Prioritise the Black Infantry Arbalest units since they are the most damaging that the enemy has access to. Tainted Ale (Trinket)Boost a unit by 10. Speak to the townsfolk afterwards. The commander has the same annoying command ability as the last Scoia'tael battle. Among the after-battle spoils is a letter. The upcoming battle will have a requirement of killing a boss which makes Alzur's Thunder and Dazhbog Runsetones excellent trinkets to use. By turning in Gabor Zigrin, I was still able to get 5x of all of the Dwarven units at the end of the chapter. You can take him up on his offer, losing him as a unit. Count Caldwell's ability to summon two units (i.e. On the second round, you'll have assistance from Geralt of Rivia, Cahir Dyffrin and Dandelion. Approach the Nekkers for a battle. The Strays' Den and Alchemist's Laboratory nodes unlock "Gascon" units. If it's on the melee row, the stongest will be attacked. The goal is to eliminate the envoy, Trahaearn var Vdyffir. Use the Decoy to remove the Arbalest from the board. The commander will spam Slave Infantry which can pull other infantry in from the graveyard. Here's a solution. This is a standard battle. The enemy will play Falbeson's Guard units. Make you way southwest. I would not bother paying for the Cartographer's Table upgrades at this time. And again with the final Arbalest. Grab loot as you make your way south towards the fast travel point. Follow the path to the end to find a trader who will trade wood for gold or vice versa. The summoned units are random. If not, restore your backed-up save data and try again. Dig up the gold and you will also unearth a golden chest (6/9). Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. Interact it with it to have a golden chest appear (1/10). He also plays An Craite Marauder units which gain power every time an ally is damaged. You can either buy a treasure map for 50G or take it off him, lowering army morale in the process. Follow the path northeast and you will reach a village being rebuilt. Settle the argument between Reynard and Gascon as you see fit. Use the Forager to consume the two Arbalest units to his right. A battle awaits you here so you may as well get it out of the way. This should make a grand total of 10 trinkets, unlocking the Hoarder trophy. Go south for a scene to meet Gascon, the bandits' leader. Use Bekker's Dark Mirror on the Powerful Elf unit. Go across and continue east. Your goal here is to move both Elementals so that they end up on the same row and with the same power. 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. Leave the village via the path leading northwest. Go north and unlock the fast travel point. Use the fast travel to return to your previous location. Examine it for a puzzle battle. 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. Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. Use it if your army's morale is not already raised. Deploy the War Wagon. Choices and Consequences Guide : r/thronebreaker - Reddit This is the courthouse which is still housing prisoners. Despite what the game text says, there don't appear to be any consequences to this choice. Grab some loot from nearby. A short distance further along, you will be ambushed by Scoia'tael. Although your path to proceed is to the north, begin by going south where you will find a golden chest (1/9). Here's a solution. Queen Meve is on the field so you lose your command abilities. After the battle, Barnabas will figure out what's been killing the settlers. Remember this because you'll come back here later. Approach the Water Hag for a battle. Both Spotters on your melee row will move to the enemy melee row. Another charge for Rayla? Go all the way west to find a golden chest (4/8). The vast majority of the +Evil consequences will be of very little interest to you, considering the very heavy numerical focus of this guide. Your goal here is not to eliminate enemy units but rather outscore them. Remember not to use the Fake Floren trinket since it can't be used against bosses.

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thronebreaker my enemy's enemy consequences