You will emerge at the lower mine entrance and receive a Zoria Runestone trinket for your troubles. Go south to encounter a group of Skelligan Raiders taking advantage of the disruption caused by the Nilfgaardian invasion. Continue east to unlock a fast travel point. This will complete the Dimeritium Bomb. The enemy uses lots of units that damage yours so you want Eyck and/or Isbel in your deck to deliver knockout blows. Continue north and examine the obelisk for a letter. If you recruited that elf earlier, you will learn that he is the one responsible for poisoning the water. That way they won't go back to the enemy side so readily. Use the Crushing Trap on the enemy's ranged row. Thronebreaker is a little bit tougher to balance in this department. He will use this every 3 turns. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. The priestess will bless you and boost your morale so that you're in the green again. After the battle, you will have another conversation with Demavend. Choose to knock at the gate and you'll meet Gerwin himself. Gather the loot lying around. This is Isbel's upgrade. Another charge for Rayla? Lyrian Hajduk (Human)When deployed, give 1 charge to the unit to its right. Your goal is to kill the Wyvern while keeping at least one cow alive. As you make your way west, you will have a scene if you allowed the freed slaves to follow your army earlier. Afterwards, walk south around the nearby islet to collect some loot and continue round for a battle. Cross the bridge and head southeast. Collect the after-battle spoils and take a moment to view your forces. If you agree, you will lose advantage. Before pursuing them, grab some nearby loot and talk to the old man fishing to obtain a third card fragment. Afterwards, you can choose to take the enemy's gold or leave it in the town. Approach the priestesses for a scene. There's no point in killing them since they'll just be summoned back from the graveyard each turn. Each turn, Gascon needs to play a Surveillance card to peek at two enemy cards. Return the way you came and leave Lord Clayton's grounds through the eastern exit. Approach the Water Hag for a battle. Unfortunately, they restore any damage you do at the start of their turn. Can be ordered back into your deck and will summon a random unit when they go. Play your Arbalest against any card in the enemy front row. The carcasses have 8 HP and when they take damage, they will move to the other side of the board. To save time, you may want to use the fast travel point northeast of Crumhorne. Go back east across the bridge and wade northwest through the swamp to get there. Place the Forager next to the final Light Infantry. So if you play an Arbalest card in a row with six cards, you'll do a sizeable 7 damage to an enemy unit. Return to the main path and make your way southwest. 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. After the battle, you will receive 5 Reinforced Ballistae. The broken bridge nearby can be repaired at a cost of 50 wood. Forager (Human, Field Support)Destroys the unit to the right and boosts this unit by the destroyed unit's power. After the battle, talk to the man in purple four times to have him join your cause. Keep the food for your army: 250 wood and an increase in morale. Speak to the nearby peasants if you like and grab some loot from behind the largest house. Move Gascon two spaces down and use, say, Held Breath. 6 damage to the enemy every turn is pretty powerful. Use your ability on the green stone four times. Because your enemy can only inflict scratch damage, however, you shouldn't have too much difficulty dominating this battle. Otherwise, hear her out. Grab the loot nearby and go south collecting more resources. Afterwards, you will find that your opponents were Rivians. Go to the northeast corner for a puzzle battle. Adjust your deck so that you're not using the Manticore trophy and add Alzur's Thunder to your trinkets. Press the men into service: +3 recruits. Play a third Arbalest on the same row as your other units and destroy the General. After the battle, you will find that the village you've just liberated is inhabited by Nilfgaardian settlers. Interact with the nearby hut to find a Strays of Spalla bandit who offers you a treasure map at the cost of losing morale. Is there any way to fix it? Another Archespore will be destroyed. Cross the bridge into Black Brook Vale and unlock the fast travel point. Artefact Compression (Trinket)Transforms an enemy into a Jade Figurine and moves it into your hand. Go to the southwest of this area where you'll find a Nilfgaardian deserter. It's quite difficult to defeat via conventional means. Gheso Arbalest is a card in Thronebreaker: The Witcher Tales. One relates to the Scoia'tael leader while the other relates to reprisals taken against Lyrians. Your units will now have 11 and 6 HP. The enemy has nine Dark Alley cards on his ranged row, one of which conceals an escape route. Continue across the bridge and head west when you get to the other side. If you don't destroy it, you'll have to beat the enemy with unit strength. You want to have neutral morale at the end of this chapter. Strays Infiltrator (Human)Deploy on the enemy side. At least your morale goes up. Approach the gates of the nearby fort for an optional battle. Deploy Gascon to your melee row and attack an enemy Guard. You will find a letter among the after-battle spoils. You'll find a rather satisfying letter among the after-battle spoils. Continue south until you come to a gap in the wall. Continue east and southeast. Again, the enemy will move its card and do no damage. You don't have to kill Keltullis here but failing to do so will cost you the services of Eyck. You should be able to get rid of them by combining a Pitfall Trap, Gheso Arbalests and the Flail. Continue and unlock the final fast travel point of the chapter. Not so sure. Choose to ask House Obert for help. Use a Reynard's Volunteer on the Spotter at C1. Use the Drummer's ability to pack the melee row with Pikemen. Continue through the gate for a scene. Use that charge to summon an Arbalest into the melee row and attack the Deranged Cow for 8 HP damage. If you order him to be whipped, you'll gain nothing from it. The enemy will spam Forktails which you can counter with a powered-up Eyck. I'd hold off on doing so, because you can come back here later. It's a 30-hour long RPG that employs Gwent:. 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. 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. It starts with 2 and gains a charge if there's a unit to its right. Approach the gates for a puzzle battle. If, for some reason, your morale is not boosted, 50G is a good investment since there's an optional battle a short way ahead. Return to the main path and cross the bridge. Thronebreaker and Gwent the Witcher Card Game Wiki Guide This item will only be visible to you, admins, and anyone marked as a creator. On the enemy turn, the Slaves will destroy all three Slave Drivers. Continue northwest and approach the gates of the Nilfgaardian fort for another scene. Unfortunately, you can only take partial advantage of this right now, so play him next to the Arbalest. Given the unit variety at your disposal, this is not a hard battle. Take the path leading southwest, go through the gate and read the noticeboard. Afterwards you will have a choice of whether to abandon your injured soldiers or take the time to have their wounds dressed. Impera Enforcers boost surrounding units as long as they have armour so use Arbalest units to strip it. 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. Unlock the fast travel point and keep going west until you come to a puzzle battle. The Alghoul will consume a card from its graveyard leaving it with 16 HP. Use the recruiting station near where you just fought the Skelligans and help yourself to the various bits loot lying around the place. My Enemy's Enemy Description Region (s) Aedirn My Enemy's Enemy is a subquest in Thronebreaker: The Witcher Tales . At some point, the enemy will start playing Commandant cards which are powerful but take damage when enemy units are destroyed. Black Rayla (Human)Her order ability allows you to choose any card from your reserve deck and play it. Leave the quarry. Every 3 turns the commander can damage one of your units by the number of enemy units on the field. 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 east to the imposing looking castle and examine the point of interest for a scene. Just to the northwest is some loot. 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. 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. Your goal is to prevent the ballistae from being destroyed. Two Nilfgaardian units will assist you. Talk to the assembled citizens and choose to make a speech for a morale boost. You don't really have a way of dealing with them yet so you'll just have to take the hit. Make sure you adjust your deck and approach the creature to the northwest for an optional battle. Pray at the shrine even if your morale is currently green. There's a new and annoying card for you to worry about: the Hawker Smuggler that will summon cards from the enemy deck. Note that there are trophies related to unit creation. From the battle site, head west along the northernmost path. On the other hand, you can use the AI's tendency to target the Wagenburg to keep them from targeting other units. The Alchemist will take 3 damage on the enemy's turn. North of the broken wagon are three loot points and there's a woodpile to the south. Aretuza Adept + (Human)Boosts all copies of the chosen unit (in play, in your hand and in your reserve deck) by 2. Follow this with a second Scytheman and use Meve's Longsword ability to boost them. Go through the gate for a puzzle battle. Return the way you came and go north to find a burning church. This is something of a palette cleanser after the fight against Aep Dahy. Here's a solution. Can be devastating if you or your enemy have units with powerful Deathwish abilities. Continue west a short distance to find a golden chest (3/9). Place the Regiment Drummer in your melee row. You will have a conversation with Gascon - reply how you like. Xavier will get them moving again. Each turn, the Ancient Foglet summons two normal 4 HP Foglets who attack the palisades. If your army is low on morale, talk to Gabor and spend 200G on improving it. You can choose to give the true measurements or lie. 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. Go east along the main path and then north into a brewery. Play another Arbalest in your melee row and damage an Archespore by 3. Pretty good, actually. Go a short distance south for a battle against monsters. 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. If you have both Rayla and Isbel in your party, you may want to refuse to help. This is because the enemy will play Drowner units that damage your catapault and force it to move. The Grey Rider units will move next to it. Meve: Sihil (Weapon)Every 3 turns damage an enemy unit by 1.