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View Full Version : Do not peek in here. Big spoilers! The effect of choices in your Saga.



Shady314
01-17-2014, 01:23 AM
Replaying and looking through the different possibilities of the choices in the story and events. Turns out there are usually very clear winners among the choices. Chapters 1-3 done.

NOTE: Originally I included renown from my battles on Hard. But the Renown varies between difficulties so was removed. Just remember battles are additional sources of Renown and chances to get kills to make your characters available for promotion.

Banner Saga events
Chapter 1. Just help Eirikk and get supplies but doesnt really matter. Varl party has lots of supplies.
Speaking of which don't spend any renown. It will carry over later.
It is probably best to get all kills on Gunnulf and level him later. Gunnulf can carry through the game if he lives and it is very nice to have Renown spent in Chapters 1 and 3 not be wasted in later Chapters.

Chapter 2
Starving Dredge: 3 Renown
Leave immediately- Leave immediately. 3 days of supplies
Grab supplies and run- +15 supplies.
Can you handle more- Leave immediately. 3 days of supplies
(Supply is important.)

Reaching Skogr:
Send them off- They are not in battle. Easy event afterwards as no one is at risk. Gives your party turn advantage. More kills for Rook and Iver (Trygvi also if you preordered or backed.)
Let them fight- They are in battle. Event afterwards. Kills for Alette and Egil but Alette has an achievement for not using her against humans/Varl severely limiting her usefullness if you want to get that. Egil has many event deaths so

you may not want to bother leveling or getting kills on him. He is a good armor soak and breaker though.

Event After:
Egil and Alette did not fight:
Search Houses- Flavor text
Not a good idea- Flavor text
(Nothing important)

Egil and Alette fought:
1. Keep watch- No different from option 2 Arguing to head back.

2. Argue to head back-
1. Shout at Alette- Egil dies.

2. Shoot at it-
2.a. Stop thinking and shoot- Egil lives.
2.b. Shout instead- Egil dies.
2.c. Fire safely above her- Egil dies.

3. Run with your axe- Egil dies.

Chieftain:
1. I trust Iver on this-
2. Not a decision-
3. We can hold them off- Chieftain pretends he didn't hear you.
---All lead into next chain

1. Follow Chieftain's plan- Battle
Event after battle
1.a. Help fighters- Battle
+20 Renown. Chieftain is grievously wounded
1.b. Try to keep everyone together- Avoid a second fight.
+20 Renown. Morale becomes poor! (Clear loser choice)

2. Iver's right.-
2.a. Ok you can come- Alette is in the roster. Battle
+20 Renown. (Loser choice. Less Renown than other choices and the less interesting chieftain died event.)
2.b. No too dangerous- Alette cries! You monster! And she is not in the battle.
A brief scene with Alette you will not get any other way.
30 Renown! (Unique dialogue involving a touching moment between father and daughter plus more renown than the other choice. Winner!)

3. Set fire?- Chieftain won't hear of it. Pick a new option.

4. Storehouse?-
4.a. Can't leave food behind!- Battle
Event after battle
4.b. Help fighters-
Same as earlier choices from fleeing and distraction.
4.c. Try to keep together- Avoid a second fight.
+20 Renown. Morale becomes poor! (Clear loser choice)
4.d. Help Iver with carts- Battle.
+15 Renown. You do not seem to gain any supplies.
(Storehouse is the worst possible choice.)

Market in Skogr:
Possibilities include-
Comb of the Loom Mother (Rank 3 -2 Aggro)
Statue of a Sightless Man (Rank 5! 20% chance to dodge STR attacks +2 STR)
Studded Pommel (Rank 3 Knockback on STR attacks of 5)
Svallin Dust (Rank 3 +2 ARMOR)
Iron Bands (Rank 1 +1 STR)
Eirfang (Rank 4 +3 WILLPOWER per kill)

Leaving Skogr:
Caravan is too spaced out:
1. Call an early stop- You make camp. Possible morale boost?
2. Slow the pace- Nothing. Possibly morale loss.
3. Keep steady- Nothing.
4. Rally - +5 Renown
(Which choice do you think you should make?)

Men want to join:
Allow- +5 Renown +18 Supplies +12 Fighters
Refuse- Nothing happens.
(Maybe the clearest choice ever.)

Godstone Hridvaldyr:
Inspect First- Godstone Bjarken Rune 15% to dodge strength attacks
Move on immediately- Nothing
(Wonder what event you should choose? God I wish you could sell items for renown.)

Drunkard Event:
Public apology-Nothing.
Tie him up- Nothing. Possibly morale boost.
Laugh it off- +5 Renown
Encourage them to drop it- Nothing. Possibly morale boost.
(Another clear winner of an event)

Village after Hridvaldyr:
Market sometimes has Sunstone (Rank 3 Attacks never deflected) Obsidian Ring (Rank 3 +2 Strength, Svallin Dust (Rank 3 +2 armor) Lightning Runestone (Rank 2 10% chance x2 Str Damage +1 Aggro)
Warrior's Oath (Rank 1 +1 WP) Sporddreki Bur (Rank 3 +2 aggro 5% chance to dodge STR attacks)

After Village:
Say you don't want to get involved. Hogun and Mogun take care of business! The brothers join. +84 clansmen +11 Fighters +5 Renown +15 Supplies Same if you step back from the fight.
Side with Villagers- Mogun and Hogun back down +Supplies +15 Renown
Side with brothers and you get to fight. +165 Clansmen +22 Fighters +20 (10 renown from fight 10 after) Renown +10 Supplies
(Obvious winner is the fight. You risk only injuries. Gain two Thrashers which are good units and the most renown plus more kills for promotion.)

As well Alette wants to talk to you after.
If you fought she asks why you killed those villagers. If you didnt get involved she asks why.
Tells you she doesn't want to harm varls or humans.


Talk to Oddleif: +5 Renown

Fighters want to leave:
1. Wish them well- +5 Renown -8 Fighters
2. See them off with extra supplies- +10 Renown -3 Supplies -8 Fighters
3. Remind everyone they are free to go- +5 Renown -8 Fighters Possible morale boost?
4. Think you'll survive?- -8 Fighters
5. Tell them they are needed here- Don't lose fighters. Possible morale loss.
(Another clear winner. Even if you use 1 Renown to buy 3 more supplies you come out way ahead.)

Second Drunkard Event:
1. Punish him physically- Oddleif humiliates him. Possible morale boost.
2. He camps alone- Rafnsvarter dies. -1 Clansmen.
3. Drink water from now on- Nothing. Possible morale loss.

Third Drunkard Event:
1. Banish- Rafnsvarter is left behind. -1 Clansmen.
2. Mob justice- Rafnsvarter seems to gain a phobia of mead. Possible morale boost.
3. Be on guard- Waste a day. Rafnsvarter dies. Possible morale loss.
(Do whatever you want to the drunk but the "good" option is mob justice. HEHE Who knew?)

Frostvelldr:
Market may contain- Narwhal Horn (Rank 1 +1 BR Great for any Armor Breakers.) Studded Pommel (Rank 3 Knockback on STR 5 attacks. Pretty good for archers.) Charm of the Wandering Mind (Rank 3 20% chance to dodge STR attacks) Jarl's Seal (Rank 3 1 Will per turn. One of the better items actually worth purchasing.)

If you spend time in the city instead of immediately getting inside Mogun and Hogun will die.

Attack the gate- Iver pushes the gates open like a boss. Battle.
Take the water passage- Battle.
Confront a food caravan- Talk to Onef
--choose to take caravan yourself- Battle. +11 Renown Then a second battle at the gates. +9 Renown
---We will join you for now.
---We will stay here. On our own.
---Let us out we are leaving.
--Cut a deal- ?
Ambush a caravan- ?

Chapter 3
Leaving Vedrfell:
1. Waste of time- Nothing happens. Avoid the fight.
2. Mogr, send warriors- +5 Renown -10 Varl No battle.
3. Handle it ourselves- Battle. +11 Renown from battle on Hard.

A Varl talks smack about Hakon:
1. Ahem- Nothing.
2. Challenge- +5 Renown
3. Threaten- Find out his name is Griss.
4. Blindside- +5 Renown

Run into Merchants:
1. The way is safe- Nothing.
2. Anything to trade?-
2.a. Take them- +35 Supplies and later two events that with the right choice gets you less supplies and a morale loss but +5 Renown. Thank you to Xionanx for helping me figure out the trigger.
2.b. Keep them- Nothing.
Any option still has a merchant ask you to keep an eye out for his brother.

WAR!
Just charge. Always charge. If you can handle it. Each option is progressively worse the farther down you go.

People are getting sick: To get this event you must take supplies from the merchants.
1. We pushing too hard?- Same as Option 3
2. Some kind of disease?- Same as Option 3
3. Something from dredge?-
3.a. Keep watch- Nothing
3.b. Ask around- Nothing
3.c. Threaten- Nothing
3.d. No need- Nothing.
3.e. Might not- Nothing.

Dredge attack a village:
1. Split them- Supposedly smaller fight later.
2. Get closer- caravan moves forward.
3. Wait and see- Nothing. Goes back to options 1 and 2.

Griss offers to join:
1. You?! HEHE- He leaves.
2. Get outta here- He leaves.
3. You get one shot- Griss joins the roster.

Reach village:
1. Fight!- Battle. If you win further options open up.
1.a. Open Hatch
1.a.a. Send to strand- -30 supplies. Eirikk asks to go with them. If you choose Option 1 or 2 he stays. Option 3 he goes.
1.a.b. Send with escorts- -15 Varl Eirikk asks to go with them. If you choose Option 1 or 2 he stays. Option 3 he goes.
1.a.c. Stay if you like- Nothing
1.b. Leave it- Nothing
2. Skirt it- Day passes. Morale loss?

Varl caravan reaches you on the road:
3. Forget Ridgehorn- A strange force changes your mind... Suggest you choose this one for flavor. The event/conversation itself doesn't matter as long as you do not send Ludin away. Yrsa and Bersi are very good.
PROTIP!: Fasolt is going to join here. He is a character that shows up later in Rook's caravan so level him and spend as much renown on him as you can though he may die later depending on your choice.

Sickness Event Follow up- You only get this if you accepted the merchants supplies
1. Dump only what is certain- -30 Supplies
2. Dump everything unsafe- -65 Supplies
2.a. Avoid- Morale loss.
2.b. Tough- Morale loss.
2.c. Escort- -30 Varl -10 Fighters Morale loss. +5 Renown! Worth it just keep morale up and rest after this event.
3. Cant throw out- Nothing. Morale loss.

Send Ludin to Grofheim -45 Fighters No Ludin, Yrsa or Bersi +300 Varl +50 Supplies
Ludin Comes +330 Varl +60 Supplies

Gunnulf and the cart:
1. Tell him let go- Same as Option 2.
2. Help Gunnulf- New options.
2.a. Tell Gunnulf to let go- Lose cart. Gunnulf lives.
2.b. Shout for help pulling- Lose cart. Gunnulf dies.
3. Try to knock dredge off- Lose cart. Gunnulf dies.
Think Gunnulf dying causes morale loss.

Afterwards
1. No time to stop- Same as Option 4.
2. Try to recover- Same as option 4.
3. Your call Ubin- Same as Option 4.
4. Cover it up- Nothing but there is an event later which lets you punch Ludin in the face.
5. Leave men to gather the gold and body (If Gunnulf died) and return to Strand- -15 Varl Avoid a later event that will waste your time. Unless you want to punch Ludin in the face without him leaving in which case dont choose this.
6. Recover body (If Gunnulf died)- Unable to do so or recover the gold same as Option 4.

Godstone Denglr:
1. Leave the dead and offering- Nothing.
2. Leave but look for merchant- Like Option 3 but no supplies.
3. Gather it all- Think there is a morale boost.
3.a. Take necklace to return it- +30 supplies +10 Renown
3.b. Take for yourself- +30 supplies. Mogr sees. Gain 5 Ring Necklace (Rank 5 +1 STR +1 ARM +1 BR +1 WP +1 Aggro) Wow Hakon is right to keep this. It is great on him.
3.c. Leave it- Why in the hell would you choose this? Nothing happens.
(A less clear choice. A rank 5 item for forsaking 10 Renown is a steal but 10 Renown is Renown. I say necklace for metagaming shenanigans but it is your choice.)

A fire in the distance:
1. Ignore it- Nothing.
2. Send scouts- They dont return.
2.a. Ignore it- -8 Varl
2.b. Check yourself- +215 Varl
3. Check yourself- Battle. +280 VArl

If you left the gold unprotected you will get an event:
1. Have Mogr question-
1.a. Keep to yourself- Nothing.
1.b. Ask Ludin-
1.b.a. Threaten- Nothing.
1.b.b. Demand- Leads to backing down or the Pummel option.
1.b.c. Insist- Leads back to threaten and demand options.
1.b.d. Pummel- A sack of gold and silver is given to Ubin. Funny but no effect in game.
2. Demand answers- Same as Option 1 though you can dismiss or punish some Varl for no effect
3. Make an example- Nothing.
4. Ask Ludin- Same as Options 1
5. Have Mogr watch- Nothing.

Dredge following you:
1. No, stop- Battle.
2. Lose them- Nothing. Continue on.
3. Good!- Battle.

Surrounded in forest:
1. Mogr?-
1.a. Fight- Battle.
1.b. Wait- Morale loss? More dredge?
1.c. Lure- -10 Varl
2. Wait- Same as Option 1.
3. Ready!- Battle and apparently you surprise the Dredge.
If Yrsa is with you then she will offer to set the woods on fire either as a distraction or trap. If you do either then you will lose her.

PROTIP!: Rest before Ridgehorn until you have Great Morale and no injuries. You have plenty of supply. The end of Chapter 3 is nigh. Only Gunnulf and Fasolt are going to show up later (and Hakon near the end) make sure to spend as much Renown as possible on Gunnulf, Fasolt and Hakon to help you later. Make sure Gunnulf and Fasolt carry the two items you will want later in Rook's caravan. Probably 5 Ring Necklace and Jarl's Seal if you got that. I have not gotten to test for sure if they show up with the items but I think they will.

At Ridgehorn:
If you let Ludin fight alone he will die. Having Mogr lead a distraction kills him.

Leartes
01-17-2014, 03:53 AM
Don't level Gunnulf or get kills with him. Later he can die or you can save a supply cart. Save the supply cart. He's replaced by an even better Warhawk.

Gunnulf died on me and I never got a new warhawk. This advice is very dangerous as gunnulf is a beast and I'd love to have him at the final boss.

Also I don't think winners are as clear as you make them out. e.g. Moral boosts out of the drunkard might be worth it if you go for the achievement over renown, not sure but supplies and renown might be much better than 160 clansmen to feed and thrashers you don't use. Not saying it is bad, I took the guys in both my playthroughs, but it is not a clear winner.

Your chieftain choices are either incomplete or messed up, I definitely took a different path. Also renown numbers and fights are off for other difficulties. I play on hard right now and I think fights have more opponents and more renown. Nearly whiped in the waterworks ...

Rensei
01-17-2014, 05:55 AM
Strand:

Gunnulf is super helpful - I'd pick him over supplies (especially since they weren't a problem in the varl caravan, and You get couple opportunities to send few warriors back), from the initial fight You only get to keep him and, possibly, Eikki (I don't think that's his name - the guy showing You around) who isn't that great, so if You play it right You can roll with level 3 beast into the next ones. After the fight in mead house Eikki will ask You for one more favour - accept and he will join the caravan later, decline and he won't. The renown You get upon leaving Strand seems to be determined by number of optional conversations You participated in beforehand. The conversations with Gunnulf and the snitch in docks don't seem to affect anything.

Shady314
01-17-2014, 07:35 AM
Gunnulf died on me and I never got a new warhawk. This advice is very dangerous as gunnulf is a beast and I'd love to have him at the final boss.

Also I don't think winners are as clear as you make them out. e.g. Moral boosts out of the drunkard might be worth it if you go for the achievement over renown, not sure but supplies and renown might be much better than 160 clansmen to feed and thrashers you don't use. Not saying it is bad, I took the guys in both my playthroughs, but it is not a clear winner.

Your chieftain choices are either incomplete or messed up, I definitely took a different path. Also renown numbers and fights are off for other difficulties. I play on hard right now and I think fights have more opponents and more renown. Nearly whiped in the waterworks ...

Thanks for the feedback. Im still working on it. Going through Chapter 3 now. I AM on Hard though so the renown in fights is correct. But I am thinking about just editing those out because as you say it varies. In fact even in some of the fights I seem to have found some variety. Like an extra grunt or one less grunt. As well in Chapter 3 supply matters even less as you have plenty and really cant run out without resting for weeks.

Obviously if you have a specific goal in mind like an achievement then another option MAY be worth it. But remember Renown can generally be turned into supply on a 1 for 3 basis. And Morale is mostly affected by resting. I am sure other events can pop up.
Sadly the game actually does not care about the caravan at all. Renown is strictly all that matters in terms of beating the game. Yes the caravan matters for achievements and giving yourself a challenge but that is all.

New Warhawk: Well there is Bersi first of all. Later is Sigbjorn (mentioned in the characters page of the site) but he comes very late. After Nid. There is a good reason to level Gunnulf though I will make sure to add. He will join Rook's caravan in later chapters. this makes up for a lot as most Chapter 3 characters do not and it is nice to let the Renown spent on him carry over. As well he can carry in whatever highest ranked item you might procure in chapter 3. Specifically the 5 ring necklace. Fasolt is another guy that can carry over though he may die at the bridge but he too could carry an item to Rook's party.


Gunnulf is super helpful - I'd pick him over supplies (especially since they weren't a problem in the varl caravan, and You get couple opportunities to send few warriors back), from the initial fight You only get to keep him and, possibly, Eikki (I don't think that's his name - the guy showing You around) who isn't that great, so if You play it right You can roll with level 3 beast into the next ones. After the fight in mead house Eikki will ask You for one more favour - accept and he will join the caravan later, decline and he won't. The renown You get upon leaving Strand seems to be determined by number of optional conversations You participated in beforehand. The conversations with Gunnulf and the snitch in docks don't seem to affect anything.
Thanks for the input. I didnt test Chapter 1 very thoroughly. I will have to see about that renown when I finish this current playthrough. I also do not know if not helping Eikki means he doesn't show up later. If anyone is aware please let me know. Basically if you did not get the supplies promised you did not help Eikki and if you did not then let me know if he shows up later.
I wrote something poorly. You do not have to choose between Gunnulf and supplies.
However you are wrong about Eirikk. Well I mean actually you are right about Eirikk but wrong about Rally. I would take Eirikk over Gunnulf. On Hard difficulty. So long as I had gotten him kills in Chapter 1 so he can quickly advance to rank 3. It makes maxing Exertion on people like Hakon very useful. Hakon btw being a much better character, as is Mogr, Bersi (by a hair), Yrsa, even Griss and Fasolt. But I will be rewriting that part because it is an exaggeration. You can make good use of Gunnulf too.
Gunnulfs problem is he has no exertion which makes positioning him harder and he has the armor of an archer class! Meaning he can easily get his HP smashed down making his STR low so he becomes pretty useless.

Rensei
01-17-2014, 09:07 AM
That's why I proposed giving him all the kills and advancing him straight to lvl3 - 4 points can be spend on giving him even more str and a tad exertion, making the guy actually useful.

Eirikk is very interesting but weak IMHO - melee that can get oneshoted by stronger dredge and can contribute only with mediocre break. His willpower restore seemed nice at first glance, but then I realised how much better the fights went when I didn't pick him at all, giving the big guys (and that beast Yrsa) more moves per turn.

By choosing whether to take him or not, You basically choose between having only strong moves OR having 5 out of 6 moves equally strong for 1-3 turns and a bit stronger later on (where it doesn't even matter, the armour should be shattered and stronger opponents's hp greatly reduced by then) and 1 out of 6 wasted. Both are good, but I think the first one is better - with shield varls humongous break, warrior varls amazing damage and Yrsas insane control, the first 2-3 willpower spending rounds set me for a sure win even on hard.

Shady314
01-17-2014, 09:30 AM
That's why I proposed giving him all the kills and advancing him straight to lvl3 - 4 points can be spend on giving him even more str and a tad exertion, making the guy actually useful.

Eirikk is very interesting but weak IMHO - melee that can get oneshoted by stronger dredge and can contribute only with mediocre break. His willpower restore seemed nice at first glance, but then I realised how much better the fights went when I didn't pick him at all, giving the big guys (and that beast Yrsa) more moves per turn.

By choosing whether to take him or not, You basically choose between having only strong moves OR having 5 out of 6 moves equally strong for 1-3 turns and a bit stronger later on (where it doesn't even matter, the armour should be shattered and stronger opponents's hp greatly reduced by then) and 1 out of 6 wasted. Both are good, but I think the first one is better - with shield varls humongous break, warrior varls amazing damage and Yrsas insane control, the first 2-3 willpower spending rounds set me for a sure win even on hard.
Those are all good points. Especially your use of turn advantage.
BUT when you say go to rank 3 rapidly and give him 1 EX and 3 STR to get 18 STR that means you are leaving him with 7 ARM. I just can't make that work on Hard. If even 1 weak Dredge manages to move up next to him that dredge can easily do some decent damage and bring his STR down and if his STR goes down at all he rapidly loses usefulness. Sure if you stick with him to Rank 5 you can get him some decent ARM and I have admitted he is a strong choice. Especially since he will continue through later chapters.

I do think that is really his greatest strength. Renown spent on him will help you for more parts of the game than Eirikk who is overshadowed by Eyvind later anyways. I think the main thing is to pick one of them in Chapter 1 and stick with that (Though not advancing Eirikk past Rank 3). Also have to agree Yrsa is a beast.

Xionanx
01-17-2014, 09:54 AM
Run into Merchants:
1. The way is safe- Nothing. But in a previous game Eirikk asked to go with them. Not sure what previous choices led to that. There is no point to letting him go. He won't be back.
2. Anything to trade?-
2.a. Take them- +35 Supplies
2.b. Keep them- Nothing.

Note that, at least for me, taking the supplies from these merchants led to a series of events in which Varl were getting sick, it was eventually tracked down to food poisoning from bad supplies spoiling the food. Though it COULD just be random and not linked to this at all, but I do know that my first play through I did NOT take the rations and didn't get the spoiled food even, and my second play through I did take the rations and well.. spoiled food.

illathid
01-17-2014, 02:19 PM
Varl caravan:
1.
2
3. Forget Ridgehorn- A strange force changes your mind... Seriously suggest you choose this one.


Why do you suggest forgetting ridgehorn?

Yellow
01-17-2014, 03:03 PM
1. Mogr?-
1.a. Fight- Battle.
1.b. Wait- Morale loss? More dredge?
1.c. Lure- -10 Varl
2. Wait- Same as Option 1.
3. Ready!- Battle and apparently you surprise the Dredge.

You forgot 2 options:

1d. The Siege archer suggest to set fire to the woods as distraction(dont know what happens, but i suppose something similar to what happens below)
1e. Lure the Drege into the woods and set them on fire( The siege archer who is with Ludin disappears and never comes back; the Varl panic because of the fire and many get lost/die)(in a conversation Hakon has with the Siege Archer, he explains that Varls hate fire and fear it so this was hinted to be a bad idea)

Shady314
01-17-2014, 08:02 PM
Why do you suggest forgetting ridgehorn?

Because you must! (http://tvtropes.org/pmwiki/pmwiki.php/Main/ButThouMust)


You forgot 2 options:
Thanks Yellow but I hadn't forgotten just hadn't tested those options yet. It is a WIP. Still appreciate people going over anything that might be missed. Chapter 3 is finished now so this is the best time to see if I missed anything from Chapters 1-3.

Eurydice
01-17-2014, 09:16 PM
Impressive work!
Keep it up, because I'm very curious to find out what the least crappy option is in the mutiny event in the latter part of the game... Damn you Onef! I TRUSTED YOU! What kind of party would it be without strangers? How am I supposed to meet someone new? Alette needs a stepmother (or two)!

Senta
01-18-2014, 02:11 PM
nice work. I will be replaying soon, so I'm definitely going to use your walkthrough in order to achieve as complete of a playthrough as possible!

Aleonymous
01-18-2014, 04:21 PM
Wow, Shady... Awesome :eek: You're actually re-creating the entire game-tree! That could be really useful in case those fan-mods come to be. I wonder what would be the best way to "present" this information in a comprehensive/accessible manner...Perhaps with hide/reveal drop-down menus? Finally, I think Chapter 4 is the most complicated in terms of the choice-tree. Let's wait and see...

Mierko
01-19-2014, 07:48 AM
... I wonder what would be the best way to "present" this information in a comprehensive/accessible manner...Perhaps with hide/reveal drop-down menus? Finally, I think Chapter 4 is the most complicated in terms of the choice-tree. Let's wait and see...

You can hide the information by changing your font color to white. Like -> THIS!

spblue
01-19-2014, 09:53 AM
Surrounded in forest:
1. Mogr?-
1.a. Fight- Battle.
1.b. Wait- Morale loss? More dredge?
1.c. Lure- -10 Varl
2. Wait- Same as Option 1.
3. Ready!- Battle and apparently you surprise the Dredge.
If Yrsa is with you then she will offer to set the woods on fire either as a distraction or trap. If you do either then you will lose her.

The Yrsa options are wrong there. It is safe to allow her to set fire to the forest as a distraction and results in an easier fight (less dredge). Only the "use fire to kill" option has negative consequences.

Ulfrith
01-19-2014, 11:45 AM
i managed to finish the game without any hero dead,tho i ddint accepted Ekkil and Onf into the caravan,but i tried to destroy the Varl bridge but didnt so as not to lose Fasolt,you can sava Fasolt by fighting the first day and destroying the brigde the second day and when confronted by him chose to surrender...tho the Varl king will dissolve the alliance with men...Fasolt doenst day but i wonder if in chapter 2 we will need the alliance with the Varl,we do have a major Varl hero in Iver and the next Varl King in Hokun tho,the next game is what intrigues me,so i stayed treu to the character and didnt let Allete shot Bellower so as not to endager her and got Rook killed,but i think this is the canon ending,since Alletenow uses her hood and Rook dosent change if she is the one to die,also Juno chose Rook cuz he was the one willing to "return",we would do anything to come back to Allete,to find his way back,so he may return from his final voyage??

illathid
01-19-2014, 04:57 PM
The Yrsa options are wrong there. It is safe to allow her to set fire to the forest as a distraction and results in an easier fight (less dredge). Only the "use fire to kill" option has negative consequences.

Really? I did that my first time through and I lost her. Maybe there's a check earlier which influences it?

Rensei
01-19-2014, 05:13 PM
Can't tell for sure but I think out of the 5 options presented 4 and 5 (one including fire, other not) end with Yrsa getting lost in the woods, while 3 (second "fiery" option) actually works and results in easier fight (actually too easy).

illathid
01-19-2014, 10:44 PM
Any progress being made on chapter 4?

Shady314
01-20-2014, 04:49 AM
The Yrsa options are wrong there. It is safe to allow her to set fire to the forest as a distraction and results in an easier fight (less dredge). Only the "use fire to kill" option has negative consequences.

Both screwed me because either way the Varl flip out. Still it might be tied to earlier choices. Did you also lure the Dredge into the woods? I am not going to be going back to check for a long time if ever so please feel free to test yourself and update this thread.


Any progress being made on chapter 4?

Yes! Though I sadly could not get every event comprehensively. If anyone replays and uses this guide please consider picking a new option and updating here. Also verified that the events which fire are based on morale of the caravan. Great and good morale get different ones than normal and low. Normal and low morale events almost always suck more. So as near as I can tell it is not random. It is morale based! There is no RNG to the events! Making the events even more easy to game. You can plan for ahead for them.

Original post is too long so here is Chapter 4 (almost entirely)

Chapter 4
Despite any previous choices always begins with a battle started by Ekkil and 3 days of supplies so do not buy any supplies in chapter 2 until this is fixed assuming it is a bug and not a "feature."
If you did not attack the caravan and kill Onef he will have a dialogue with you. Do not take him with you if you want the Egil achievement. If you do not care about Egil dying then Onef gives you the opportunity for +140 supplies if you choose the battle option and win. Other options give less supplies. Without the supplies unless you have saved a lot your Renown and pay ridiculous prices at Frostvellr you will run out of food crossing the wastes. Not actually a big deal except it will prevent you from getting some achievements. But Egil dying prevents the Egil achievement. Your call. If Onef is not around to lead you to Ekkil's supplies then Ekkil also will not join.

Also do not camp between Frostvellr and the Godstone. I ran into a bug where I could not load the autosave.

Run into possible bandits: Only managed to get this once. Please inform me if you come across this and chose a different option. (See at the time I was assuming these events are somewhat random. Now I know they are morale based and this event was because my morale was higher because I had camped. But I never camped again at this spot because the bug and reloading meant listening to the end of chapter 3 again. Now I know to trigger it means having good or higher morale.
1. Inform them-
1.a. Fight- -22 Supplies they are untrustworthy.
1.b. Decline-
1.c. Offer-
2. Ask them-
3. Fight with-
4. Decline-
5. Offer supplies-

New life in the caravan:
1. Call for rest- -10 Supplies +15 Renown but in addition to supplies you lose a day. Morale Boost.
2. Congratulate- +5 Renown
3. Offer family- -5 Supplies +10 Renown
4. Do nothing- +5 Renown
(Unless you are going for an achievement then Renown always wins)

Godstone Radorymr
1. Accept- Impressed by your courage. Gallynfri (Rank 3 15% Chance x2 STR Damage)
1.a. Move on- Nothing
1.b. Inspect- Learn about Radorymr
2. Ask what-
2.a. Decline move- Same as 1.a
2.b. Decline inspect- Same as 1.b
2.c. See- Nothing
2.d. Try- Same as Option 1
3. Politely- Same as 1.a
4. Decline- Same as 1.b
(Hmmmm. Item or no item? This will be a running theme at the Godstones in case you haven't noticed.)

Vultures assess the state of your caravan-
1. What?-
1.a. Encourage it- She trains them
1.b. Try to keep- She trains them
1.c. Tell her no- Nothing
2. Let her- Same as Option 1
3. Ask- Same as Option 1 but she sasses you
4. Join- Morale boost
This is a rare event in that you do not see the final outcome until MUCH later. Let her train them and Nid will join your party later on. Id love to hear from anyone that played through the game and did not let Oddleif train them

Crazy Varl:
1. Leave food- +1 Varl +10 Renown
2. We can help- Nothing
3. Try to have- -2 Clansmen Morale Loss.
4. Abandon- Nothing

Defend Varl:
1. Defend- +1 Varl +5 Renown
2. Let us- Returns to Options 1 and 3.
3. Return- +5 Renown

(You should rest before leaving Wyrmtongue if you need the achievement for morale)After Wyrmtongue:
The events that popped up here were much more varied. Not all of these came up each time for me. So in no particular order...

Nearly Frozen child: This always came up when I had poor morale on day 83. I tested many times so I do not think it is the RNG. I do not know if it was the morale or day that was affecting it.
1. Keep- She dies
2. Rest- The girl lives! And an event about her comes up later. She gets a great name I won't spoil
3. Stop- Search is fruitless but girl probably lives
I only know the girl event comes up later because in my first playthrough I saved her. In testing this time I continued without having gotten this event.

Crazy Old Man:
1. We've- Nothing. Morale loss?
2. Youre- Morale boost
3. Who? - Leads back to Options 1 and 2

Come across a farm: This seems to always come up if you get the old man event
1. Offer trade- Same as Option 3
2. Intimidate - Same as 3.a.
3. Come with us-
3.a. Threaten- +36 Supplies, Morale loss and Alette is ashamed of you taking the cattle from people that have chosen to die to Dredge and waste their food that would save lives in your caravan. You monster.
3.b. Leave- Like Option 4
3.c. Take- Like 3.a.
4. Leave them - Nothing. Morale loss?

Mothers argue:
1. Let the- Morale loss
2. Worry on- They yell at you Morale loss?
3. Explain-
4. Keep the-

Wild Fruit:
1. Take a bite- +12 Supplies Morale Boost
2. Discourage- +5 Supplies
3. Observe- Leads back to Options 1, 2 and 5
4. Offer a- Leadsback to Options 1, 2 and 5
5. Gather as- +16 Supplies

Stolen supplies?:
1. Guards-
2. Ask clan- Morale loss?
3. Announce- Morale loss?
4. Tell me -

A teenage girl is moody so you should investigate: This conversation is currently bugged and involves Ekkil and Onef. It currently always comes up.
1. Ask- Same as Option 2
2. Sit-
2.a. Stay away- Alette explains herself better. This a good choice
2.b. What has -
2.b.a. Don't listen- Alette is upset.
2.b.b. Dont Care-
2.b.b.a. Drop it- Nothing
2.b.b.b. Confront- Talk to Ekkil Event
2.b.c. Confirm- Talk to Onef Event
2.b.d. Threaten- Talk to Ekkil event
2.c. Threaten - Same as 2.b.b.
3. Give- Nothing

If you choose to confirm story you talk to Onef:
1. Keep him- Onef agrees
2. Drop it- Nothing
3. confront- Talk to Ekkil event

Talk to Ekkil if you chose to confront him:
1. Just stay- Ekkil agrees to stay away from her
2. I know what- Ekkil promises to leave her alone
3. I know my- Nothing
4. Kill Ekkil- Ekkil dies

Godstone Marek:
1. Take time- Day passes
1.a. Leave now- Nothing
1.b. Take time- 2 days pass Godscale (Rank 5 +3 Armor)
2. Wait a bit- Nothing
3. Leave now- Nothing
(Told you. Item or no item? For 2 days of supply you can get a Rank 5 item that would otherwise cost 25 Renown. Do you want that achievement for 5 rank 5 items? Then this is mandatory)

Offleif has trained some archers:
1. Encourage- -25 Clansmen +25 Fighters This makes sense right? But actually Option 2 is better because they will eat less supply
2. Stand by - -35 Clansmen +25 Fighters I do not understand this math? Training accidents?
3. Stop this- Morale loss?

A blizzard!: You get this from having low morale. Do not have low morale because this only makes it worse for you unless the morale achievement means nothing to you because you didnt steal Ekkil's supplies
1. Search- -21 Clansmen Morale Loss
2. Ask -
2.a. Create- -32 Clansmen Morale Loss
2.b. Move - -42 Clansmen Morale Loss
2.c. Commit- -32 Clansmen Morale Loss
3. Make - Same as Option 2.a
4. Move - Same as Option 2.b
5. Commit- -32 Clansmen Morale Loss

Brigands attacking peasants: Another event tied to morale or the day. Got this on Day 97 with Good Morale instead of Normal Morale
1. Accept- Same as Option 3.c.
2. Back off- Same as Option 3.b
3. What's?-
3.a. Don't- Nothing
3.b. Draw - Battle +22 Supplies +37 Clansmen
3.c. Take- +20 Supplies Morale Loss
(Obvious winner choice is the battle. Make sure to have good morale or better to trigger this)

Godstone Hadrborg
1. Inspect Godstone- Farthingjord (Rank 4 Sadly but +3 BR?! Might as well be Rank 5 but now more people can equip it. Thank you Stoic. Used to belong to Iver and I see no reason it should not be returned!)
2. Nothing
4. Learn more- Nothing
+20 Supplies regardless
(A Rank 4 item for no effort oooooooooor nothing? Do I have to remind you they cost 20 Renown!)

Ambushed by brigands: From high morale
1. Attack- Battle
2. How - Your party takes care of business for you. Fun but sadly you miss out on the battle. No Renown :( Not kewl Stoic
3. Inform- Battle
4. Okay - -17 Supplies
Battle duh

Varl are having trouble: From low morale
1. Make joke- Morale Boost?
2. Impressed- Nothing
3. Send Varl- Nothing
4. What is ?- Nothing.
There may be morale boosts or losses associated here but its hard to know because it never actually changed my morale like some events. You want to be ambushed anyways for the renown. Dont get this event.

Village after Godstone
After this village a cutscene will play. Supplies WILL have been depleted afterwards but I do not know if this will affect morale or caravan size as I had enough supplies.
The forced rest at Einartoft will use up another day of supplies

Helping Eyvind?
1. Help-
2. What-
3. Nope-
3.a. Join-
3.b. Stop-
3.c. Nope- Iver, Gunnulf (if alive), Fasolt, Hakon, Mogr and Eyvind battle it out. Much easier battle but depends who you want to level.
Actually this one seems complex but is simple. All options lead to either Rook and company (you choose) fighting on the bridge or Hakon and company (game selects).

BTW Iver always loses. Its rigged! So dont worry it is a forced failure.

hreinnbeno
01-20-2014, 04:54 AM
I want to add that, if you dont help Eirik chapter one (with stalling them). He wont join you. + I think less warriors and supplies you get from strand.

Rensei
01-20-2014, 04:57 AM
Any progress being made on chapter 4?

There should already be few walkthrough's online out there by now - if You really want to spoil Your experience go check them out. I know there is one in Polish that was ready up to chapter 5 one day before the release - if You guys want I might check it out and compare with Shady's research (and if it's a real deal, translate some).

Shady314
01-20-2014, 06:05 AM
The walkthroughs I had seen so far did not have events! That was why I started this and have not bothered talking about the battles and such or major plot developments. Id be more than happy to contribute this work to another more comprehensive walkthrough. I am getting pretty sick of the game actually. It is a little disappointing how Stoic have done their events. I hoped there would be harder choices to makes. But getting a Rank 5 item or not getting one is not a real choice.

Thanks for the info hreinnbeno! Was this your own experience?

Aleonymous
01-20-2014, 07:35 AM
It is a little disappointing how Stoic have done their events. I hoped there would be harder choices to makes. But getting a Rank 5 item or not getting one is not a real choice.

I feel you, Shady. I hoped that most (if not all) the decisions would be like choosing between A or B (where A & B are de facto equivalent, like supplies or renown or population). It doesn't seem so... Actually, most decisions are like "good or bad?" (so there is a clearly correct answer, ruining the replay experience), which isn't really a choice, as you point out... Only a few of the decisions are balanced "at the spot" (e.g. you gain renown or item, lose supplies or population), whereas fewer still seem good at first but have a "delayed backfire" (e.g. the Onef/Ekkill thing).

SevOrdo
01-20-2014, 05:53 PM
I had an event come up that you don't have listed after leaving Godstone Hadrborg. My Morale is Normal, if this helps narrowing it down. 471 Clansmen. 80 Fighters. 58 Varl.

The event is about the size of the Caravan and the different clansmen in it. The text mentions arguments over chickens going missing, daughter's virtues and stolen heirlooms. The fighters complain they are spread to thin to protect everyone.

The choices are:
1) Carry on and put up with it.
2)Try to address the major issues. (Most issues seem to be solved, seems like a middle ground option - no loss or gain of morale)
3)Try to keep people useful and too busy for petty squabbles.
4)Form a council to handle these problems. (Council fails over thankless work - no result, maybe lost morale?)
5)Split the Caravan.

Tried to reload to find the other options but it gave me the Frozen child one instead.

Edit: This event popped up for me again in the sixth chapter while traveling. I had "missed" it in the fourth from reloading.

angelcatano
01-21-2014, 02:23 AM
Anybody knows if the last thing you choose in Frostvelr ending chapter 2 (Helping Ekkill, Not Helping Ekkill, Running) change anything when you start Chapter 4? I remember choosing to help him but at the start of chapter 4 I get attacked (this was by ending chapter 2 getting through the waterway... Now trying the same desicion buit getting in by tricking the caravan (and hopefully killing Onef and being able to get Ekkill later on)

Shady314
01-21-2014, 02:55 AM
Anybody knows if the last thing you choose in Frostvelr ending chapter 2 (Helping Ekkill, Not Helping Ekkill, Running) change anything when you start Chapter 4? I remember choosing to help him but at the start of chapter 4 I get attacked (this was by ending chapter 2 getting through the waterway... Now trying the same desicion buit getting in by tricking the caravan (and hopefully killing Onef and being able to get Ekkill later on)
I am 99% certain you are always attacked by Ekkil's men though that is extremely unclear if you join with him at the end of Chapter 2. I did not get to test running though. I can tell you tricking the caravan won't change anything. If by tricking you mean ambushing the caravan which is how you kill Onef. If you take Onef's offer when you confront the caravan let me know how it plays out for you.

SevOrdo
01-21-2014, 07:22 AM
I am 99% certain you are always attacked by Ekkil's men though that is extremely unclear if you join with him at the end of Chapter 2. I did not get to test running though. I can tell you tricking the caravan won't change anything. If by tricking you mean ambushing the caravan which is how you kill Onef. If you take Onef's offer when you confront the caravan let me know how it plays out for you.

I barged through the doors immediately with Iver and then after the fight, left the courtyard took my chances outside. In Chapter 4, I ended up fighting a series of battles with Dredge (that increasingly pissed off Iver because I was helping people). I never saw Ekkil again since the first encounter with him. I obviously refused Onef though.

Enkeli
01-21-2014, 05:52 PM
Hi, thank you for this. I am now on my second playthrough and have used this to make sure I don't miss anything.

I did a different route in Frostwell and it was really good. After getting inside the walls, I told Ekkil that I wanted to leave. At the beginning of chapter 4, I found myself battling dredge, and after three tough fights got a level 5 item that grants +1 will and +1 armor every turn.

Then as I was leaving Frostwell, Onef and gang catch up to me with a cart of supplies. I decided to attack him, since after my experience in the first playthrough, I really didn't want to have Onef in the gang. You also have the option to let Onef join at this point, which I assume will lead to the same results as usual. Unfortunately, I didn't get his cart of supplies as a reward. The fights were really hard (I am playing on hard difficulty), but I got a lot of renown and levels for my characters. Rook, Anette and Ivar all have enough experience for level 5, though I only leveled up Ivar that far. I would say that this is probably the best route because of the item, experience and the renown. However you have to spend a lot of the renown on food if you don't want people to die of hunger.

Enkeli
01-21-2014, 05:53 PM
Also, it is a ten day march from Frostwell to the varl town plus any days you use for rest. This is important to know if you do the route I did, since you want to buy as few supplies in Frostwell as possible.

SevOrdo
01-22-2014, 02:20 PM
Just had an event early on in Chapter 6 where you face an overwhelming amount of Dredge. I chose to fight every time, despite Iver telling me to leave and the end result was a few very difficult battles. The outcome is that you are forced to avoid the horde of Dredge and go around them, you lose morale (I assume, since it states you have to earn back trust with the Caravan) and Hogun (if you have him, I guess?) takes a blow to the head and dies.

Enkeli
01-22-2014, 04:48 PM
I had an event come up that you don't have listed after leaving Godstone Hadrborg. My Morale is Normal, if this helps narrowing it down. 471 Clansmen. 80 Fighters. 58 Varl.

The event is about the size of the Caravan and the different clansmen in it. The text mentions arguments over chickens going missing, daughter's virtues and stolen heirlooms. The fighters complain they are spread to thin to protect everyone.

The choices are:
1) Carry on and put up with it.
2)Try to address the major issues. (Most issues seem to be solved, seems like a middle ground option - no loss or gain of morale)
3)Try to keep people useful and too busy for petty squabbles.
4)Form a council to handle these problems. (Council fails over thankless work - no result, maybe lost morale?)
5)Split the Caravan.

Tried to reload to find the other options but it gave me the Frozen child one instead.

Edit: This event popped up for me again in the sixth chapter while traveling. I had "missed" it in the fourth from reloading.

I got this event and picked option number 3. No morale loss and +15 supplies, but slight loss of time according to the text.

angelcatano
01-23-2014, 12:59 AM
in the forest before Ridgehorn, I got the option to lurethem without fire, but Yrsa still lit the forest in fire, not sure if it's dependant on something else or not

angelcatano
01-23-2014, 02:21 AM
also, after going up the tower, you can KO Ludin if he tries to go, needless to say, you won't have him in the next few battles

ceberus43
01-23-2014, 02:43 PM
Shady,your walkthrough are very useful for me.I am waiting for your walkthrough chapter 5-7,i am very appreciate your work.

Raius1
01-27-2014, 01:14 PM
Sev0rdo, the issue with the event you brought up, I explored option 3:

The event is about the size of the Caravan and the different clansmen in it. The text mentions arguments over chickens going missing, daughter's virtues and stolen heirlooms. The fighters complain they are spread to thin to protect everyone.

The choices are:
1) Carry on and put up with it.
2)Try to address the major issues. (Most issues seem to be solved, seems like a middle ground option - no loss or gain of morale)
3)Try to keep people useful and too busy for petty squabbles. (+15 Supplies and a morale bonus. Text mentions the caravan slowing because of the work, but I didn't notice any hard effects in that regard.)
4)Form a council to handle these problems. (Council fails over thankless work - no result, maybe lost morale?)
5)Split the Caravan.

Gunga_din
01-27-2014, 10:37 PM
Surrounded in forest:
1. Mogr?-
1.a. Fight- Battle.
1.b. Wait- Morale loss? More dredge?
1.c. Lure- -10 Varl
2. Wait- Same as Option 1.
3. Ready!- Battle and apparently you surprise the Dredge.
If Yrsa is with you then she will offer to set the woods on fire either as a distraction or trap. If you do either then you will lose her.

There's something incomplete here. I used Yrsa to set the woods on fire as a distraction, it worked and I didn't lose her in 2 playthroughs. Gotta figure out why

edit: if you let her set fire on the woods as a distraction, it works and you don't lose her. If you refuse her, but decides to use the trees as a distraction WITHOUT fire, she goes on a pyromaniac rampage against orders and you lose not only her, but some varl

CSRosewood
01-31-2014, 01:49 PM
Any one tried to let Alette take the shot, have her equip Alette's Bracelet (made lovingly by a hunter's wife to protect her daughter) and have Egil alive to shoot Bellower? Damnig Egil!!! You promise you'd protect her you putz!

CSRosewood
01-31-2014, 06:56 PM
Something to add about Yrsa and the forest burning, if you choose "No, no fires!" She will get pissy and start the fire anyways.

DinoTitanedition
02-02-2014, 12:17 PM
In Chapter six you cross a wounded Varl.

1. Leave food and medicine - Varl joins you
2. Ask him what`s up - scares you and runs away, nothing happens
3. Forgot those options, sorry...
4.
5.

Interesting sidefact and I don`t know if it means anything: at the Godstone of Ingrid the midlestone has mirrorwriting on it saying something like:

....N AS...AS CAN...RECOUTED...KNOW THE...THINGS TO...BE TRUE T...T ALL MEN...ARE REPONSIBLE FOR THEIR OWN...

The other stones look like their written in mirror as well, but heads down, but haven`t tried that yet.

Lightshear
02-02-2014, 07:25 PM
Anybody know if you can kill Onef in Chapter 2 (going after the supply cart) and still get Ekkil in Chapter 4? Or if you kill Onef in 4 when he comes to try and join your caravan, will Ekkil not show up? I want Egil to survive, and don't want that bastard Onef to mutiny like my first playthrough, but I found Ekkil to be pretty great to have around. He was certainly more useful to me than those Thrasher Bros.

CSRosewood
02-02-2014, 07:40 PM
If you confront (and choose to fight) or ambush the food cart at the end of Chapter 2 will kill Onef. But if Onef is dead, he won't be around to tell you where the supply house is. And unless your wipe it out clean, Ekkill won't follow you.

Unfortunately, that means you MUST have Onef to obtain Ekkill. And Onef will mutiny on you in Chapter 6. (Although, if you fail at a battle, there's a chance that a character is permadeath. You might be able to off Onef before Chapter 6 in that way. Haven't tried it yet.)

To keep Egil alive, you must have killed Onef, ignore him when he suggests to raid the storehouse OR stay outside the city. (Staying outside the city is the best choice to take as you can have 3 encounters with dredge to obtain enough renown to purchase supplies to cross the waste plus a lv 5 item).

Gatesleeper
02-05-2014, 02:48 PM
I'm just about finished my second playthrough, and I'm having an issue with keeping Krumr from dying in a scripted event. On the first day in the last city, you have a choice of doing several things: finding supplies, finding shelter, help defend the walls, etc. I chose to defend the walls because any time you have an option to enter battle, you should, for the renown gain. The problem is, before the battle starts, there is another choice about how to approach the battle: ambush them, defend the caravan, alert the ravens, or hold them at the gates.

On my first playthrough I chose to ambush them, and it led to Krumr standing in front of the gates and dying in a scripted event right before the battle begins. On my second playthrough, I chose another option, but the same thing occured. I reloaded the game several times to try all 4 options, and every time, Krumr dies before the battle starts. Did this happen for everyone else?

Lightshear
02-05-2014, 07:47 PM
I think it might have to do with how many fighters and varl you have. I could be wrong, but I seem to recall that if you don't have enough fighting forces on hand, Krumr won't make it.

It might also have to do with whether the Dredge breach the walls. Krumr died on me, too, but it wasn't until the third day or so, after the Dredge broke into the city and I had to drive them out again.

Gatesleeper
02-05-2014, 09:31 PM
That's probably it then. In my second playthrough I didn't try to preserve my caravan at all. I didn't ever buy supplies ever, spending all my renown on items and level ups instead. So far, Krumr dying is the only drawback I found to playing this way.

And after I reloaded a few more times, even if I pick any other option other than "help iver defend the walls", whether it is to find shelter, supplies, or just rest, the same thing happens. The next day, the dredge come to the wall, and Krumr dies. I wonder what the cutoff is though, because on my first playthrough I thought I did a pretty good job of keeping a healthy caravan, and I still lost Krumr.

Aleonymous
02-06-2014, 06:57 AM
@Gatesleeper & Lightshear -- Strange... I've played that part of the game 2-3 times, always with Krumr in my caravan when first entering Boersgard. I always picked the "Help Iver" option and I think this kept Krumr alive. No such scripted death events :confused: I do recall that there was some option like "Let Krumr handle it", that I never took; perhaps this is the option that might lead to his demise?

hreinnbeno
02-06-2014, 10:46 AM
@Gatesleeper & Lightshear -- Strange... I've played that part of the game 2-3 times, always with Krumr in my caravan when first entering Boersgard. I always picked the "Help Iver" option and I think this kept Krumr alive. No such scripted death events :confused: I do recall that there was some option like "Let Krumr handle it", that I never took; perhaps this is the option that might lead to his demise?

It happened in my first playthrough. I did not pick let Krumr handle it. But I have tested that you can skip I think the first days of helping iver without it happening. I think I skipped it the first 3 days in my first playthrough and then it happened. And yeah it happened because the dredge managed to breach the wall.

Lightshear
02-07-2014, 01:53 AM
I hope this guide continues into further chapters, because I'm getting really frustrated. I'm trying to do a high morale/no starvation run (because you can't do the one without the other) and simultaneously trying to keep Egil alive, and I'm starting to think it's impossible to do all three.

You start Chapter 4 in Frostvellr with three days of food. If you don't take on Onef (or kill him in Chapter 2, as I did), you don't get his extra supplies. Without those, I bought literally the entire stock of Frostvellr's supplies at the crummy 1:1 rate, which was barely enough food to make it to the next town (while having no choice but to rest some to keep morale from going low). I've bought virtually all the supply at every other town, hardly upgrading any of my characters at all, and buying zero items, and I still run out of food just past the Godstone Ingrid (where you get the Dredge baby).

My problem is starting in such a damn supply-hole out of Frostvellr. While having to rest enough to keep morale up, and being forced to blow all my renown on food - how is it I still can't have enough to make it? I could go back and skip some side things like Haukstorp, but if I do that then A) I won't have enough renown to keep buying the supply I need and B) the non-combat resting events have been what keeps my morale from hitting low.

So, yeah... getting a sense of how many days there are between towns, what events get what renown, and so being able to make a real plan would be super helpful.

Aleonymous
02-07-2014, 03:18 AM
Lightsear -- Some of the "random" events that you come across the journey can give you a small morale boost at virtually no-cost (e.g. you just need to choose the right answer). But, in the end of the day, it would just save you some (2-3-5-10?) supply/days... Seems like Egil gotta be sacrificed for the welfare of the caravan! :D

Gatesleeper
02-07-2014, 04:49 AM
The thing about trying to stay well supplied is that the more you succeed, the harder it becomes. As your caravan gains members through events, you need more and more supply to keep them fed. With the game in its current state, it's probably impossible to always stay above zero supply and not lose any caravan members ever, even if you completely disregard buying items or leveling your characters.

Sin2x
02-07-2014, 10:52 AM
The thing about trying to stay well supplied is that the more you succeed, the harder it becomes. As your caravan gains members through events, you need more and more supply to keep them fed. With the game in its current state, it's probably impossible to always stay above zero supply and not lose any caravan members ever, even if you completely disregard buying items or leveling your characters.

It's not impossible, there's even a Steam achievement for completing the game without anybody starving. Some advice on how to accomplish that:

1) Clansmen are not really requred in the game at all, unlike fighters and varl, so try to avoid adding more of them to your caravan.
2) Don't spend renown on items at all: godstones, quests and second-wave battles provide plenty.
3) Don't rest, unless absolutely necessary. Note that some in-game actions add +1 day automatically, so keep an eye on your supplies at all times.
4) Buy cheap - 1 renown for 1 supply is not cool, aim for at least a 1:3 ratio.
5) In case your caravan still starves at some point, reload - you might get a random encounter that will provide enough supplies to last till next market.
6) Don't level up your heroes at the first occasion at mid-high levels. Some heroes (most of them, actually) don't get much profit from getting to level 5 at all, and it costs a ton of renown.
7) Fight every battle you can with Charge, except for those that plot-kill your party members, and try to always fight the second wave.


I'm trying to do a high morale/no starvation run

That's rather unwise, to say the least, since high morale requires constant resting, which is inversely correlated with supply. Wouldn't it be better to make a no starving/
Forced March run, since those two achievements are in sinergy?

Lightshear
02-10-2014, 05:14 PM
That's rather unwise, to say the least, since high morale requires constant resting, which is inversely correlated with supply. Wouldn't it be better to make a no starving/
Forced March run, since those two achievements are in sinergy?

It seems to me that maintaining high morale would be impossible without also maintaining constant supply. As soon as food runs out, people die, morale tanks, and you're done. Forced March and Morale are definitely at odds, but wouldn't you HAVE to keep supply up to keep morale up?

Sin2x
02-11-2014, 05:26 PM
Forced March and Morale are definitely at odds, but wouldn't you HAVE to keep supply up to keep morale up?

Morale drops with time even if the caravan is well-fed, and the amount of supply you can buy is rather limited, so it would be a daunting task, I think.

Lightshear
02-11-2014, 06:36 PM
Morale drops with time even if the caravan is well-fed, and the amount of supply you can buy is rather limited, so it would be a daunting task, I think.

Daunting, certainly, but preventing low morale without maintaining supply would seem impossible, no?

Sin2x
02-11-2014, 07:00 PM
Daunting, certainly, but preventing low morale without maintaining supply would seem impossible, no?

That's why I think that this achievement requires a separate playthrough. If you go for both high morale and constant positive supply, you won't have enough renown for anything else, even if you fight every battle.

Little Horus
05-27-2016, 01:47 AM
Heya, I do not wish to Necro the thread but.

During the journey to frostverl, is it a bad idea to purchase renown? Does it still reset after you do chapter 3 and are kicked out of frostvrl? I am asking cause I am currently on a hard playthrought + forced march run and I want to see wether it's a good or bad idea to spend my renown on food that will disappear. :p

Drake713
06-06-2016, 07:52 PM
I was inspired by the OP to go ahead and complete the guide he started, I pulled my info from the game files so I was also able to correct some of his mistakes. Check it out here:
http://steamcommunity.com/sharedfiles/filedetails/?id=698507714

Drake713
09-29-2016, 09:39 PM
Finally finished my guide for TBS2 if anyone is still interested in "Every Decision and Consequence"
http://steamcommunity.com/sharedfiles/filedetails/?id=699654894

Aleonymous
09-30-2016, 02:37 AM
Finally finished my guide for TBS2 if anyone is still interested in "Every Decision and Consequence"
http://steamcommunity.com/sharedfiles/filedetails/?id=699654894

Sweet stuff! It will prove extremely useful in my ongoing (slow) playthrough and in updating the wiki :) Thanks again for the guide.