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

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    Do not peek in here. Big spoilers! The effect of choices in your Saga.

    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.
    Last edited by Shady314; 01-17-2014 at 08:55 PM. Reason: Chapter 3 is done. Thank you to Xionanx for helping me figure out the trigger for an event.

  2. #2
    Member Leartes's Avatar
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    Quote Originally Posted by Shady314 View Post
    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 ...

  3. #3
    Senior Member Rensei's Avatar
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    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.

  4. #4
    Quote Originally Posted by Leartes View Post
    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.
    Last edited by Shady314; 01-17-2014 at 08:24 AM.

  5. #5
    Senior Member Rensei's Avatar
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    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.

  6. #6
    Quote Originally Posted by Rensei View Post
    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.

  7. #7
    Junior Member Xionanx's Avatar
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    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.

  8. #8
    Quote Originally Posted by Shady314 View Post
    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?

  9. #9
    Quote Originally Posted by illathid View Post
    Why do you suggest forgetting ridgehorn?
    Because you must!

    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.
    Last edited by Shady314; 01-17-2014 at 08:06 PM.

  10. #10
    Senior Member Yellow's Avatar
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    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)
    "Forged by Fire; Empowered by Passion"

  11. #11
    Junior Member Eurydice's Avatar
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    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)!
    Last edited by Eurydice; 01-18-2014 at 07:46 PM.

  12. #12
    Junior Member Senta's Avatar
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    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!

  13. #13
    Skald Aleonymous's Avatar
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    Wow, Shady... Awesome 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...
    Together we stand, divided we fall.

  14. #14
    Backer Mierko's Avatar
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    Quote Originally Posted by Aleonymous View Post
    ... 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!

  15. #15
    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.

  16. #16
    Quote Originally Posted by spblue View Post
    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?

  17. #17
    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??

  18. #18
    Senior Member Rensei's Avatar
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    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).

  19. #19
    Any progress being made on chapter 4?

  20. #20
    Quote Originally Posted by spblue View Post
    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.

    Quote Originally Posted by illathid View Post
    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.
    Last edited by Shady314; 01-20-2014 at 04:54 AM.

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