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The Banner Saga 2 Do Bolverk and Alettes Group Meet Up Again

Main Walkthrough

Getting Started

Considering The Banner Saga 2 is a straight continuation of the events of The Banner Saga, your first pick in the game is to a) Get-go a brand new game, based on a previous save game, or b) Cull a primary character and start anew. If y'all load a game from The Banner Saga y'all'll get 5 Renown and an achievement right out of the gate, which ain't bad.

If you're starting fresh and have never played the first Imprint Saga - which I don't recommend - you'll have two choices for your main graphic symbol:

  • Rook. Rook is both a melee and a ranged fighter, and is as good at both roles. His power, Mark Casualty, allows him to trigger any nearby characters into attacking his target at the same time he attacks. He's definitely one of the meliorate units.
  • Alette. Alette is strictly a ranged fighter, and needs to exist kept out of the fray. Her ability, Thread the Needle, allows her to striking multiple targets in a line. Alette is a good unit, though not quite as good as Rook.

If you lot desire an 'easier' game, become with Rook. He's just generally amend. Alette volition still do nicely, nevertheless.

Returning Players

Anyone who has played the original Banner Saga will probably import their saved game over, and thus volition have their one-time squad. This means some characters will be alive and some characters will non be alive. The squad members who will be in your party if yous kickoff a totally new game in The Banner Saga ii, without importing a save, are as follows:

  • Rook / Alette
  • Iver
  • Tryggvi
  • Eyvind
  • Hakon
  • Oddlief
  • Gunnulf
  • Eirik
  • Mogr
  • Egil
  • Mogun
  • Hogun
  • Krumr
  • Ludin
  • Nid
  • Bersi
  • Griss
  • Aleo

I believe the simply person who is therefore missing whom you could potentially recruit is Ekkill, as Egil needs to die in The Imprint Saga if you desire Ekkill. You'll need an imported save to have him in your party.

(I've likewise seen a glitch where you lot tin can keep Fasolt in your party all the way through The Banner Saga. He, presumably, does not stick effectually to appear in your party, regardless of your save game.)

Combat

During the beginning scene of the game your character will go into combat with a grouping of dredge, along with a few allies. The game explains itself nicely, then nosotros'll merely epitomize the well-nigh salient points regarding gainsay hither:

  • The goal of each battle is to defeat all of the enemies on the field. If all of your characters are defeated, the battle as well ends - though virtually of the time this does not result in a Game Over.
  • Each character has two stats: Forcefulness (the red number) and Armor (the blue number). Force is a measure of the graphic symbol'south overall health, and also dictates how hard they can striking. The lower their Strength, the less damage they will practise. Armor is a measure of the character'southward artificial defences, and serves as protection. Whittling downwardly a target's Armor score allows you to inflict more Strength impairment. If Strength runs out a unit of measurement falls.
  • Each character has both a motion range and an attack range, and can movement, assault, and / or apply an power each plough. They can also Remainder, restoring some of their Willpower, though Resting can only be done if the character has done zilch else on their turn.
  • Willpower is a measure out of a character'south power to overcome their normal limits. Using Willpower will allow a grapheme to movement further, hit harder, and use their abilities. Defeating enemies will grant you additional Willpower. Your starting Willpower is dictated by your caravan's Morale; more than on that beneath.
  • Gainsay gain in a back-and-forth manner. Your squad gets a turn, their team gets a plow, your team gets a turn, etc. This only changes when one side has just a single character left, leading to the Pillage phase.
  • Whenever you lot defeat an enemy your grapheme will earn Renown. Renown is essentially experience, which can be used to either level upwards ('Promote') your characters or to buy items in towns. Don't spend Renown lightly, every bit yous merely get and so much in this game.
  • If one of your own characters is defeated they are out of the fight. They will thereafter gain 'Wounded' condition, and won't be at full force until they've Rested for several days.

The showtime battle cannot be lost in The Banner Saga 2. The second boxing tin be won, but it's really hard. Don't sweat either of them.

- After the battle yous'll accept a chat with Aleo, the leader of a small ring of skald. You lot can be every bit helpful or as bitter every bit you like in the ensuing conversation. Either manner, he and his people will join your caravan.

- Once another intro sequence every bit run you'll be in a little village. There are a few things you lot can do hither, and at many other villages forth your path too:

  • Visit the Market. You can purchase Supplies for your caravan at Markets, using Renown that you earn from battles or past making certain decisions. Note that the items available in Markets change constantly, and there's no telling what you'll get. I recommend purchasing more than Supplies from the kickoff, equally this hamlet offers an splendid rate of five Supplies for one Renown.
  • Speak to some members of the caravan. This includes Oddleif, another archer, and Bolverk, a hefty varl. You'll likewise encounter Juno, a mender, and Folka, a member of Bolverk's ring, when speaking to Bolverk. If you're playing as Alette and he survived the events of The Banner Saga, yous can besides speak to Egil.
  • Rest. Resting restores wounded fighters to health, and will boost the Morale of your caravan. Morale dictates the starting Willpower of your combatants when you lot go into battles. Resting requires a full day, and will swallow abroad at your Supplies.
  • Go out. Once you're washed, click on the dock in the bottom-right corner. This will put you into a small conversation with Hakon, some other varl, and your caravan will depart.

Travel


Much of The Banner Saga is spent on the road, staring at scenic vistas as the caravan winds its fashion across the countryside. There are a few things to note about travel in this game:

  • Time winds along while you move, noted via the gauge that winds around the day counter on the elevation-heart menu. Each time this approximate fills you lot'll utilise up a day's worth of Supplies, denoted via the number downwards and to the left of the gauge. Lookout your Supplies carefully.
  • While on the movement y'all can click on the Camp icon (not appearing at present, simply it'll be in that location somewhen) to stop the caravan and rest upward. Setting up camp doesn't waste time, but Resting while in camp will eat upward at least a day of Supplies.
  • Morale will gradually suffer while y'all're on the move. Resting will improve Morale and brand your battles easier.
  • The members of your caravan are listed beside the Morale gauge. If you ever run out of Supplies these numbers will dwindle every bit your caravan slowly starves. Yous need these people, then do your best to always take plenty Supplies for everybody.
  • While wandering you'll occasionally striking random events. Your decisions may evidence wise or ill during these events.

- Decision. If y'all're playing equally Alette you'll hear a grouping of men bad-mouthing her, compared to her male parent. Yous tin can:

  • Ignore them. Lose 21 Clansmen.
  • Threaten them. Lose 5 Clansmen, gain five Renown.
  • Hope to be as loved every bit Rook. Morale improves.

- DECISION.After a chat with Aleo (mentioning Arberrang's walls never being breached improves Morale) and a look at the world map you'll be pulled into camp once more, where you'll learn most the Heroes tent and some more about Resting. (Yous'll also get a funny little scene with Tryggvi, another political party member, if yous did not have him in The Banner Saga.) While looking at Heroes y'all'll get a new pick, not bachelor during The Imprint Saga: Talents.

Talents

Each character has vi stats, viewable via the Heroes tent:

  • Ability, their corresponding special skills;
  • Armor;
  • Strength;
  • Willpower;
  • Exertion, which dictates how much Willpower you can pump into a single activeness; and
  • Break, which dictates how much damage that character volition exercise when targeting an enemy's Armor score.

Whenever yous Promote a grapheme you'll gain two points to spend on these stats, thereby improving your grapheme. In addition, yet, yous may spend points on Talents. Talents are additional bonuses that are simply unlocked when a grapheme reaches the maximum level of one of their stats.

Each stat has ii potential Talents, and you tin choose simply one to level up. Once chosen, a Talent is permanent. Cull wisely. You demand to use your level-up points to meliorate Talents, too, and then don't spend your points frivolously. Each character just has the potential to gain and then many before hitting a cap.

- Soon after leaving camp for a second fourth dimension you lot'll be confronted by a dude in a ragged cloak who challenges your authorization. This is Rugga, the governor of Boersgard, and he reacts quite differently to Rook and Alette. This conversation also goes differently if y'all have Ludin in your party, opening more than options simply not changing a whole lot regarding the outcome.

- DECISION. Yous reach driftwood that's blocking your path. Y'all can either:

  • Row direct through, causing a decline in Morale and a loss of thirteen Supplies, too as being forced to choose a different option anyhow.
  • Chop through, which forces a battle against dredge, equally well as a loss of 8 Supplies and some Morale. Annotation that none of your characters with axes (Ekkill, Hogun, Mogun, fifty-fifty Rook himself) will be available.
  • Portage, which avoids the battle and cause a Morale leap - but loses yous a few Fighters and Varl as they become off to fight the dredge anyway.

FIGHT

If you lot wind up fighting the dredge y'all'll discover your party stunted, with few of your 'principal' characters available to join in. Even so, it'south not a hard battle. Class a wall of varl in front of your archers and let the dredge come to you. They'll get carve up down the middle by the tree torso on the battleground, assuasive you to more easily pick them off ane-by-one.

One farther thing to note early on. If you do enough damage to one of the larger Scourges it will begin to retreat, and volition strike its weapon on its arm, causing an odd, unexplained vibration. This is a sign that the dredge is calling in reinforcements. Make sure yous kill it before its adjacent plow to halt the summoning. (Alternately, allow it happen to ensure that you take lots of enemies to annihilate and Renown to collect.)

Later defeating the dredge you'll have the option to stick effectually and fight more of the creatures, including a powerful Stoneguard Colossus. This isn't recommended if your team is hurting, as you don't get any fourth dimension to rest between battles.

- Immediately after the battle you get put to the test in camp, quite literally, via the Training tent. This surface area allows y'all to test your skills. Yous're also faced with v challenges, meant to keep you busy before you attain Arberrang. We'll look at the training challenges in this article, as you can do several of them right away.

- While in military camp as Alette you tin speak to Eyvind, and he'll suggest she might want to get a Mender. Interesting. Upon leaving camp again you'll get a notification from Oddleif, proverb that your Clansmen foraged 19 Supplies for you. For this reason it'south good to continue your Clansmen number nice and high.

RANDOM EVENTS

Occasionally while ambling along the countryside your caravan will run into random events. Like set up events, random events force yous to make a choice between one or more than decisions. These can be as innocent every bit letting kids go play to deciding whether or non you'll pursue a squad of dredge into the woods, and depending on your choices your fortunes will rising or fall.

Yous'll probably run into the bulk of these events while floating along, though y'all likely won't see them in the same order each fourth dimension.

- DECISION. Down the caravan one of the longships begins to take on water. You can:

  • Depository financial institution the longship for repairs. Y'all'll lose some Morale.
  • Accept the clansmen lath other ships. Naught happens.
  • Dump Supplies to brand room on other longships.
  • Ask shipwrights for communication. Lose four Clansmen and i Varl, and Morale declines.

- DECISION. Humans and varl on the shoreline beg for supplies. You tin can:

  • Toss supplies to them simply don't stop. You lose ten Supplies, but Morale improves.
  • Tedious the boats and ask what they desire. They ask for nutrient, and you can give them nutrient (lose 10 Supplies), bring them along on the caravan (Morale improves, gain 12 Clansmen, 12 Fighters, and 1 Varl), or proceed going (Morale declines).
  • Ignore them. Goose egg happens.

- DECISION. A man struggles with his fishing cyberspace, having caught something. You lot can:

  • Fire an arrow into the mass in his net. Proceeds 2 Renown, only Morale declines.
  • Watch the homo haul his net out. Morale declines.
  • Society him to release it. Nothing happens.

- Conclusion. The caravan spots a nearby hamlet, and the possibility of recruiting more people. Y'all can:

  • Go ashore ('Help every bit many as you tin can' or 'They might resupply us'). The village turns out to exist all but dead, and bandits will steal 15 Supplies while you're gone. Morale drops.
  • Ignore the village. Rugga seems impressed.

- Decision. A varl spots a dredge that's hunting a squirrel. Y'all tin:

  • Get the caravan back on the ships. Gain xviii Supplies simply lose Morale.
  • Kill the dredge. Gain eighteen Supplies but lose Morale.
  • Watch and track the dredge. You lot'll follow him to a clearing with a statue. Yous can so opt to take the Gormr Statue, despite initial reservations. You lot get a Morale boost, v Renown, and Supplies upon returning to the longboats.
  • Leave the dredge lone. Gain 5 Renown and 40 Supplies, and Morale improves.

-Conclusion. The kids of the caravan are restless, and keep getting in the way. You lot can:

  • Remind anybody that it will all be over before long. Morale improves.
  • Say nothing. Nada happens.
  • Tell the parents to keep their kids at their sides, as Arberrang is close. Zero happens.
  • Move families to specific longships. Nothing happens.

- DECISION.After a lengthy float down the river you'll find a godstone. You can:

  • Listen to Aleo for a while. Grabbing one of the ropes improves Morale and gains you v Renown. Yous'll also notice a woman leaving your tent, and later down the trail you'll detect Aselei's Trail in your pack.
  • Search around the stone for valuables. There'south nothing to be had, unfortunately.
  • Leave. Again, a woman leaves your tent.

Subsequently visiting the godstone you'll gain the opportunity to change Clansmen into Fighters via the Training tent in camp. This is a good mode to ensure smoother battles in the hereafter, but you'll receive fewer Supplies via foraging. Choosing to railroad train a hundred Fighters is a rubber halfway point if y'all're not certain which mode to go. Speak to Hakon later training for some more info on the dredge.

- Of import Conclusion.At the end of the path yous'll come up to a massive waterfall. If you lot didn't take on more Clansmen yous'll gain 5 Renown and Morale will improve a bit, at a cost of 10 Fighters; if you did you lot'll lose a bunch of people and Supplies, and Morale declines. Y'all're still facing a huge waterfall either way. You lot can do the following to handle the state of affairs:

  • Order Oddleif to burn down arrows at the dredge on the shore. You tin can't add together her to your party, but she'll assistance you from a nearby bluff with some arrow support.
  • Lodge Bolverk and his Ravens to help. You'll lose x Renown, simply Folka will bring together your party for the battle.
  • Get Griss (assuming yous have him in your political party) to carve an opening in the dredge ranks. Griss volition die in the coming battle.
  • Gild a accuse. Everyone'south available, though you lot'll lose some of your Fighters and Varl.

Regardless of your choice you'll wind upward fighting dredge on the shore. The primary difficulty here comes from the wedge in the mural, separating your party in 2. Y'all'll take an easier time putting everybody on the left side, where the bulk of the dredge are positioned, and fighting from cover. This will give you more time to kill the master force while the dredge on the right are making their way over to you.

A curt way through the battle the dredge volition be joined by a Dredge Direguard. The Direguard is the commander, and a tough stronger than the normal Stoneguards. Taking this affair out will terminate the battle, and you should make that your elevation priority. Carve a path through the dredge with your varl out front end, so, when the Direguard draws close, focus all of your might on bringing it downwards rapidly. One tip, though - do not clump up in front of it. Surroundings the Direguard on all sides. If you put everyone in a line in front of the Direguard it will apply an AOE attack, Drumfire, to weaken anyone caught in the range.

During this battle you'll exist introduced to two new basic units: Dredge Slingers, ranged fighters that can plant fourth dimension-delay bombs, and Skulkers, which can get invisible and will attack in packs. The Skulkers are specially annoying since they keep respawning, and so try to kill them offset, when you can.

Afterwards the battle ends yous'll face another one immediately. If you want you lot can sacrifice some Supplies to create barricades for the next boxing. This will split up the enemy forces and make your job much easier, and I recommend setting out Supplies to drive the dredge apart, particularly if y'all rely on archers to practise much of your harm. That done, kill, impale, kill.

- Important DECISIONS. After the battle yous'll exist forced to flee across Eyvind's crazy bridge, though some of the members of the caravan struggle. Yous can:

  • Charge into the dredge - Rook only. Lose 3 Fighters, gain two Renown.
  • Fire arrows at the dredge - Alette only. Proceeds 10 Renown.
  • Inquire the varl to carry those who are struggling. Lose nine Supplies, merely Morale improves.
  • Get Eyvind to drop the rear of the span. You'll lose a bunch of Clansmen, Fighters, and Varl.

Panic starts to prepare in as you cross the bridge:

  • Urge everyone forrard. Y'all'll lose more Clansmen, Fighters, and Varl.
  • Save a weeping man from the falling rocks. Morale improves.
  • Ask Eyvind how yous tin help. You'll lose more Clansmen, Fighters, and Varl equally you mess with Eyvind's concentration.
  • Run to the rear and push people frontwards. If you took refugees on earlier the Varl you collected dies, only he saves a bunch of people, and Morale improves. If you did not take on refugees Morale will all the same improve, only you'll lose ix Clansmen and 4 Fighters.

Near the terminate Bolverk will demand people go thrown aside. Yous settle for throwing carts aside instead:

  • Dump food. You'll lose 25 Supplies, but Morale improves.
  • Order Bolverk to dump his own cart. You'll lose a ton of people, and Morale suffers.

Mere inches from the cease, Eyvind struggles badly. Options:

  • Drop the rear of the caravan. You lose more than people and Morale drops.
  • Force Eyvind to attempt. The results are the aforementioned as dropping the rear of the caravan, as far equally I can tell.
  • Dump the residuum of the Supplies. You'll lose 15 Supplies, but everyone survives.

Ormsdalr

- DECISION. Upon arrival you'll find Ruins off to the left. If you take him in the party, Ekkill volition jump forward and offer to wait around. He will not dice if he goes to look, simply he won't find anything useful either. If you determine to await yourself:

  • As Rook it doesn't thing what you choose to practise, equally you lot won't get anything out of the Ruins.
  • Alette, on the other hand, can telephone call out in the Ruins, and she'll bring a piddling girl out safely - along with nine Clansmen, 23 Supplies, a Jokulhallr, and a Morale heave.

- Check with Iver and y'all'll see Bolverk getting into a fight with Hakon. Yrsa will stop the fight, and, bold she wasn't in your political party before, she'll bring together it at present. Afterward the fight you can:

  • Offer to separate your Supplies with the Ravens as they leave.
  • Keep all of your Supplies. The side by side chapter is bound to be rough.
  • Give them enough Supplies for a few days. You'll lose four Supplies.

Regardless of your choice, this ends the affiliate.

Affiliate Nine

Main Walkthrough

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Source: https://www.arrpeegeez.com/2016/04/the-banner-saga-2-walkthrough-chapter.html

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