The Banner Saga 3

The Banner Saga 3

225 ratings
Every Decision and Consequence 3
By Rin
Every decision and consequence pulled straight out of the game files.
It should go without saying, but this contains MASSIVE SPOILERS.
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Introduction
Inspired by how detailed and accurate the TBS Decompiler guides for the previous two games were, I thought a guide of equal quality and details was sorely needed for the third game. Similar to the guides for the earlier two games, the specific location of conversations are included so you can explore the files and confirm my findings for yourself if so inclined. It is possible that I may have missed obscure side paths. If you find a node I missed just let me know and I'll add it in. In the following guide I will BOLD the options that I felt were the "best" but by all means decide for yourself.

A few general tips:
  • Renown caps at 1000.
  • Achievements each give 5 renown, so you should generally aim to complete achievements.
  • Try to keep your kill counts even across all characters. The kills count requirement for Rank 10 is lowered from 30 down to 24 in TBS 3. From rank 10 onward, every 2 kills = 1 rank and costs only 10 renown per rank. Anything more than 34 kills is wasted.
  • From a kill count and renown viewpoint increasing the danger stat is a good thing, but it does make fights harder by spawning more and higher level enemies. Increasing the difficulty setting is really the only way to affect this stat in TBS 3.
  • Battles and wars are good things since they give kills and renown, and if you go for a 2nd wave they also give morale and a chance at items; they also help you towards the "Warmonger" achievement.
  • Losing a battle is a bad thing; you can lose an achievement and consequences for losing change from event to event, but will not be covered in this guide. If you are about to lose a battle just reload the latest save and try again, and/or reduce the difficulty setting.
  • The tag “Clansmen Forage” are set points at which the supplies you receive equals num_peasants / 20. Since the amount of supplies you receive depends on how many clansmen you have at the time, you generally want to maximize the number of clansmen you have for the event.

Link to new TBS Decompiler created by Gestaltzerfall:
https://stoicstudio.com/forum/showthread.php?3810-TBS-Decompiler-for-new-version-of-The-Banner-Saga/page2
Key Decisions from TBS 1 and TBS 2
The following are some of the decision flags from TBS 1 and TBS 2 that will influence TBS 3. Note that the following flags do not consider whether certain characters are still alive / part of the caravans, which would further affect some of the events.

The Banner Saga 1
eirik_in_strand: If Eirik allowed by Hakon to return to Strand.
yrsa_burned: If Yrsa created a forest fire as a distraction right before arriving in Ridgehorn.
saga1_bridge_destroyed: if the Einartoft bridge was destroyed.
dredge_baby: If the dredge baby was rescued at Godstone Ingrid.
6_sigrday2: If you waited for Juno at least one day while in Sigrholm.
hero_rook: If Rook survived at the end of the game.
hero_alette: If Alette survived at the end of the game.


The Banner Saga 2
10_crazy_woman2: If you helped the old woman accused of being a witch in Chapter 10.
10_alette_mender: If Alette became a mender and learned "Mend" ability.
stonesinger_state: if the injured Stonesinger was rescued during the underground journey.
eyeless_state: If Sundr Eyeless was killed in the final battle of Bolverk's caravan.
14_not_with_rugga: If you sided with Rugga or not towards the end of the game.
ludin_state: If Prince Ludin is alive by the end of the game.
15_bolverk_defeated: If Iver defeated Bolverk at the end of the game.
Chapter 16
*The following conversations only takes place if you sided with the King at the end of TBS 2.
16_conv_2_hero_inside
"Are you alright?"
All options lead to the same result. Option 1 gives a little extra dialogue.

16_pop_2_rugga_battle_inside
"Put your blades away!" shouts Rugga, held by the throat. "I am beaten," he smirks. Suspicion washes over you like a burst dam. "I certainly hope the king shows you his full gratitude for your heroics."
"Shut up" = nothing
"Break Rugga's nose" = rugga_appearance=1 (Makes Rugga look bloodied. It's the RIGHT choice)
"Tell your men to clear a path to the gates." = nothing

*The following conversation only takes place if you sided with Rugga at the end of TBS 2.
16_conv_1_hero_outside
"What are you doing? Staring at clouds?"
All options lead to the same result.

=Your eyes descend to the battered outer wall of Arberrang. Days worth of broken bodies have sewn scarlet ribbons into the mud.=
All options lead to the same result. Option 1 gives extra dialogue.

*From this point on, the conversations that take place will be the same for both sides, except for differences in dialogues.
16_conv_2_petrus_escort
=Petrus restrains himself. You consider the King's surprising orders.=
All options lead to the same result.

16_pop_travel_awed_peasants
"We're a small clan," he continues. "Of strong men and smart women. Give us the honor of joining our banner to yours." Oddleif gives you an uncertain shrug."
"We’ve already got more clansmen than we can manage." = day+0.25
"Any allies are welcome in these times." = peasants+100, fighters+10, supplies+50, day+0.5
Keep your head down, trying to avoid a scene. = morale-5, day+0.1

16_pop_travel_market
You pass more than a few reminders of better times. Though gossip is traded freely, most items and supplies are outrageously expensive. Still, you can afford to take a look.
Browse the merchant stalls as you go. = Market: 142 supplies @ 2:1)
Leave the trading for later. = nothing

*In the next fight, kill only characters wearing blue outfits to get the "Horseborn Rampage" achievement.

16_conv_3_confront_canary
Canary...
"We will protect you, but you must do exactly as I say from now on." = nothing
"You killed innocent women and children. I can't be responsible for that. You are on your own." = Canary leaves (returns much later)

16_conv_5_ubin_fasolt
Or forgiven.
All options lead to the same result.

16_pop_5_gudappears
It is trouble. A few yards ahead, you spy one of Petrus' guards face down, an arrow in his head. Petrus curses angrily, and runs ahead just as armed men appear from the crowds, surrounding him and attack his guards. "It would be a tragedy if something happened to him," Rugga taunts.
Join Petrus to repel the attackers! = Battle (with Petrus as an extra fighter)
Stay ready and close to Rugga. = Battle
Stand aside and let things play out. = skips next event

* If Gudmundr didn't die in TBS 2.
16_pop_5_gudappears_postcombat
"I'm Gudmundr," he continues. "Lots of us here from Bindal. I was captain there, myself." He glances at his banner, trampled and bloody, and notices yours. "Though I'll admit, we could be doing a lot better." You take the hint."
"We've got too many already." = nothing
"Fight like you did there and you're welcome to join with us." = Gudmundr joins, peasants+360, fighters+140, supplies+72, morale+15

16_pop_travel_arrive_greathall
Oddleif huffs when she learns she can't join you. "I guess only the 'important people' are invited," she says. "I'll try to find a place for the rest of us. Where do you think is best?"
"As far in as possible, near the great hall." = clan_safe_place=2 (later peasants-57, fighters-16)
"Back near the gates, in case we're needed quickly." = clan_safe_place=1 (later peasants-149, fighters-43)
"It's your call, Oddleif. I trust your judgment." = clan_safe_place=2 (later peasants-57, fighters-16)

16_conv_4_meinolf_gathering
"Tell me, how did you fare in his company?"
All options lead to the same result. Option 3 gives extra dialogue.

"Convince him on my behalf."
"Am I truly the best hope for this?" = renown+10
"And in return?" = Meinolf's Armband (lvl 9 item: +3 STR Talents; +3 ARM Talents; +1 AGGRO; 1 BRK Resist; 1 STR Resist)
"My clansmen have many needs." = progress

"What would you ask?"
"We are short on food and supplies." = supplies+100
"We need protection, more men who can hold a sword." = fighters+20
"We need a safe place to rest in Arberrang." = clan_safe_place=3 (overrides clan_safe_place chosen earlier, later prevents any peasants and fighters from dying, saving you at least 57 peasants and 16 fighters)

16_chat_oddleif
=She smiles politely, waiting for your question.=
Option 4 ends conversation early. All other options can be explored. Ultimately gives morale+15.

* An ideal decision later on will cut your supplies in half, but since supplies will be highly limited later on, you may want to buy up all the supplies regardless.
Market: 142 supplies @ 2:1) (number of supplies leftover from the market earlier, but with different items)

16_chat_petrus
=Petrus stands at attention, waiting for your response.=
Option 4 ends conversation early. All other options can be explored. The conversation eventually progress as follows...

"May I offer some advice?"
"Please do." = morale+15
"I'll ask for it when I need it." = nothing

16_conv_6_arberrang_outro
"What do you think Iver's doing right now?"
All options lead to the same result.

* The following conversation only takes place if you are Rook.
"Yes, Rook. I'm very much suggesting."
"Then I'm very much accepting." = achievement
"You know what you mean to me Oddleif, but maybe another time." = nothing
"I don't think we should." = nothing
Chapter 17
17_conv_1_iverintro
"I will release Folka's mind soon. When they discover they're trapped within the light..."
All options lead to the same result.

17_conv_2_newallies
"You learn to protect yourself when the menders are trying to kill you."
All options lead to the same result. Option 2 gives a little extra dialogue.

17_pop_1_mutiny
Folka's face turns red enough to melt snow. She screams, and you only barely manage to turn aside her spear. Others are drawing weapons.
Respond fast and hard, with a show of force. = Ekkill dies (if not he was alive)
"Give me a hand, Juno!" = nothing
Intimidate the Ravens. = nothing


17_conv_3_bolverkcomes
"Can't be. Bolverk?"
All options lead to the same result.
Chapter 18
* Avoid buying any supplies, since an ideal decision later on will cut your supplies in half.
Market: 27 supplies @ 1:1

18_conv_1_ruggaprison
"Now look at me. Is there anywhere safer in the world?"
All options lead to the same result.

"But before we talk business, do you play tafl?"
All options lead to the same result.

"What are you prepared to do FOR me?""
All options lead to the same result.

18_chat_tryggvi
"I do have a question, though."
"Quickly! What's your question?" = progress
"I'm sorry, I can't do this right now." = nothing

"Clear as a mug of mead! Do you drink?"
"I could certainly use one right now." = progress
"I really don't have time for this. I have to go!" = nothing

"So can I ask my question, now?"
"You've asked three or four already, why stop now?" = Tryggvi's Necklace (lvl 8 item: +20% Crit Chance; +3 All Talents)
"Are you kidding me? I'm done with this!" = nothing

18_conv_2_hakonplans
"We either work together, or we die!"
All options lead to the same result.

"And Ruin pulls the barrels back onto herself."
All options lead to the same result.

"We are VARL!"
(If sided with Hakon in TBS 2) "Just do us this favor and you'll have your fight, I promise!" = Fasolt leaves
(If sided against Hakon in TBS 2) "Hakon, please help us. We can't do this alone." = more battles later on
"Idiot! Use your head, don't throw your life away!" = Hakon & Fasolt leave & more battles later on
"Help us and you'll have half our remaining supplies, for your varl. We'll manage with less." = lose half of supplies, Hakon joins (no effect if Hakon is already in party)
Note: even if Hakon stays/joins, all varl and varl heroes (including Hakon) will temporarily leave the party to assist with the plan. They will not be available for the next few fights.

*Avoid visiting "Heroes" landmark at this stage if you can. For some reason each visit incurs day+0.25 at this stage.

18_pop_2_warplans
Lose peasants and fighters depending on the safe place secured in Chapter 16:
clan_safe_place=1 = peasants-149, fighters-43
clan_safe_place=2 = peasants-57, fighters-16
clan_safe_place=3 = no losses

18_pop_travel_menderpatching
"It may be dangerous for us to linger long," Petrus tells you, pointing out some watching from a distance; other houses waiting to see what you do, making plans of their own."
"Do as much as you can at the walls." = Egil dies later (if still alive)
(If peasants > 20) "Send word to the caravan to get clansmen involved in repairs." = peasants-20
"Keep moving and stick to the fighting." = nothing

21b_part1_pop_shipsdepart
"The seas are poisoned like everything else around here," spits Petrus. No doubt the serpent's blood. "It chews away the wood, and the fish are dead. There's nothing out there but death."
"You're just going to let them?" = day+0.1
Break up the crowd of deserters. = day+0.25
Force Petrus to stop the ships and take them apart for lumber. = day+0.5

*takes place only if Nid is recruited/alive
21b_part1_convo_nidflees
"I'm leaving. I'm sorry I didn't tell you."
All options lead to the same result.

"Nid, wait..."
"Don't go. Let me protect you." = Nid leaves
"Good luck, Nid." = Nid leaves
"Stay, Nid. I've known cowards, and you're not one of them." = day+1

18_pop_travel_commonersafety
"We can't just leave them to fend for themselves,\" Oddleif says. You wonder what choice you have."
(If fighters > 15) Leave your own fighters to protect as many people as possible. = peasants+45, fighters-12, morale+10
(If clan_safe_place=3) Evacuate as many as you can to your camp. = peasants+94, morale+20
Strike hard at the dredge, slaying as many as you can. = peasants+54
Call to those nearby to get behind your shields. = peasants+13, morale+5

18_pop_travel_loyalisttrouble
If you chose "Do as much as you can at the walls." earlier for the wall repairs, Egil dies (if he was still alive). If he was already dead, your hero gets stabbed instead, gaining the unknown flag "18_stabbystabbed=1".

"Dogs! Leave them to me," Petrus says, mustering his guards. "Rugga's stink is all over this. Go make him end this now, or it'll keep happening. Do whatever it takes!"
"I'll get to Rugga after I deal with this, myself." = Battle
"Don't go easy on them, Petrus." = nothing

18_conv_3_ruggabeating
"So maybe now you will listen carefully to what I want."
"Only if your followers raise a hand to help instead of hunting us." = leads to "I'm a man of peace, at heart."
"No, you're going to listen to me, now! (Pummel Rugga)" = leads to "As long as that's true, you can't brush me aside. I will always be here!"
"You know what? I don't have time for this. (Leave)" = nothing (you miss out a lot of dialogues, but Rugga's surprise is quite worth it, if you didn't want to get violent with him)

"I'm a man of peace, at heart."
"I'll do it if your men join the fight, instead of giving us trouble." = much later on, peasants-100, morale-10
"I've heard as much as I can stand. (pummel Rugga)" = leads to "As long as that's true, you can't brush me aside. I will always be here!"
"Just another game. Forget it." = leads to "As long as that's true, you can't brush me aside. I will always be here!"

"As long as that's true, you can't brush me aside. I will always be here!"
"You've poisoned enough minds for one lifetime. Stay here and rot." = nothing
"You won't come back from this. (kill Rugga)" = leads to "St-stop. He's unconscious."
Leave without a response. = nothing (you miss out a bit of dialogues, but Rugga's surprise is quite worth it, if you didn't want to get too violent with him)

"St-stop. He's unconscious."
"No more chances. (Finish Rugga)" = Rugga dies & achievement*
"He's lucky you're here, Oddleif. (Leave)" = nothing

*If Rugga dies, you will mainly miss out one minor event much later on. In all other cases, he is effectively replaced by Josurr (Lundar's mayor) and there is minimal practical impact. As such, you may want to kill him just for the achievement, or keep him alive if you find him to be more interesting of a character than some random old mayor

*If Ludin is alive.
18_chat_ludinyrsa
=Ludin waits quietly for your response.=
All options can be explored. The last option ends the conversation, and gives morale+15.

*If Ludin is dead.
18_chat_yrsaonly
=You nod, knowingly.=
All options can be explored. The last option ends the conversation, and gives morale+15.

18_conv_4_postruin
"Have I been acting too recklessly?"
All options lead to the same result. Option 3 gives more dialogues.

=You look over the wall's edge, where the dredge have withdrawn in the absence of Ruin. They mill aimlessly.=
All options lead to the same result.
Chapter 19
19_pop_2_bolverktrap
Juno replies, "I cannot sense the warped approaching. We will rest little and lightly." The Ravens chafe at being told what to do. Folka is clearly preparing to say something."
Encourage a full rest, only a few sleeping at a time. = Battle (harder)
Let Folka make the call. = Battle (easier)
Support Juno and keep rest to a minimum. = Battle (easier)

19_conv_0_marchingorders
"Tell me again when we're allowed to rest. Go on, say it to my face."
All options lead to the same result.

"You know what? That sounds like a great idea."
All options lead to the same result.

19_conv_1_godstonesurvivors
"Well, how interesting. This one is terrified of you, Iver."
All options lead to the same result.

"Don't leave this slag alive to kill us and eat our children!"
"We can do that much." = Castaway dies, renown+14
"Alfrun, what's the dredge's side of the story?" = progress
"They don't eat children, and this isn't our problem." = progress

"What are you talking about? Kill it, already! Kill it!"
"Enough. Keep your trinkets and the dredge, both. We're leaving." = renown+24
"Convince the stonehurler to come along, Alfrun." = Castaway joins, renown+34 (makes Good Ending easier to obtain much later on)
"It did slay all these men. We can't take the risk. I'll do as the woman asks." = Castaway dies, renown+34, Coin Bracelet (lvl 13 item: When hit by an adjacent enemy, counter attack for 1 ARM damage; 30% Divert ARM; +4 BRK; -2 MOV)

19_chat_alfrun
=Alfrun awaits your reply.=
All options can be explored. The last option ends the conversation, and gives morale+15.

19_chat_folka
=She glares at you through narrow eyes.=
All options can be explored. The last option progresses the conversation.

"So don't give me a reason to let him, and don't try to get close and friendly."
"Alright, Folka. You made yourself clear." = morale+15
"Take it easy, I don't like this any more than you do." = nothing

19_pop_travel_trap
You consider an approach.
Fight your way across the land bridge as quickly as possible. = Battle
Ask Folka's tactical advice. = return to same options
Make a shield wall, pushing slow and steady. = Battle
Take an alternate route. = Sigbjorn dies, Battle

19_pop_travel_skulker
You imagine countless more eggs in every direction, just out of sight.
Leave the skulker eggs undisturbed and move on quickly. = nothing
(If Castaway joined) Allow the stonehurler to do whatever she seems to want to do. = Castaway gains new ability, achievement
Smash as many as you can before continuing. = morale+10
Examine the eggs more thoroughly. = return to same options

*If Krumr is alive.
19_pop_travel_krumr
"What do you think, Sundr slayer?", Krumr asks, putting you on the spot. "Think you could take me?"
Say nothing. = nothing
"The only one of you that concerns me is Bolverk." = nothing
"I think this debate is pointless." = nothing
"I wouldn't even need both arms." = morale+10

19_pop_travel_forest
You consider your inevitable approach.
Keep a tight formation, cutting down attackers as they come. = Battle (easier)
(If Yrsa created forest fire in TBS 1) Move from clearing to clearing, quick but exposed. = Battle (easiest)

Take a rest before pushing into the forest. = Mogun dies, Battle (harder)
"Folka, what's your gut say this time?" = return to same options

19_pop_travel_ambush
"No lookout?" you ask, as they prepare the campfire. Folka shakes her head. "That's what makes it look like a trick. But do whatever you like. I won't stop you."
All options lead to the same result.

19_conv_4_campfire
"There's more to that story. Would you like me to tell you?"
All options lead to the same result. Option 1 leads to more dialogues.

19_chat_bersi
=Bersi wears a frown and leans on his axe handle.=
All options can be explored. The last option ends the conversation, and gives morale+15.

*If Eirik went back to Strand in TBS 1.
19_chat_eirik
=You can tell he is listening.=
All options can be explored. The last option ends the conversation, and gives morale+15.

*If Ekkill recruited and alive.
19_chat_ekkill
=Ekkill stares off into the distance, unsure what to say next.=
All options can be explored. The last option ends the conversation, and gives morale+15.

19_pop_travel_junobolverk
"I will lead Bolverk away," Juno says. Eyvind looks blankly into the distance, as though he already knew what was coming, but Juno continues. "The rest of you will wait for my return within Ridgehorn."
All options lead to the same result.

Folka steps forward. "I don't trust you, and even if I did, you can't handle Bolverk on your own. We split the caravan." She volunteers herself, Oli and Sparr, who give each other dubious looks. Folka adds, "I don't take orders, remember?"
Agree with Folka's plan. = Juno, Folka, Oli and Sparr leave temporarily to rejoin as free reinforcements in the next fight.
Support Juno's plan. = Juno leaves temporarily to rejoin as free reinforcement in the next fight.
Insist that everyone stays together, including Juno. = Juno leaves temporarily to rejoin as free reinforcement in the next fight.

19_chat_sparr
=He smiles, pleased with himself.=
All options can be explored. The last option ends the conversation, and gives morale+20, Gold-boar Tusk (lvl 13 item: -1 Move, 80% Maximum Chance to Hit, 1 STR dmg resist; +3 STR ATTACK; +3 BRK)

19_conv_2_junoprepares
"It knows we're here, but won't approach. Hopefully."
All options lead to the same result.

"I know Eyvind may seem unusual, or... unapproachable. But he is a good person."
All options lead to the same result.

"But don't we all deserve to be loved, by those who would do anything for us?"
All options lead to the same result.

19_conv_3_folkapleads
=You get as close as you dare. The two barely acknowledge your presence.=
All options lead to the same result.

"If this is just revenge, why wait?!"
Trust Folka's intuition. = Folka dies
Pull Folka away before something goes wrong. = Folka lives, achievement
Foreword on "Returning to Arberrang"
From Chapter 20 onwards, you will start earning points in the flag "doomsday_timer". The value of this timer is in days, and represents how long Arberrang can hold while Iver travels in Chapter 21. When the timer runs out, the game would return to Arberrang where the caravan must go through additional events and battles in order to buy more time. Iver will then be able to travel using those additional days. You will be able to return to Arberrang a total number of five times (each time with unique content).

In theory, more days are better. However, each return to Arberrang contains story and events that are entirely missable. If you always make the "best" choices, you may end up returning to Arberrang only once (or not at all even, if your imported save has an overpowered clan), missing out large chunks of story. For that reason, in this guide the best choices in bold are sometimes ones that will help you see more/most of the Arberrang content. Even if you do this, sometimes it still won't be enough, and you may need to waste time resting on Iver in order to return to Arberrang more times.

If you want to minimise your number of returns to Arberrang for achievement purposes, simply choose the options that increases your timer the most, and uses up your timer the least (as Iver). These choices are in italics.
Chapter 20
20_conv_1_awaken
"Oddleif's trying to talk some sense to them now."
All options lead to the same result. If Rugga is alive, Option 2 gives extra dialogues.

20_pop_travel_newhorseborn
"These horseborn lost a lot of leaders, all at once," he tells you about the new arrivals. "They haven't found a lot of sympathy here in Arberrang, despite helping defeat Ruin. Hate to crowd your camp, but what would you think about taking them under your wing?"
"We've had enough trouble with the horseborn, already." = day+0.1
"Are you sure they want that?" = progress
"I don't know, let's talk about this another time." = day+0.1

"We won't know until we ask," Ubin replies. "In times like these I believe it's better to have too many friends, than too few."
Approach the horseborn and offer them protection under your banner. = fighters+23, day+0.2
Have a horseborn ally speak to them on your behalf. = progress
"Maybe we could do this another time." = day+0.1

"Several of the horseborn who have traveled in your caravan are nearby. Considering Canary's troubled past, you think it would be best to leave her out of this."
Ask Derdriu, veteran fighter, to speak on your behalf. = day+0.1
(If Ro'Ech alive) Ask Ro'Ech, tribe leader, to speak on your behalf. = fighters+34, day+0.2
Ask Scathach, skilled trader, to speak on your behalf. = fighters+57, day+0.2

20_pop_travel_wallrepair
Through still-gaping holes in the splintered walls you glimpse the dredge indolently lurking. Bleary-eyed workers do their best to fill the cracks. The foreman spies you at the head of the caravan; "Got any fighters with strong arms? Gods know we could use 'em, and they'll be well fed."
(If fighters > 10) Give them a token number of volunteer fighters to help patch the walls and stand guard. = fighters-5, morale+5
(if fighters >= 30) Give them enough fighters to get the job done quick- a few dozen, at least. = fighters-20, morale+10, timer+2
Ignore them. = fighters-20, morale+10, timer+2
Make apologies and decline. = nothing

20_pop_travel_starvingmasses
"You consider what the tell the growing crowd of open hands."
(If supplies > 10) Share your own personal supply and allow your clansmen to do as they please. = supplies-5
(If supplies > 50) Leave a sizable bundle of food with the survivors. = supplies-25
Ignore the beggars. = nothing
Promise to do what you can, when you have time. = morale-5

20_pop_travel_scaredkids
"Dredge killer!" shouts a woman as you approach. Contrary to what sounds at first like an angry mob, the opposite occurs. Thankful survivors crowd around, asking questions you can't answer. "What if dredge attack again? What about the darkness? What do we do now?"
"I know as much as any of you." = peasants+11
"Hold out hope! I personally know the Valka are well on their way to fixing this." = peasants+112
"Things are bad, but we'll survive one day at a time." = peasants+57
"Leave me alone, I'm no champion." = morale-5

*If Rugga is alive.
20_conv_2b_troublerugga
"That's why a vicious dog should be muzzled."
All options lead to the same result.

*If you didn't previously agree to join banners with Rugga in prison.
"Speak up! all We've been waiting for your wisdom."
All options lead to the same result.

*If you previously agreed to join banners with Rugga in prison.
20_pop_1_bannerfight Automatically lose peasants-100, morale-10.
"You turn back to see one of Rugga's eager brutes grab Oddleif by the wrist, wrestling with the banner. She looks to you, both terrified and heartbroken."
All options lead to the same result.

*If Rugga is dead.
20_conv_2a_troubleloyalist
"Rugga said this would happen, before you murdered him."
All options lead to the same result.

"Speak up! What are you trying to say?"
All options lead to the same result.

*If Rugga is alive.
20_conv_3b_darerugga
"I expect the rest of you to put aside your differences while I gather the menders."
All options lead to the same result.

"Walk amongst the dredge, slayer. Throw down your weapon, and prove to us all how harmless they are!"
Open the gates. = 20_invite_dredge=1, progresses to next event if dredge baby was saved in TBS 1, otherwise Alette/Rook dies and Oddleif becomes the main character
"I won't do it." = 20_invite_dredge=0, Bastion dies

*If the dredge baby was saved in TBS 1.
"The dredge infant... I'll come with you, carrying the baby. Maybe they would see it as a gesture of peace."
"We don't know how they'll react. I'll take the baby, but you stay here." = Bastion joins
"No. No more people are going to get hurt. I do this alone." = Alette/Rook dies and Oddleif becomes the main character
"I'd be glad to have you by my side, Odd." = Oddleif dies, unless the hero is Alette and learnt Mend in TBS 2.

*If Rugga is dead.
20_conv_3a_dareloyalist
"I expect the rest of you to put aside your differences while I gather the menders."
All options lead to the same result.

"Go on!" The crowd agrees, screaming angry taunts. "Show us!"
Open the gates. = 20_invite_dredge=1, progresses to next event if dredge baby was saved in TBS 1, otherwise Alette/Rook dies and Oddleif becomes the main character
"I won't do it." = 20_invite_dredge=0, Bastion dies

*If the dredge baby was saved in TBS 1.
"The dredge infant... I'll come with you, carrying the baby. Maybe they would see it as a gesture of peace."
"We don't know how they'll react. I'll take the baby, but you stay here." = Bastion joins
"No. No more people are going to get hurt. I do this alone." = Alette/Rook dies and Oddleif becomes the main character
"I'd be glad to have you by my side, Odd." = Oddleif dies, unless the hero is Alette and learnt Mend in TBS 2.

20_conv_4_defendhero / 20_conv_4_defendoddleif / 20_conv_4_oddleifdied[/u]
"Captain Petrus. What happened? I told everyone to stop the killing!" or "How did it happen?"
All options lead to the same result.
Chapter 21
*During this chapter, at any time when the timer runs out, you will Return to Arberrang, where after additional events more time will be bought to continue the journey here.

21a_pop_travel_borors
"Ow," he continues. "OW. Oww.." but Oli claps a hand over his mouth. You all hear it nearby: scraping on stone. Through stone.
Draw weapons and encircle Dytch. = Battle with Dytch as extra fighter
Drag Dytch out of the hole as quickly as possible. = Dytch injured for 2 days
Try to make a distraction away from Dytch. = Battle with Dytch as extra fighter

21a_pop_travel_dizzy
Others complain of dizziness and nausea, and swear the ground is rotating until you're forced to stop. Sparr solicits for a new hat.
"Walk it off, milk maids" = morale-10
"A short rest." = timer-0.9, morale+10
"We shouldn't stop now." = timer-1.7

21a_chat_dytch
=Dytch continues babbling at you while you walk.=
All options can be explored. The last option ends the conversation.

21a_pop_travel_eyeballmonster
You've heard of enormous monsters crawling from deep within the earth, but this one has been twisted horrifically by the darkness. Ravens worry that the light will draw its attention, even from this distance.
Hide within a dredge dwelling until it passes. = timer-1.6
Run for it and hope it doesn't notice. = nothing
Split into groups in case it gives chase. = timer-1.1

21a_pop_travel_weirdness
"We've got a long way to go," you say. "So let's come to some agreement here."
Move carefully and quietly to avoid wounds or noise. = timer-2.1
(If Folka alive) Let Folka and the other shield wielders bash a path. = morale+10
(If Folka dead) Smash through the razor grass. = timer-0.5, morale+10

Keep up your pace and tough it out. = timer-1.3, morale-5

21a_pop_2_frozen_ocean
"Ice," says Eyvind. "Or, it once was. I can't be sure what the darkness has done to it." Unlike the jagged shale you've tramped so far, it lays in geometric patterns of flat planes, some hanging curiously in the air. Valgard dares a short slide onto it, saying "Seems solid enough."
"Maybe for small folk. Let's skirt the edge." = timer-1.6
Spread out in single file and push onto the ice. = nothing
Rest and prepare better to move across ice. = rest, timer-1

21a_conv_2_ocean_serpent
No matter what happens now, protect Eyvind."
All options lead to the same result.

21a_pop_3_duststorm
Soon you admit it's impossible to know if you're heading the right direction anymore. Eyvind begins to panic.
Separate into two groups to search a larger area. = Bak dies, Battle
Methodically comb back and forth as you go. = timer-1.1, Battle
Keep heading in your current direction. = timer-2.7, return to same options

21a_conv_3_duststorm_postcombat
"What do we do?"
"Eyvind?" = renown+22, easier to get Good Ending later on
"Screw this. We go back to Arberrang." = renown+6, morale-5
"We finish what we came to do." = renown+38, easier to get Good Ending later on

21a_pop_travel_spooked
"If my dead mother appears, I'm ending things here and now," Oli snarls.
Make a joke at Oli's expense. = nothing
Encourage everyone to toughen up. = morale-5
Ask Eyvind if he can do anything to help. = morale+15

21a_pop_4_godstone_demands
Juno sags upon her staff. She looks at Eyvind, but his stare is leagues from here. "All will be well," she starts, but jerks back from Folka's spear-point/Oli's axe blade at her neck. "No magic tricks," Folka/Oli hisses.
All options lead to the same result.

21a_conv_4_juno_history
=She waits patiently for your reply.=
All options can be explored. The last option ends the conversation.

=She suddenly looks very tired, but tries to smile.=
All options lead to the same result.

21a_pop_6_godstone_bell
At the godstone's center an enormous bell dwarfs the other, smaller chimes hanging throughout. The bell's handle calls to you on a primal level. "Are you thinking of ringing it or kissing it?" Sparr asks. "I wouldn't do either."
Tap the bell with your weapon. = return to same options
Pull hard on the rope hanging beside the bell. = Dredge Clapper (lvl 13 item: +2 AGGRO; Knockback on STR>3; +3 STR Talents; +3 BRK; +3 STR Attack), Battle, unlocks Rest (so that you can waste days here to return to Arberrang)
Leave the bell alone. = nothing

21a_chat_oli
=Oli stares blankly into the distance.=
"What's your drink of choice?" = progress with a lot more dialogues
"Guess I'll just keep quiet, then." = morale+15

"Usually I keep that sort of thing to myself, but what's the point?"
"Oli, I think you may be spellweaving..." = progress
"Probably best not to think about it." = nothing

"What a time to be alive, eh varl?"
"I'll drink to that." = morale+15
"Not if it was all for nothing." = nothing

*At this point, you can waste days by Resting at the Dredge Godstone. You will need at least 5 days to reach your destination. The maximum number of additional days you can get from Arberrang visits are the following:
First Return: 9 days (+2 days if Ruin wasn't killed in Chapter 18)
Second Return: 2.9 days
Third Return: 2.7 days
Fourth Return: 1.6 days
Fifth Return: 3 days

Based on the above, if you can return to Arberrang two times by the time you reach the Dredge Godstone, then you should be able to get just enough time to visit all five times and still reach your destination in time.

21a_pop_travel_daydreaming
Others mumble in agreement, but someone passes around enough strong drink to spread around. Soon they're trying to one-up each other about what they plan to do when they return to Arberrang.
Tell them to stop drinking and be quiet. = morale-5
Tune them out and keep focused. = nothing
Listen to all their stories. = progress

"And our silent protector?" Sparr quips. He looks at you. "What does the great Yngvar dream of in his sleep?"
All options lead to morale+25

21a_chat_eyvind
"She worried it might change things."
All options lead to the same result. Option 1 leads to more dialogue.

"That might... it might be enough!"
All options lead to the same result.

21a_pop_travel_starving
"It looks like a mushroom. It doesn't smell strange or display the same warped weirdness that everything else does. There seem to be quite a few more still clinging on to the cliff side. "So, whose gonna try it first?" Sparr wonders aloud."
Don't risk eating the plant. = timer-0.5
"Any volunteers?" = timer-0.5
Step up and take a chance. = morale+20
Ask the Valka if it's safe. = return to same options

21a_conv_5_alfrun_deal
"But I wonder if they have earned your trust?"
All options lead to the same result.

"Don't tell me you believe they've come so far just to undo it all?"
All options lead to the same result.

21a_pop_travel_fallingcliffs
"Knew I recognized you from somewhere!" Valgard shouts. He's swinging at Oli with clenched fists. "This bastard tried to push me into the falling rocks!". As the confusion and the dust clear, frustrated Ravens are letting off steam with chants of "Fight!"
"What is this about?" = nothing, offers most dialogue
"I don't care what's going on here, but it stops now!" = nothing
Let Valgard and Oli resolve this themselves. = nothing

21a_pop_travel_warped_crowd
There are warped everywhere ahead, clustered together to slow your progress, and more dot the horizon. "We're so close," says Valgard, and you know his frustration.
Charge and break through the crowd. = Battle
Find a good spot to stand your ground. = Battle (harder)
Make your way around the masses. = timer+1, Battle

*Note: if you lose the final battle here, every hero except Iver, Juno and Eyvind will die.
Chapter 21 (continued)
21a_pop_travel_fieldofbodies
Hundreds can be seen from the hilltop, and they look suspiciously arranged. "This wasn't a battle," Valgard continues, noting the same. Juno and Eyvind have nothing to add. "Wait, what if this is a warning of some kind, for something ahead?
"I don't know or care. Let's get out of here." = nothing
Inspect the dredge briefly for clues. = timer-0.4, morale-5, renown+5
Tell everyone to spread out and look for anything valuable. = timer-1.2, morale-5, Ringmother (lvl 14 item: +3 All Talents; +2 AGGRO; -1 MOV; 20% Divert ARM; 20% Dodge STR; +3 STR Attack; 1 STR Resist)

*If Iver lost to Bolverk at the end of TBS 2.
21a_conv_6_confront_bellower
"I'll go."
All options lead to the same result.

"No, but maybe you have a message you want me to deliver?"
All options lead to the same result. Krumr dies.

21a_conv_7_bolverk_finale
"Never thought I'd end up taking the dredge's side."
"I didn't come all this way to fail here." = more dialogue, Battle
Rush Bolverk, attacking while he's off-guard. = Battle (easier)
"Stopping us now would be the biggest mistake you've ever made." = more dialogue, Battle
Returning to Arberrang 1
21b_part1_pop_funeral
The fires are lit, and special bundles laid along the ship's edge tint the flames in different colors, a gleaming rainbow rising toward the sky, and a bridge for brave souls. You imagine the ship drifting out to sea as the fire burns low. The solemn audience begins to pile stones and soil atop to form the traditional tumulus.
Say a quiet prayer to yourself. = timer+3, morale+5, renown+10
Give a speech to your caravan. = timer+4, morale+10, renown+20
Raise a feast to honor the dead. = timer+2, morale+25, renown+40

21b_chat_aleo
=Aleo stands quietly beside you, deep in thought.=
All options can be explored. The last option ends the conversation, and gives morale+15.

21b_part1_conv_menderwall
=They look to you. You realize that whoever is put in charge of the walls may be in serious danger.=
(If Ludin is alive) "The walls are yours, Ludin. Your father would be proud." = timer+3, later on timer+1.3
"Petrus, gather your guards. You're in charge here." = timer+2, later on timer+0.7
"I'm putting the horseborn to work. Get Scathach." = timer+3, later on Scathach dies, timer+0.4
"We can't spare anyone, Zefr. Hold out as well you can." = timer+1, later on Petrus dies, Ludin dies (if Ludin already dead, timer+0.5 instead)

21b_part1_pop_foodsupplies
"If nothing else, we should set the precedent from here on out," Aleo suggests.
Combine and ration the remaining food tightly. = timer+1.5
Send armed forces to pillage what they can from other clans. = timer+2
Encourage everyone to fend for themselves. = timer+1

*If Ruin wasn't finished off in Chapter 18.
21b_part1_pop_ruin
"We didn't finish off Ruin," Oddleif whispers, as if saying the Sundr's name might summon it. "If Ruin was caught in the darkness, who knows what she's thinking, or what she'll do?"
Improve fortifications and keep fighters prepared. = timer+1
Send a mender to scout into the darkness and report back. = nothing
Save your time and resources for later. = timer+2

Returning to Arberrang 2
21b_chat_hogun
"You ever think we'd make it this far?"
All options lead to the same result.

=Hogun goes back to staring quietly into the darkness.=
All options can be explored. The last option ends the conversation, and gives morale+15.

21b_part2_pop_warpedallies
Event triggers depending on who was left in charge of the walls:
Ludin: timer+1.3
Petrus: timer+0.7
Scathach: timer+0.4, Scathach dies
Nobody: Petrus dies, Ludin dies (or timer+0.5 if Ludin is already dead)

21b_part2_pop_horseborn
A livid crowd of horseborn confront each other. You recognize Canary and Derdriu amongst them. At their hooves lay victims of the spat. Canary is waving her javelin threateningly- you can't be certain what has sparked them this time, or who is to blame.
Break up the two by force if necessary. = timer+0.5
Convince Canary to put her weapon down. = (if Canary not exiled) timer+0.7 (if Canary exiled) timer+0.2, Derdriu dies
Try to find out what happened, and put it to rest. = timer+0.3, Derdriu dies

21b_part2_pop_firespreads
"Serves 'em right," you overhear a varl say, watching from a safe distance. You realize he's talking about Rugga's loyalists, who scramble to save their own things from a fire they probably started."
Rally able bodies and help put it out. = progress
Let things play out on their own. = timer+0.3
This is an opportunity to press an attack. = timer+0.9

A few brave-hearts join you, creating a chain of water buckets. It's water you doubt you can afford to lose, and worse, you don't seem to be making much progress. The fire continues to spread.
Cut your losses and retreat. = timer+0.3
Double down and get the varl involved before the whole city burns. = timer+0.6, Griss dies
Returning to Arberrang 3
21b_chat_egil
"Has anyone has asked how you're doing?"
All options lead to the same result.

"Oh. Is there anything I can do? You know, to help?"
All options lead to the same result.

=You can tell he's really wrestling with whether to say something or not.=
"What is it, Gil?"/"What is it, Egil?"/"What is it?" = progress
"You're doing great. We'll talk again later." = nothing

*If hero is Alette
"I'm sorry, I just thought that I- I needed to say it. In case I don't get another chance."
All options lead to the same result.

=Gil looks embarrassed, painfully unsure of what to do next.=
Kiss him on the cheek. = achievement
"You're like a brother to me." = nothing, except for extreme burn
"Listen, now's not the time." = nothing

*If hero is Rook
"I'm so sorry about Alette."
All options lead to the same result.

*If hero is Oddleif
"How did I, of all people, survive this long?"
All options lead to the same result.

21b_chat_ubin
=The old varl scratching notes to talk.=
All options can be explored. The last option ends the conversation, and gives morale+10.

21b_chat_zefr
=You consider what to say.=
All options can be explored. The second to last option gives Clasp of Kyn (lvl 10 item: +3 All Talents; 1 WIL/TURN; 1 ARM/TURN; +1 BRK).The last option ends the conversation, and gives morale+15.

21b_part3_pop_vigilance
The warped have not been able to scale the black wall since coming here a day ago. Many want to take full advantage of the respite; others call it folly. Keeping a full watch now means forcing fatigued and wounded survivors to take turns. Some haven't slept in days.
Forget the watch. Exhaustion is a bigger threat right now. = timer+1.3
The strong protect the weak. Let volunteers take watch. = timer+0.9
Force everyone to take their fair turn. = timer+0.3, Hogun dies

21b_part3_pop_burrowing
Terror drags the sluggards to their feet. This must be what the warped have been up to this whole time. "Faen!" slurs a man, pulling down a barrel onto the warped and knocking it back below. "Faen them all!"
Save the supplies and wait for help to arrive. = timer+2.1
Use the barrels to help repel the warped. = timer+1.4, morale-5
Rouse the drunks to stand their ground and fight! = timer+1.2, (if Tryggvi is alive) Tryggvi dies, timer+0.2
*If Eyeless was not finished off in TBS 2, a warped Eyeless will join the next battle, making it significantly more difficult.
Returning to Arberrang 4
*If Gunnulf is dead.
You hold off the warped, and eventually the survivors squeeze through, but as you make your own escape you notice the bodies of many people who were crushed by the collapsing rubble.
Say prayers for the dead and cover exposed holes. = timer+0.3
Dig out as many bodies as you can see. = timer+0.2
Raise the collapsed wall back up to reach anyone who might be trapped underneath. = timer+0.1, Egil dies

*If Gunnulf is alive.
You hold off the warped, and eventually join the survivors squeezing past Gunnulf, carrying most of the wall aloft by himself. He growls under immense pressure that there are more bodies beneath the rubble around his feet, but you can't be sure how many survived, if any.
Tell Gunnulf to let go and get to safety. = (if Ubin is not there, you will need to select this option twice) timer+0.4
Dig through the rubble while Gunnulf holds up the wall. = timer+0.3, Gunnulf dies
Get more people to help Gunnulf with the wall while you look for survivors. = timer+0.5, Gunnulf dies, Egil dies

21b_chat_mogr
=You consider a response.=
All options can be explored. The last option ends the conversation, and gives morale+15.

21b_part4_conv_rivalries
=Hakon grabs for his weapon, and Canary stamps the ground, whooping. Everyone in the great hall is on edge.=
Stop this! Who amongst us isn't ready to die yet?! = timer+0.3, Canary and Hakon both join (if not already in party)
We don't have to like each other, settle this another time! = timer+0.2
I'm done playing the peacemaker! Go ahead and tear each other to pieces! = timer+0.1, Canary and Hakon both leave

21b_part4_conv_wounded
"Dallren. From Skogr."
All options lead to the same result.

"Reminds me of a story you might care for. Have you time to humor an old man?"
All options lead to the same result. Option 2 leads to notably more dialogues.

"No tree grows to the sky."
"You're right, Dallren. I'll make sure this bread will be put to best use." = timer+0.5
"I know everyone won't make it, but we have to try." = timer+0.3
"Nobody starves on my watch. Nobody." = timer+0.1

*If Rugga is alive.
21b_part4_pop_frigginrugga
"I am king now," he says. "And that one is a traitor." He points at you. "I want their head. To refuse your king is treason!" The ever-dwindling survivors look between each other, unsure how to react to this."
Put an arrow between Rugga's eyes. = timer+0.1, Rugga dies
Wait and see what happens. = timer+0.1, Rugga dies
Banish Rugga from the great hall. = timer+0.1, Rugga dies
Returning to Arberrang 5
21b_part5_conv_yrsa
"'Hope' is going to battle to claim victory or die. I don't know what to call this."
All options lead to the same result.

21b_part5_pop_laststand1
A hard day of fighting inevitably leads everyone to wonder if the time to put Yrsa's plan into motion has come already. They look to you for the answer.
Call it now, and retreat to the basement. = timer+1
Fight on. = Battle

21b_part5_pop_laststand2
Your memories have become a series of tangled figures swinging dark weapons. You survived the last day of fighting, but Yrsa's suggestion is starting to sound more and more reasonable. The dream of rest is a siren's song.
"That's enough, let's get underground." = timer+2
"We can keep going." = Battle

21b_part5_pop_laststand3
No choice, timer+3
Chapter 22
22_conv_2_eyvind_choice
You can tell Eyvind is seriously considering it.
All options lead to the same result.

From this point onwards, depending on your conversation choices, but more importantly your past actions, you may gain points towards the "cnv.right_answers" flag, which influences whether or not you get the Good Ending.

"I couldn't even trust you to save yourselves."
(If waited for Juno at least one day while in Sigrholm in TBS 1)
"We waited, because we trusted you." = cnv.right_answers+1
"We could have waited at Sigrholm forever, and she would have never come." = cnv.right_answers+1

"I wouldn't have waited for Rook or Alette either." = nothing
(If didn't waited for Juno at least one day while in Sigrholm in TBS 1)
"So you will decide who is to be saved?" = cnv.right_answers+1
"How were we supposed to know what was going on?" = nothing
"Trust? All of this was your doing, Eyvind!" = nothing

"Everyone was ready to slaughter it like a pig!"
(If dredge baby saved in TBS 1)
All options lead to the same result: cnv.right_answers+1
(If dredge baby not saved in TBS 1)
All options lead to the same result: nothing

"What are we fighting so hard to preserve, exactly?"
(If Castaway was recruited at Denglr's Godstone in Chapter 19)
All options lead to the same result: cnv.right_answers+1
(If Castaway was not recruited at Denglr's Godstone in Chapter 19)
All options lead to the same result: nothing

"Do you remember how many days she had hung there, starving, before we arrived?"
(If you helped the old woman accused of being a witch in Chapter 10 in TBS 2)
"Three days." = cnv.right_answers+1
"Whether I remember this proves nothing." = nothing
"I only remember that she was not left there to die, thanks to us." = cnv.right_answers+1
(If you didn't help the old woman accused of being a witch in Chapter 10 in TBS 2)
"Three days?" = cnv.right_answers+1
"Four days." = nothing
"To be honest, I do not remember her." = nothing

If you didn't select "Screw this. We go back to Arberrang." after finding Juno's body in Chapter 21, you will further get another cnv.right_answers+1 at this point.

=If you're going to do something, it has to be now.=
Trust Eyvind and wait. = Ending 1
(If Alfrun alive) Strike down Eyvind, leaving the ritual to Alfrun. = 22_Ending 2
(If Alfrun dead*) Cut down Eyvind while he's distracted. = Ending 3
"Eyvind, this isn't what Juno wanted." = (If cnv.right_answers >= 3) Ending 5 (If cnv.right_answers < 3) Ending 4

*To my knowledge, Alfrun can only die at the very end of Chapter 21, if you lose the final battle before entering the tower.

Endings
Some basic descriptions of what each ending entails, so you know which one to choose:
Ending 1: Half the world is saved, the other half consumed by the Serpent. Arberrang survives.
Ending 2: World is saved. Alfrun succeeds at the ritual at the cost of her life.
Ending 3: World is doomed. Juno wanders the world alone forever, since she cannot die.
Ending 4: World is doomed. Eyvind goes crazy and destroys the world.
Ending 5: World is saved. Eyvind carries out the ritual as planned.
Epilogue
*If Arberrang survived.
22_conv_postcredits_rookalette / 22_conv_postcredits_oddleif / 22_conv_postcredits_deadodd
The gods are dead, the world turned to dust, and still we survive." / The gods are dead, the world turned to dust, and on we go."
All options lead to the same result.

"Would you care to hear what I've got?"
All options lead to the same result. Option 1 gives extra dialogue.

*If Arberrang fell.
22_conv_postcredits_iver
The gods are dead, the world is turned to dust. Still we survive."
All options lead to the same result.

*Alette/Rook will further be reunited with each other and Aldis (Alette's mother) in afterlife.

*Towards the end of the credits one of the images shows that Eyvind crafted a Godstone in the image of Juno, now technically some sort of sun goddess (Ending 5).
18 Comments
Poioioio May 17 @ 5:49pm 
Minor correction to the endings :
Ending 3 : World is saved. Iver kills Eyvind. Alfrun succeeds at the ritual at the cost of her life. The white tower collapses and nobody from the raven caravan returns to Arberrang.

Ending 5 : World is saved. Alfrun succeeds at the ritual at the cost of her life. The white stands and Eyvind will visit regularly. Iver and others return to Arberrang safe.
Jakuzi Aug 14, 2023 @ 1:32pm 
So does all the love with egil just not come up again or what
Smudge May 30, 2023 @ 9:46pm 
So just a heads up: if you want the bat out of hell achievement, you have to return to Arberrang AT LEAST once. I ended up with a ridiculous 35 or so days at the beginning and never had to go back, but I didn't get the achievement and also missed out on a lot of story so it was a lose-lose.
Space Mar 19, 2023 @ 3:06am 
can I translate your guide?
Jagged Jan 17, 2023 @ 8:23pm 
I dont understand the obsession with the returning to arberrang parts, every return is another piece of a "bad end" imo, I'd rather have gotten to the white tower with as few returns as possible for the good ending tbh
Dumat Apr 8, 2021 @ 12:44am 
"You're like a brother to me." = nothing, except for extreme burn"
Lmao
rufi0__ Oct 9, 2020 @ 12:59am 
Tl;dr

If you take the supplies from King Meinoff in Chapter 16 DO NOT BUY SUPPLIES FROM THE MARKET IN ARBERRANG .

If you haven't gone back to Arberrang at least once before reaching the Dredge Godstone, you'll make it to the White Tower before returning a 4th/5th time, if you follow all the decisions in this guide.

The Forword (sp) On "Returning to Arberrang" section needs some clarification. I'm guessing that either I did something wrong somewhere OR that there are places where time is added that haven't been noted in the guide.

cont'd in next comment bc i am so fking extra, rn. lmao

rufi0__ Oct 9, 2020 @ 12:58am 
From "Chapter 21":

"*At this point, you can waste days by Resting at the Dredge Godstone. You will need at least 5 days to reach your destination...

Based on the above, if you can return to Arberrang two times by the time you reach the Dredge Godstone, then you should be able to get just enough time to visit all five times and still reach your destination in time."

Following this guide (almost) to the letter, I had ~4.16 days remaining (once I'd reached the Dredge Godstone) and I hadn't gone back once. Using the camp to rest the remaining time away and then following the guide from here to the end of the game resulted in returning to Abberang 3 times.

What's confusing about this is that there is no mention of returning to Abberang prior to reaching the Dredge Godstone as a requirement to go back 5 times.

I had to pass on the "mushrooms," and I had to sacrifice characters at every opportunity (RIP Ludin, zaddy Petrus, Derdriu, and Tryggvi).
Ardenwolfe Sep 2, 2020 @ 9:47pm 
Man, you are a hero for posting these guides. Unbelievably helpful. And awarded!
lytane Aug 12, 2020 @ 8:57am 
Thank you so very much for all three of your guides here. They helped me not only get through the games but they also helped with getting all of the achievements.

The only thing I think is wrong is that it takes more than 5 days from the Dredge Godstone to reach the tower. In none of my playthroughs even with these guides did I make it. I think it was closer to 8 but I was poor at keeping count.