Continue the story from the perspective of Rook and Alette. Use the two archers to take down the starving dredge. Focus on the armor first, and stay as far away from the dredge as possible. Use the arrows to take him down from a distance.
Supplies are too important to waste, and without them people will starve. With the dredge approaching, quickly head into the forest to retrieve your lost supplies. Speak with Iver about the dredge, and allow the kids to assist in battle. Set up your turn order, and place the archers after your melee soldiers.
After the battle, stay and keep watch. Safely shoot an arrow over the dredge to distract it as it tries to sneak up on Alette. Unfortunately, it does not work and Gil is the one to pay for it. Speak with Iver after the incident.
Enter the great hall and speak with the chieftain. Trust all of Iver’s decisions and come up with a plan to save the townspeople. Head into battle to distract the dredges, and bring Alette along with you. Slaughter the small group to continue the plan.
While your plan goes off without a hitch, the escape does not. The chieftain has been killed, and many townspeople have been injured. Continue to travel at a slow pace so the others can catch up, and take control of the caravan. Take any chance at more supplies that you can get during your travels. Take any actions necessary to raise the morale and strength of the caravan.
Locate the small village that will cross paths with your caravan. Use it to rest and stock up on supplies at the market. After leaving, meet up with the group of settlers who want to join your caravan. Side with the villagers and intimidate the brothers to have them surrender. Collect your reward and continue down the road.
After receiving the job of recording the events of the settlement, set up camp and visit Oddleif for a chat. Comfort Odd as much as possible and continue your travels. Make any decisions along the way with trust and kindness. Soon enough, you will reach your destination.
Unfortunately, the gates are closed and danger is imminent. Obtain more information about the closed city from the people nearby. Travel to the gate and start questioning the crowd. It’s no use trying to get in. Instead, head back to the resting house.
Tend to the wounded and come up with a land to confront the next food cart that comes through. Follow the guard into the city to meet Ekkill. Join Ekkill in the fight to take back Frostvellr in hopes to create a safer environment for your people.
Chapter 3: Little Did They Sleep
Change perspectives once again, and allow Ludin to make his own decisions. Order the fighters to cautiously move forward. While at camp, spark up a conversation with Ubin and Mogr. Continue your travels. Avoid any unnecessary battles and reach the next camp.
After a quick rest, speak to “the Witch” and Bersi. Continue traveling with the caravan. You will soon learn about war. Unlike battles, wars can cause high casualties and greatly affect your caravan. You must make decisions for your army and try to avoid heavy losses. Consider what to do and head into war with the dredge.
For this war, first order your army into their formations. For the battle, put your heavy hitters forward and a single archer at the end of the turn. To save a few lives, continue to slaughter dredge in battle. Finish the war and continue traveling.
When a scout returns with word of a large group of dredge ahead, order him to split the group and lead some back to the caravan. Get ready for another war and use the same tactic as the previous one, and continue to do so for the next war.
After the war, allow Griss to join you as a hero. After reaching the village, open the hatch to find the hidden survivors. Escort them to Strand for safety, but do not send Eirik. Quickly manage your caravan and get back on the road.
Meet the large caravan of giants headed in your direction. Attempt to send the prince to Grofheim, but avoid a confrontation. Allow him to do whatever he pleases, and he will stay. Soon, you will be met by another war. Hold the dredge off and head into battle.
The treasure cart will pummel to the bottom of a cliff after you give the order to let it go. Allow Ubin to make the decision on whether or not to salvage it. Reach the godstone and respectfully leave the dead and their offerings. Search for the gold necklace belonging to a merchant’s brother, and take it with full intent to return it.
Pass the godstone and investigate the nearby fire. Prepare for battle and neutralize the dredge. The thankful varl will join your caravan. When men start to go missing, question Ludin and demand him to stop.
Stop the caravan and take a quick break. After a weird vision, finish organizing your caravan at the camp and continue forward. Dredge have been following you for ages now, but you have a chance to lose them in the woods. Unfortunately, you become surrounded and must act quickly. Create a forest fire as a distraction.
While the dredge numbers have been thinned, there are still enough of them to cause a war. Order your army into formation and lead your normal allies into battle. Soon after, you will encounter a town that appears to have been torn apart in a battle. Investigate the tower and prepare for another conflict.
Be careful of the dredger slingers and their ability to attack from extreme ranges. The gap in the center will make it difficult to attack the slingers, so you must move forward quickly. After finding a survivor, exit the tower and prepare for war.
After the battle, set up a defense in the town. When Ludin becomes impatient, allow him to leave. Once the fighting starts, run to their side and help them. At the first chance you get, retreat from the war in hope of having more survivors.
Speak with Ubin about the mender that was found during the previous conflict, and approach the flaming remains of Grofheim.
Chapter 4: Lest They Not Come Home
Back in Frostvellr, Ekkill is looking for a fight. Immediately prepare for battle to defeat his thugs. His betrayal has led to the realization that your people cannot stay in this city. Follow the guard to steal supplies from the murderous con.
Travel to the supplies with your party. You don’t want to be greedy, so take what you can and get out. Leave the city with a few extra supplies and fighters. Begin the long journey to Wyrmtoe. When outlaws try to join your caravan, turn them away.
Soon enough, Ekkill will track the caravan down, seemingly looking for revenge. Although it seems suspicious, let the group join you. Locate the group of worshippers at the godstone. After some investigating, kindly deny their worship offer and move on.
When the vultures arrive, allow Odd to relieve some anger. Also, support her idea to train some of the women to fight. Let the silver-tongued devil join your caravan when he invites himself in. The caravan needs something uplifting, so offer them your own verse once the poems begin.
You will soon reach Wyrmtoe. Speak to Krumr and inform him of the dredge. Join him in the mead house to construct a plan, and continue speaking to him until it is time to leave. Lead the caravan towards Grofheim, unaware of what has happened.
Upon reaching an abandoned hall, stop everyone from entering until you are sure it’s safe. It is not sturdy, so leave the building and continue traveling. Congratulate the new parents personally, and find Alette. Sit beside her and inquire about her speaking to Ekkill. Confront everyone calmly, and resolve the issue.
At the godstone, allow the caravan to take their time and search for scales. After the second day, gather the caravan and continue on. Continue to encourage Oddleif about training women. When the supply wagon sets fire, save the child.
After encountering a group of varl, a war will break out with the dredge. Hold off the dredge and head into battle. After the first wave, kill a few more dredge to finish them off. Meet up with Fasolt to receive news about Grofheim’s downfall.
Question the varl about why women and children cannot accompany them to the city. A tremor will interrupt the meeting. Quickly begin traveling as the mountains shift, and reach the godstone. Rest up and move your caravan towards Einartoft.
After the blizzard, thoroughly search the area for missing clansmen. On the second day, continue traveling. Once you reach a small settlement, stock up on food and prepare for the next stretch of the journey. Cross the impressive bridge into the varl city.
Rest in the city while awaiting the bloodbath. Enter the great hall to address Jorundr, the varl king. When the time comes, be helpful and stand at the side of the varl in battle despite the risks. After the first wave, the crimson behemoth will show up. Run.
Iver will stand against the crimson behemoth alone. The chances of success are extremely low, but the mender shows his bravery. Once the dredge are distracted, retreat back to the city and speak to the mender.
Chapter 5: Weary The Weight Of The Sun
Juno will awaken next to the giant serpent. After a confusing chat with the horrific creature, she will deliver a prophecy to the mender. Upon awakening, the mender will have a long discussion with Rook. Travel to the great hall and address Jorundr.
First, stock up on supplies. You will desperately need them later and will not have many chances to resupply. Next, destroy the bridge. It needs to be done no matter what the varl king says. Kill a few dredge first, and then have the mender attack the bridge. The varl are not pleased, and become violent. Defend Eyvind during the demolition.
The varl will force you into the great hall after the bridge’s demise. The king is definitely not happy, and you will be kicked out of the varl city. Despite saying many lives, you have broken the king’s trust and the people’s legacy.
Chapter 6: Of Our Bones, The Hills
Your caravan has been forcefully ejected from the city. Begin your travel and accept the help of the quirky old man when he offers his assistance. When you come across a group of fighters, invite them into your caravan.
Ubin will cross paths you with later down the road. He will inform you that Bellower is chasing after you, so you must quickly reach Sigrholm. The varl caravan will merge with yours on your journey to find Juno. The road ahead is covered with dredge, so find a path around to avoid them.
Upon reaching a man and a varl arguing, simply ignore it and let them settle their own problems. A village of miners lies shortly up the road. The families there are frightened, so give them the option to either stay or join the caravan. Organize your caravan and speak to Gunnulf. Leave when you are ready.
Dredge will invade the village soon after you leave. Head back and search for survivors. Prepare for the battle and neutralize the dredge. Retrieve the families and continue traveling. If food goes missing, threaten to start rationing it.
Reach the godstone and spend the night there. After fiddling with a puzzle the entire night, continue to the city and find a wounded varl. Send your healers to help him with tragic results. Check out the dredge-infested Haukstorp in hopes of finding survivors.
There is only one man left. Nonetheless, let him join the caravan and speak to Nid before leaving. On the road, join the varl in their drinking game. Upon reaching the godstone, speak to Iver and listen to his tale. A dredge baby has joined your caravan.
Interfere with the argument between the varl. This argument is way older than you, so let them settle it themselves. The old varl will leave to distract the dredge. Next, demand that the arguing mothers explain themselves.
Approach Sigrholm with the caravan. Set up camp in the creepy town and stock up on supplies. Speak to the Eyvind about Juno, then rest the caravan. When thieves try to steal supplies, chase them down. It soon devolves into a battle. Return to find that even more of your supplies have gone missing.
Leave the town and tell Eyvind that Juno isn’t coming. Pay off some of the locals to use their boats across the flooded area. Form a council to handle the problems it he caravan. After, speak to Onef about his concerns. Inform him that you must trust the varl, although he does make some valid points.
Onef and his men begin a massacre almost immediately. Despite being wounded, take the surviving allies into battle against the traitors. Once the battle is over, run into the forest after Alette. After discussing the treasonous act, speak to your allies and continue traveling.
When the varl becomes unruly, send him to the front of the caravan to create distance. Pick up a few villagers in the next town and quickly get back to the road. After the murder, investigate the death of the young girl. When you come across a patch of fruit, test it on a goat and sample it yourself.
At the godstone, join the caravan in some drinking. At the farm, let the men keep their livestock. Reach Reynivik and rush forward to protect the varl from the dredge. Afterwards, allow everyone to join the caravan.
Help the varl recover from his ridiculous drunkenness. Once you reach a group of men taking supply caravan carts, don’t accept their bribe and move on. When you find a child, keep moving and have the healers attempt to heal her. Escort the caravan to the near city of Boersgard.
Chapter 7: The Slayer And The Slain
Reach the corpse-filled Boersgard and investigate the docks. Speak to Iver after and observe the gathering dredge. Receive Iver’s opinion, and find a safe place for the caravan to stay. Place them in abandoned houses, and use guards to defend them.
On the next day, find a source of supplies for your people. Find out what the Ravens know about supplies, and offer him your mead. Things are bad now, so join Iver at the wall to defend the city against dredge.
After the battle with dredge at the wall, return to Iver and speak to him about Bellower. Head to the docks and investigate the riot. While it doesn’t seem like much use, try to calm the people down. More violence isn’t needed.
In the final hour, Hakon and his caravan will cut through the dredge to assist the city. Prepare for a battle and defeat the incoming wave of dredge. When Juno asks you to join her on a quick journey, inquire about the details.
Reach the godstone with Juno and have a conversation with her. Climb high up onto the godstone searching for loose silver. Grab a piece, and press your luck for another handful. Return to Juno with the metal, and head back to the city.
Travel to the crafter so he will forge you an arrow out of the silver. Speak with Alette about shooting Bellower, and let her take the arrow. Speak to Juno at the wall and discuss the plan. Before facing Bellower, rank up your allies and equip any items that may help. Remember to assign skill points for extra armor break, strength, and protection.
When you are ready, confront Bellower on the battlefield. Juno will give you advice on what to do, but you must have a 100% chance to hit Bellower with the silver arrow before attacking. This means you must drain his armor. If you do not do it quickly, his armor will recharge. Furthermore, save at least one willpower to use the arrow. If an ally has initiative, you can lower his shields and immediately send Alette in for the shot.
When you have a 100% chance to strike, select Alette and use the special ability to hit Bellower with the arrow. The second wave of the battle will begin. Attack Bellower with full force and put him down for good.
The dredge will flee the battlefield, but at a cost. Speak to Eyvind and begin the honor ceremony for Alette. The dredge are no longer a threat, and it is time to move on to somewhere safe. Depart from Boersgard and set off on your next journey.