|The Banner Saga 2 created by Stoic.|
Images used for educational purposes only.
- As seems pretty standard for Bolverk, you'll begin this chapter in a battle - though this time Bolverk and Folka are on their own. These starving fighters aren't very powerful, but you should still be fairly cautious. Take advantage of Bolverk's twice-per-turn attacks by lining up beside two units whenever you can.
- DECISION. Back in camp you'll find a conversation with Zefr waiting, and, if you have him in the party, Sigbjorn. Zefr's conversation is no big deal, but if you wish you can decide to make an example of unruly Sigbjorn when he mouths off (and he does pretty much regardless of your choices, though the middle option leads right into a fight). This leads to a choice as you brawl:
- Charge Sigbjorn. Morale improves.
- Wrap him up and slam him into the ground. Bolverk murders Sigbjorn.
- Throw a barrel at his head. Lose 5 Supples, Morale improves.
- Recruit 'em. Gain 35 Fighters.
- Don't recruit 'em. Nothing happens.
- Inquire as to the downsides. They're obvious, and you still need to choose.
- Godstone ahoy. Some kids in the caravan start to mess with the godstone, creating a cairn. You can:
- Tell them to knock it off. Nothing happens.
- Kick the cairn they're building over. Beneath the cairn you'll find a Tool of Scyldings.
- Give them a stone to add to their cairn. Morale improves.
- Go help them out. You'll get into a battle with some dredge, and upon winning you'll recruit Fasolt, a familiar face from The Banner Saga. You'll also gain 25 Supplies and 7 Varl, and a conversation between Bolverk and Fasolt ensues.
- Refuse to go with Krumr. He disappears.
- IMPORTANT DECISION. After leaving the village it becomes obvious that the caravan needs to hurry, and you won't be able to slow down for the weak and vulnerable. You can:
- Insist that anyone who can't fight stays behind. Gudmundr will protest this, and if you press the point he'll leave the caravan to protect his people. All of the Clansmen will leave your caravan.
- Tell those who can't fight to leave combat to the pros.
- IMPORTANT DECISION. Armed dredge approach the caravan, and Sparr offers to fend them off. You can:
- Let him. You'll lose twelve Fighters, and Sparr leaves.
- Send a dozen fighters to keep the dredge at bay.
- Charge the dredge. Gain 5 Renown and get into a battle.
- Keep the caravan together, fending off attacks when you can.
- If you recruited Fasolt, Bolverk points out that the dredge may not want to fight. You'll walk right by. Gain 10 Renown.
- Ask Zefr what it's doing.
- Slam the Stonesinger's head against the cart. A battle against dredge follows immediately after. The Gloomwardens in this battle can make it pretty brutal. I recommend trying to take them down first, if you can.
- Let it sing. You still get into a fight, but the Stonesinger will help you in battle by stripping Armor away from your opponents.
Alternately, if the Stonesinger didn't survive chapter eleven, you'll get into a fight no matter what.
- Send fighters in with him. Lose 12 Fighters, and Ekkill is apparently gone. Oli suffers the same fate.
- Follow his charge. Lose ten Fighters, and Ekkill is in the next battle.
- Ignore him and attempt to go around.
- DECISION. If he's still around, Krumr will tell a little story about an ambush. You can:
- Ask what he's getting at. Krumr will ask for fighters to deal with the situation. Lose 12 Fighters
- Say you won't risk any more fighters.
- Tell him to shut up.
Upon arrival at Old Ford you'll catch a few scenes, and depending on your choices earlier the various Ravens who took off during the trip here may or may not return to fight another day:
- Gudmundr and his people will return to you if you ditched them earlier, though there are far fewer Clansmen than before.
- If you let Sparr go off he'll come back.
- Ekkill is gone if you let him run off. Oli, by contrast, will tromp back into camp - and he'll bring 5 Fighters with him.
- Assuming Krumr was in your party and you let him go check on the banners from Einartoft without accompanying him, he'll show up here with Fasolt, and you'll have your conversation with the beaten varl at Old Ford instead. He'll similarly come back if you let him leave just before reaching Old Ford, and will bring all of the Fighters back with him.
Have a look around Old Ford. There's a Market, as well as two buildings you can click on labelled Houses and Volunteers. You can choose to spend time on one of them, but not both. Volunteers doesn't seem to do much, but choosing Houses will plant barricades in the next battle, with some archers providing cover fire. Prep your troops...
... and after a conversation with Folka, you'll get into another battle against the Sundr Eyeless. Take out your poor, departed buddy first (no spoilers) to make Eyeless appear on the battlefield, then slowly press forward, killing dredge. This will give Eyeless fodder for possession, though each time you take out the dredge's she's possessed the big Sundr will reappear. You might have an easier time (though it's not that tough a battle) taking out the other dredge first, then going after the super-weak initial host, then ganging up on Eyeless.
Be warned! Eyeless can, and will, possess your own fallen characters. Try to get through the fight with as few casualties as possible to limit her possible hosts.
Once you've defeated Eyeless you have the chance to kill her by pressing forward or using the opportunity to flee to Manaharr. If you opt to finish Eyeless you need to head to the top-right side of the battlefield (hopefully you're already there) and smash her body to pieces before she can get up. She has no Armor, so one hit from a strong fighter will do the trick. Other dredge will show up to defend Eyeless, so if your team is hurting I highly suggest having a character right beside her spawn point. You'll get the Sunder Slayer achievement for killing Eyeless.