|The Banner Saga 2 created by Stoic.|
Images used for educational purposes only.
- DECISION. After the epic end to chapter eleven you wind up back with the 'normal' caravan in Lundar. With the siege ended you can now explore a little, and if you saved the Market previously you can make some purchases. Ro'Ech and Josurr, the old man from the siege, have things to say. Josurr wants to bring everyone from Lundar along on the caravan; you'll get the following if you agree:
- If you saved the Great Hall you'll gain 51 Fighters.
- If you saved the Market you'll gain 112 Supplies.
- If you saved the Houses you'll have gained somewhere in the vicinity of 200 Clansmen (seems to vary).
Whether you accept the citizens of Lundar or not, you're done here. Check out the Training tent if you want the final challenge session, then head out.
- Shortly after leaving Lundar, assuming you saved the witch in chapter ten, you'll receive a happy little boon of 75 Supplies.
- DECISION. Upon reaching Ettingbekr there is trouble in the woods, as the village is being pillaged. You can:
- Admit you can't save everyone and keep going. Nothing happens.
- Wonder what the horseborn are doing. You get a bit of information on the folks attacking the village, and still need to make a decision.
- Try to help. This leads to a battle against the horseborn, and your own horseborn units are forced into the party. This battle is quite dangerous thanks to Trigecannthae, an oversized horseborn who hits substantially harder than his buddies and can take more abuse overall. Ouch. Keep your team back until he draws close, then try to overwhelm him before he can go again. Defeating Trigecannthae will end the battle, and you'll gain 8 Renown, as well as access to the town before you continue onward.
- IMPORTANT DECISION. If you decided not to stop at Ettingbekr there will be a forest fire, and you'll have to decide how to handle the spreading catastrophe:
- Have the varl lead a charge away from the fire. You'll lose 63 Clansmen, 7 Fighters, 9 Varl, and, if he was in the party, Mogr. No surprise, Morale drops.
- Order everyone to follow you. Morale improves.
- Send scouts to determine the direction of the fire. Morale declines.
- DECISION. You find a village shortly after, and an odd man greets you. Sinister, this. Attempting to rest doesn't work very well, and if you try to rest twice you'll lose 20 Clansmen and leave shortly thereafter.
- Kragsmen will attack shortly after this. It's the same as other Kragsmen fights, but you'll be facing a War Bear rather than normal Bears, and there's a fair strength jump between the two. Try and keep the War Bear away from your guys until you can whittle its Health away enough that it's much less of a threat.
- DECISION. Godstone ahoy. You can:
- Inspect the stone. You'll find Brenna's Lock.
- Discuss the cracks in the ground near the stone with Juno and Eyvind. Choose another option.
- Help set up camp. Jump to camp.
- DECISION. Choose to rest and you'll get a scene with either father or daughter, depending. I get the feeling the choice right at the end is important, but I currently have no idea how.
- DECISION. After... some rather major things happen... Juno and Eyvind will wander away to talk. You can:
- Reassure Iver that everyone will be fine. Nothing happens.
- Speak to the bigger families and try to calm them. Morale improves.
- Train more Fighters. You can use this to convert all of your Clansmen into Fighters or just a subsection, if you wish. It takes three days to convert them all.
- Say you won't get any answers until Juno is ready to talk. Nothing happens.