Lateral Thinking Puzzles
David Hodgson، Alex Musa، Will Murray، Loren Gilliland، Prima Games (Firm)، Arcturus Publishingقیمت
۳۶٬۰۰۰ تومان۲۷٪ تخفیف کل
قیمت اصلی۴۹٬۰۰۰ تومان
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۱۳٬۰۰۰ تومان تخفیف
۱۳٬۰۰۰ تومان ارزانتر از قیمت اصلی
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مشخصات کتاب
- نویسنده
- David Hodgson، Alex Musa، Will Murray، Loren Gilliland، Prima Games (Firm)، Arcturus Publishing
- سال انتشار
- ۲۰۱۳
- فرمت
- EPUB
- زبان
- انگلیسی
- حجم فایل
- ۶٫۲ مگابایت
- شابک
- 9780744017212، 9780744017229، 0744017211، 074401722X، 9781782122630، 178212263X
دربارهٔ کتاب
COVER TITLE PAGE TABLE OF CONTENTS FOREWORD INTRODUCTION AND CHARACTERS WITCHERS: NOT QUITE THE DEVILS YOU THOUGHT FAIRYTALES AND STORIES FRIENDS, FOES, AND FACTIONS THE WITCHERS OF KAER MORHEN GERALT OF RIVIA CIRILLA FIONA ELEN RIANNON VESEMIR ESKEL LAMBERT SORCERESSES OF THE LODGE YENNEFER OF VENGERBERG TRISS MERIGOLD PHILIPPA EILHART KEIRA METZ FRIENDS OF THE WITCHER DANDELION ZOLTAN CHIVAY AVALLAC'H THE NILFGAARDIANS EMHYR VAR EMREIS THE REDANIANS RADOVID V THE STERN THE ZEALOTS OF NOVIGRAD THE ETERNAL FIRE THE BIG FOUR OF NOVIGRAD SIGISMUND DIJKSTRA FRANCIS BEDLAM, KING OF BEGGARS CARLO "CLEAVER" VARESE CYPRIAN "WHORESON JUNIOR" WILEY THE TEMERIAN TWO VERNON ROCHE VES THE DOWNTRODDEN AND DEVIANT THE BLOODY BARON: PHILLIP STRENGER THE CRONES OF CROOKBACK BOG JOHNNY THE GODLING THE OPPRESSED, AND THE PEASANTRY NONHUMANS HUMANS THE ISLANDERS OF SKELLIGE CRACH AN CRAITE ERMION CERYS AN CRAITE HJALMAR AN CRAITE JARL "MADMAN" LUGOS DRUMMOND JARL UDALRYK AN BROKVAR JARL HOLGER BLACKHAND JARL DONAR AN HINDAR LEADERS OF THE WILD HUNT IMLERITH CARANTHIR GE'ELS EREDIN BREACC GLAS THE MAIN PLAYERS: HEARTS OF STONE THE BORSODI BROTHERS EWALD BORSODI HORST BORSODI A QUARTET OF CRIMINALS CASIMIR BASSI EVELINE GALLO HUGO HOFF QUINTO THE VON EVEREC FAMILY IRIS VON EVEREC THE BLACK CAT AND DOG OLGIERD VON EVEREC VLODIMIR VON EVEREC THE WARM- AND COLD-HEARTED SHANI GAUNTER O’DIMM - MASTER MIRROR THE MAIN PLAYERS: BLOOD AND WINE THE LORDS AND LADIES OF BEAUCLAIR DUCHESS ANNA HENRlETTA CAPTAIN DAMIEN DE LA TOUR MILTON DE PEYRAC-PEYRAN PALMERIN DE LAUNFAL GUILLAUME DE LAUNFAL SYANNA ALLIES AND BEASTS OF BEAUCLAIR EMIEL REGIS ROHELLEC TERZIEFF-GODEFROY DETTLAF FVAN DER ERETEIN THE UNSEEN ELDER HOW TO USE THIS GUIDE INTRODUCTION AND CHARACTERS (PAGE 4) TRAINING - SURVIVING AS A WITCHER (PAGE 22) GWENT - A GAME OF CARDS (PAGE 92) QUEST WALKTHROUGH (PAGE 140) QUEST LIST: AN ALPHABETICAL TABLE QUEST CHAPTER: CRITICAL PATH (PAGE 140) QUEST CHAPTER: SECONDARY QUESTS (PAGE 358) ATLAS OF THE NORTHER REALMS (PAGE 614) APPENDICES AND COMPENDIUMS (PAGE 714) (DLC) ADDITIONAL CONTENT DOWNLOADABLE CONTENT ARMOR AND ARMAMENTS ELITE CROSSBOW SET NILFGAARDIAN ARMOR SET SKELLIGE ARMOR SET TEMERIAN ARMOR SET ALTERNATIVE LOOKS AND STYLES ALTERNATIVE LOOK FOR CIRI ALTERNATIVE LOOK FOR TRISS ALTERNATIVE LOOK FOR YENNEFER BEARD AND HAIRSTYLE SET "BALLAD HEROES" NEUTRAL GWENT CARD SET ADDITIONAL QUESTS AND OTHER CONTENT NEW "FINISHER" ANIMATIONS NEW GAME+ NEW: CONTRACT: MISSING MINERS NEW: CONTRACT: SKELLIGE'S MOST WANTED NEW SECONDARY QUEST: FOOL'S GOLD NEW SECONDARY QUEST: WHERE THE CAT AND WOLF PLAY NEW QUEST: SCAVENGER HUNT: WOLF SCHOOL GEAR EXPANSION CONTENT HEARTS OF STONE BLOOD AND WINE TRAINING: SURVIVING AS A WITCHER SURVIVING AS A WITCHER MAIN MENU STARTING A NEW GAME DIFFICULTY SETTINGS KEEPING YOUR HEAD UP AND WITS ABOUT YOU: IN-GAME HUD OPTIONS OF NOTE GAMEPLAY > AUTOMATIC FINISHERS ("ON") GAMEPLAY > COLOR-BLIND FRIENDLY WITCHER SENSES ("OFF") GAMEPLAY > TURNOFF WITCHER SENSES FISH-EYE EFFECT VIDEO > HUD CONFIGURATION NEW GAME+: A PLANNING PRIMER NEW GAME+: CHARACTER PROGRESSION NEW GAME+: CHALLENGES AND A WITCHER'S FULL POTENTIAL NEW GAME+: GEAR GATHERING CONTROLS PC CONTROLS PS4 CONTROLS XBOX ONE CONTROLS, PC CONTROLS (XBOX ONE OR XBOX 360 CONTROLLER) LEAP, SLIDE, SPRINT, AND SAUNTER: MOVEMENT ON FOOT SLIDING CLIMBING AND JUMPING SWIMMING ROACH THE TRUSTY STEED: RIDING ON HORSEBACK ROACH THE UNTRUSTY STEED: WHAT THE BUCK? RIDING THE ROAD (AUTOMATICALLY) BY BOAT PRETERNATURAL PLANNING: WITCHER SENSES REACTIONS AND INTERACTIONS EXAMINATIONS AND ENVIRONMENTAL INTERACTIONS DESTROY EXAMINE EXTINGUISH AND IGNITE FAST TRAVEL GATHER INGREDIENTS HOLD TO DRAW INTERACT MOUNT AND DISMOUNT READ STASH TAKE HELM TALK USE LOOTING AND THEFT LOOTING: HOW EQUIPMENT LOOT IS AWARDED TALKING: BEGINNING CONVERSATIONS TALKING: DIALOGUES AND CHOICES TALKING: AXII DELUSION TALKING: A WITCHER WORKS HARD FOR THE MONEY ENVIRONMENTAL MAPPING AND POINTS OF INTEREST DISCOVERING A POINT OF INTEREST POINTS OF INTEREST: TYPES (WORLD MAP) SIGNPOST ABANDONED SITE ALCHEMISTS AND ALCHEMY SUPPLIES ARMORER ARMORER'S TABLE BANDIT CAMP BARBER BLACKSMITH HARBORS AND BOATS BROTHEL DUNGEON GRINDSTONE GUARDED TREASURE HERBALIST HIDDEN TREASURE INNKEEP MONSTER DEN MONSTER NEST NOTICE BOARD PERSON IN DISTRESS PLACE OF HAUNTING PLACE OF POWER PORTAL QUESTAVAILABLE ROACH, FAITHFUL STEED CONTRACT TROPHIES HORSE BLINDERS, SADDLES, AND SADDLE BAGS SHOPKEEPER (MERCHANT) SMUGGLERS' CACHE SPOILS OF WAR STASH (HoS) POINTS OF INTEREST: ADDITIONAL RUNEWRIGHT (BaW) POINTS OF INTEREST: ADDITIONAL CORVO BIANCO VINEYARD CORVO BIANCO MASTER BEDROOM: BED CORVO BIANCO STABLES ALCHEMY LABORATORY: DISMANTLING TABLE AND CHARGING TABLE DUCAL CAMERLENGO KNIGHT ERRANT IN DISTRESS OUTLAW HANSE GRANDMASTER ARMORER AND BLACKSMITH THE PROPHET LEBIODA'S FOOTSTEPS VINTNER VINTNER'S CONTRACT VINEYARD INFESTATION POINTS OF INTEREST: ADDITIONAL (GUIDE ONLY) UNMARKED LOCATION (DWELLING OF INTEREST) GWENT PLAYER GWENT VENDOR TREASURE CHESTS INVENTORY: ITEMS AND EQUIPMENT THE INVENTORY PANEL THE PLAYER STATISTICS MENU THE BURDEN OF ITEMS AND INVENTORY ITEMS: INGREDIENTS ITEMS: QUEST ITEMS QUEST ITEM: THE MAGIC LAMP QUEST ITEM: THE EYE OE NEHALENI QUEST ITEM: HORNWALL HORN QUEST ITEM: THE CURIOUS CASE OF VIRTUOUS VEGGA QUEST ITEM: LIZARD FIGURINE ITEMS: LORE BOOKS, TORN NOTES, AND NOTICES ITEMS: FOOD. JUNK AND OTHER MINOR ITEMS EQUIPMENT: AN OVERVIEW EQUIPMENT: SWORDS IMPROVING WEAPONS ALTERNATE WEAPONS EQUIPMENT: WITCHER'S CROSSBOWS AND BOLTS EQUIPMENT: ARMOR IMPROVING ARMOR DYEING ARMOR CONSUMABLES, BOMBS, AND POCKETS: ADDITIONAL EQUIPMENT PREPARATION: SETTING UP QUICK-USE ITEM SLOTS PREPARATION: MEDITATION WITCH CRAFT: ALCHEMY: POTIONS, BOMBS, AND OILS ALCHEMY: PRACTICUM IN BASIC ALCHEMY FINDING ALCHEMY FORMULAE CRAFTING ALCHEMY FORMULAE MASTER ALCHEMY FORMULAE BEST PRACTICES FOR ALCHEMY ALCHEMIC CREATIONS ALCHEMY SUBSTANCES: MUTAGENS MUTAGENS FOR MUTATIONS ALCOHOL BOMBS A USEFUL BRACE OF BOMBS DECOCTIONS TOP FIVE DECOCTIONS OILS OILS FOR COMMON OR SERIOUS THREATS POTIONS USEFUL EARLY-ADVENTURE POTIONS ARMORERS AND BLACKSMITHS: CREATING AND ENHANCING YOUR ARMOR AND BLADES CRAFTING: ARMORERS AND BLACKSMITHS FINDING CRAFTING DIAGRAMS FINDING CRAFTING MATERIALS MASTER CRAFTING DIAGRAMS AND GEAR CRAFTING > CRAFTING CRAFTING > REPAIR CRAFTING > REMOVE UPGRADES CRAFTING > DISMANTLE REPAIRING ITEMS: DURABILITY THE IMPORTANCE OF MAINTENANCE ARMORERS TABLES AND GRINDSTONES DO IT YOURSELF: ARMOR AND WEAPON REPAIR KITS CRAFTING: UPGRADES (GLYPHS AND RUNESTONES) GLYPHS RUNESTONES CRAFTING: THE OFIERI RUNEWRIGHT THE WORLDS NEVER-ENDING CREATION BE PRAISED! ADDING RUNEWORDS AND GLYPHWORDS SHOPS, MERCHANTS, AND THE ECONOMY OF THE WORLD VENDORS OF THE NORTHERN REALMS PROSTITUTES AND CARNAL KNOWLEDGE BARBERS THE LIVING ECONOMY: GERALT SELLS,BUT WHO’S BUYING? ITEM TYPE TYPE OF MERCHANT MERCHANT REGION ITEM ORIGIN REGION BONUS MERCHANT BONUS GET RICH QUICK: COLLECTING CROWNS KNOWING A MERCHANT’S WORTH WAITING A WEEK THE BOVINE OFFENSE FORCE COMPLETING YOUR CONTRACTS AND TROPHIES EXPLORING THE NORTHERN REALMS GWENT FISTS OF FURY: VEFEN RACES: CROW’S PERCH THE FINE ARTS OF BUTCHERY: COMBAT AS A WITCHER LOOKING AROUND AND LOOKING OUT CONTROLLING YOUR VIEW LOCKING ON SELECTING TARGETS MELEE COMBAT (SWORDPLAY AND FISTS) FAST ATTACKS STRONG ATTACKS ADRENALINE SPECIAL ATTACKS SPECIAL ATTACK: WHIRL SPECIAL ATTACK: REND FINISHERS (EXECUTIONS) FIGHTING ON HORSEBACK PARRYING COUNTERATTACKS DODGING AND ROLLING MANAGING STAMINA CROSSBOW ATTACKS SPECIAL BOLTS BOMBS SIGNS YRDEN: A MAGIC TRAP QUEN: PROTECTIVE SHIELD IGNI: DEALS FIRE DAMAGE AXII: INFLUENCES OPPONENTS’ MINDS AARD: TELEKINETIC BLAST ALTERNATE SIGN MODES TEMPORARY EFFECTS (FROM YOU OR YOUR FOES) FISTFIGHTS (FOR FUN AND PROFIT) PLAYING AS CIRILLA FIONA ELEN RIANNON CIRI'S SWORDFIGHTING AND COUNTERING CIRI'S TELEPORTATION AND MAGIC CHARGE BLINK MAGIC AMULET GENERAL ADVICE FOR COMBAT CHARACTER ABILITIES AND MUTATIONS CHARACTER DEVELOPMENT EXPERIENCE AND LEVELING LEVELS AND EXPERIENCE CHART ABILITY POINTS AND TREES: MAXIMIZING THE MUTANT THE CHARACTER MENU: ABILITY TREES AND ABILITY GROUPING ABILITIES, ABILITY SLOTS, AND ABILITY GROUPS MUTAGENS AND MUTAGEN SLOTS IMPROVING YOUR METTLE: ABILITY TREE STRATEGIES COMBAT (ABILITY BRANCH: 91 TOTAL POINTS) FAST ATTACK ABILITIES (4 ABILITIES, 20 POINTS) MUSCLE MEMORY (5 LEVELS) PRECISE BLOWS (5 LEVELS) WHIRL (5 LEVELS) CRIPPLING STRIKES (5 LEVELS) STRONG ATTACK ABILITIES (4 ABILITIES, 20 POINTS) STRENGTH TRAINING (5 LEVELS) CRUSHING BLOWS (5 LEVELS) REND (5 LEVELS) SUNDER ARMOR (5 LEVELS) DEFENSE ABILITIES (4 ABILITIES, 13 POINTS) ARROW DEFLECTION (3 LEVELS) FLEET FOOTED (5 LEVELS) COUNTERATTACK (3 LEVELS) DEADLY PRECISION (2 LEVELS) MARKSMANSHIP ABILITIES (4 ABILITIES, 18 POINTS) LIGHTNING REFLEXES (3 LEVELS) COLD BLOOD (5 LEVELS) ANATOMICAL KNOWLEDGE (5 LEVELS) CRIPPLING SHOT (5 LEVELS) BATTLE TRANCE ABILITIES (4 ABILITIES, 20 POINTS) RESOLVE (5 LEVELS) UNDYING (5 LEVELS) RAZOR FOCUS (5 LEVELS) FLOOD OF ANGER (5 LEVELS) SIGNS (ABILITY BRANCH: 79 POINTS) AARD SIGN ABILITIES (4 ABILITIES, 16 POINTS) FAR-REACHING AARD (3 LEVELS) AARD SWEEP (3 LEVELS) AARD INTENSITY (5 LEVELS) SHOCK WAVE (5 LEVELS) IGNI SIGN ABILITIES (4 ABILITIES, 18 POINTS) MELT ARMOR (5 LEVELS) FIRESTREAM (3 LEVELS) IGNI INTENSITY (5 LEVELS) PYROMANIAC (5 LEVELS) YRDEN SIGN ABILITIES (4 ABILITIES, 15 POINTS) SUSTAINED GLYPHS (2 LEVELS) MAGIC TRAP (3 LEVELS) YRDEN INTENSITY (5 LEVELS) SUPERCHARGED GLYPHS (5 LEVELS) QUEN SIGN ABILITIES (4 ABILITIES, 16 POINTS) EXPLODING SHIELD (3 LEVELS) ACTIVE SHIELD (3 LEVELS) QUEN INTENSITY (5 LEVELS) QUEN DISCHARGE (5 LEVELS) AXII SIGN ABILITIES (4 ABILITIES, 14 POINTS) DELUSION (3 LEVELS) PUPPET (3 LEVELS) AXII INTENSITY (5 LEVELS) DOMINATION (3 LEVELS) ALCHEMY (ABILITY BRANCH: 90 POINTS) BREWING ABILITIES (4 ABILITIES, 18 POINTS) HEIGHTENED TOLERANCE (5 LEVELS) REFRESHMENT (5 LEVELS) DELAYED RECOVERY (3 LEVELS) SIDE EFFECTS (5 LEVELS) OIL PREPARATION (4 ABILITIES, 18 POINTS) POISONED BLADES (5 LEVELS) PROTECTIVE COATING (5 LEVELS) FIXATIVE (3 LEVELS) HUNTER INSTINCT (5 LEVELS) BOMB CREATION (4 ABILITIES, 18 POINTS) STEADY AIM (3 LEVELS) PYROTECHNICS (5 LEVELS) EFFICIENCY (5 LEVELS) CLUSTER BOMBS (5 LEVELS) MUTATION (4 ABILITIES, 18 POINTS) ACQUIRED TOLERANCE (3 LEVELS) TISSUE TRANSFORMATION (5 LEVELS) SYNERGY (5 LEVELS) ADAPTATION (5 LEVELS) TRIAL OF THE GRASSES (4 ABILITIES, 18 POINTS) FRENZY (3 LEVELS) ENDURE PAIN (5 LEVELS) FAST METABOLISM (5 LEVELS) KILLING SPREE (5 LEVELS) GENERAL (ABILITY BRANCH: 20 POINTS) METABOLISM BOOSTS TRICK SHOT ADVANCED PYROTECHNICS BATTLE FRENZY STRONG BACK GORGED ON POWER BALANCED DIET IN COMBAT'S FIRES HEAVY ARTILLERY RELENTLESS ATTACK SUN AND STARS ADRENALINE BURST FOCUS METABOLIC CONTROL SURVIVAL INSTINCT BEAR SCHOOL TECHNIQUES RAGE MANAGEMENT GRIFFIN SCHOOL TECHNIQUES CAT SCHOOL TECHNIQUES STEADY SHOT MUTAGEN BRANCH MUTATIONS PANEL MENU THE MUTATIONS MENU RESEARCHING MUTATIONS: THE MUTATIONS TREE MENU RESEARCHING MUTATIONS: UNLOCKING YOUR FULL POTENTIAL MUTATIONS TREE (55 ABILITY POINTS, 10 GREATER RED, BLUE, AND GREEN MUTAGENS) DEADLY COUNTER (PURE COMBAT) BLOODBATH (PURE COMBAT) MAGIC SENSIBILITIES (PURE SIGNS) PIERCING COLD (PURE SIGNS) TOXIC BLOOD (PURE ALCHEMY) EUPHORIA (PURE ALCHEMY) ADRENALINE RUSH (COMBAT/SIGNS) SECOND LIFE (COMBAT/SIGNS/ALCHEMY) CONDUCTORS OF MAGIC (COMBAT/SIGNS) CAT EYES (COMBAT/ALCHEMY) METAMORPHOSIS (COMBAT/SIGNS/ALCHEMY) MUTATED SKIN (COMBAT/ALCHEMY) WITCHER ARCHETYPES SPENDING YOUR TIME WISELY: CREATING YOUR WITCHER OVERALL ARCHETYPE STATISTICAL PROWESS ANDCOMPLEMENTARY ELEMENTS LEVELLING UP ABILITY POINTS ARMOR MAKES THE MUTANT SPENDING YOUR CROWNS WISELY UPPER LEVELS AND NG+ LAST ON YOUR LIST: MUTATIONS ARCHETYPE SPECIFICS: BUILDING A BETTER ARCHETYPE THE RECOMMENDED ABILITIES CHART THE RECOMMENDED EQUIPMENT ANDENHANCEMENTS GENERAL ADVICE COMBAT-FOCUSED ARCHETYPES ARCHETYPE 1: THE MAN OF STEEL AND SILVER ARCHETYPE 2: ADRENALINE RUSH ARCHETYPE 3: MASTER OF THE BLADE AND BOLT SIGNS-FOCUSED ARCHETYPES ARCHETYPE 4: THE SIGNING SURVIVALIST ARCHETYPE 5: THE WARLOCK OF KAER-TOP MOUNTAIN ARCHETYPE 6: THE INCENDIARY AGITATOR ALCHEMY-FOCUSED ARCHETYPES ARCHETYPE 7: THE BOMBARDIER OF BLAVIKEN ARCHETYPE 8: THE ALCHEMIST HYBRID ARCHETYPES ARCHETYPE 9: PLAGUE WIND ARCHETYPE 10: BLOEDE BEANN'SHIE ARCHETYPE 11: THE PUPPET MASTER ARCHETYPE 12: THE DUMPLING DESTROYER GWENT: A GAME OF CARDS GWENT: A GMAE OF CARDS WHO PLAYS GWENT? WHO REALLY PLAYS GWENT. THOUGH? A CARD-COLLECTING: AN OVERVIEW Collection Plan #1A: In Your Base Deck (32 Cards) Collection Plan #1B: In Your Blood And Wine Base Deck (24 Cards) Collection plan #2: purchased from traders (87 Cards) Collection Plan #3: Won From A (Non-Quest) Gwent Player (53 Cards) PLAYERS WITH SPECIFIC CARDS TO WIN (6 PLAYERS AND CARDS) PLAYERS WITH RANDOM CARDS TO WIN (83 PLAYERS, 67 CARDS) Collection Plan #4: Found Or Won During A Gwent Quest (23 Cards) Collection Plan #5: Found Or Won During A Secondary Quest (15 Cards) Collection Plan #6: Loose Cards: Found On The Ground (1 Card) THE BASIC GAME FLOW OF GWENT: AN OVERVIEW THE GWENT BATTLEFIELD: A PICTURE DECK FACTIONS THE BASICS OF GWENT THE BASICS OF THE GWENT MENU THE BASICS OF A GWENT CARD CARD ABILITITES: A OUICK LOOK NEUTRAL CARDS UNIT CARDS LEADER CARDS HERO CARDS SPECIAL CARDS WEATHER CARDS BECOMING A TRUE GWENTLEMAN: GENERAL GWENT TIPS GWENT: ADVANCED CARD AND DECK TACTICS CARD UNIT AND ABILITY TYPES: AN OVERVIEW UNIT TYPES AND ABILITIES: A TABLE CARD UNIT AND ABILITY TYPES: IN-DEPTH TACTICS LEADER CARDS (22 CARDS) MONSTER FACTION LEADER: EREDIN (5 CARDS) Eredin: King of the Wild Hunt Eredin: Destroyer of Worlds Eredin: Commander of the Red Riders Eredin: Bringer of Death Eredin Breacc Glas: The Treacherous NILFGAARDIAN EMPIRE FACTION LEADER: EMHYR VAR EMREIS (5 CARDS) Emhyr var Emreis: His Imperial Majesty Emhyr var Emreis: Emperor of Nilfgaard Emhyr var Emreis: The White Flame Emhyr var Emreis: The Relentless Emhyr var Emreis: Invader of the North NORTHERN REALMS FACTION LEADER: FOLTEST (5 CARDS) Foltest: King of Temeria Foltest: Lord Commander of the North Foltest: The Siegemaster Foltest: The Steel-Forged Foltest: Son of Medell SCOIA’TAEL FACTION LEADER: FRANCESCA FINDABAIR (5 CARDS) Francesca Findabair: Pureblood Elf Francesca Findabair: Daisy of the Valley Francesca Findabair: Queen of Ool Blathanna Francesca Findabair: The Beautiful Francesca Findabair: Hope of the Aen Seidhe SKELLIGE CLANS FACTION LEADERS: KING BRAN AND CRACH AN CRAITE (2 CARDS) King Bran Crach an Craite SPECIAL WEATHER CARDS (15 CARDS) FIGHTING THROUGH FROST, FOG, OR RAIN Biting Frost (Close Combat) (3 Cards) Impenetrable Fog (Ranged) (3 Cards) Torrential Rain (Siege) (3 Cards) Skellige Storm (Ranged And Siege) (3 Cards) Frost, Fog, Or Rain And Decoys Frost, Fog, Or Rain And Agile Cards Frost, Fog, Or Rain And Medics Frost, Fog, Or Rain And Commander's Horn (And Morale Boost) Frost, Fog, Or Rain And Berserker, Muster, Or Tight Bond Cards Frost, Fog, Or Rain And Scorch Frost, Rain, Or Fog And Spies CLEAR WEATHER UNIT AND SPECIAL CARDS UNIT TYPE: CLOSE COMBAT UNITS (115 CARDS) Neutral Cards (Close Combat Units) (10 Cards) Monster Deck (Close Combat Units) (30 Cards) Nilfgaardian Empire (Close Combat Units) (18 Cards) Northern Realms (Close Combat Units) (17 Cards) Scoia'tael (Close Combat Units) (22 Cards) Skellige Clans (Close Combat Units) (18 Cards) UNIT TYPE: RANGED UNITS (75 CARDS) Neutral Cards (Ranged Units) (6 Cards) Monster Deck (Ranged Units) (10 Cards) Nilfgaardian Empire (Ranged Units) (13 Cards) Northern Realms (Ranged Units) (9 Cards) Scoia’tael (Ranged Units) (24 Cards) Skellige Clans (Ranged Units) (13 Cards) UNIT TYPE: SIEGE UNITS (29 CARDS) Neutral Cards (Siege Units) (1 Card) Monster Deck (Siege Units) (4 Cards) Nilfgaardian Empire (Siege Units) (6 Cards) Northern Realms (Siege Units) (12 Cards) Scoia'tael (Siege Units) (1 Card) Skellige Clans (Siege Units) (5 Cards) UNIT ABILITY: HERO (25 CARDS) HEROES: KNOW WHEN TO HOLD THEM; KNOW WHEN TO FOLD THEM Neutral Cards (Hero Ability) (5 Cards) Monster Deck (Hero Ability) (4 Cards) Nilfgaardian Empire (Hero Ability) (4 Cards) Northern Realms (Hero Ability) (4 Cards) Scoia'tael (Hero Ability) (4 Cards) Skellige Clans (Hero Ability) (4 Cards) UNIT ABILITY: AGILE (14 Cards) Neutral Cards (Agile Ability) (1 Card) Monster Deck (Agile Ability) (3 Cards) Scoia tael (Agile Ability) (9 Cards) Skellige Clan (Agile Ability) (1 Card) UNIT ABILITY: BERSERKER (4 CARDS) AND MARDROEME (4 CARDS) BERSERKER CARDS: KNOW WHEN TO HOLD THEM Berserker Cards, Commander's Horn, And Morale Boost Berserker Cards And Decoys Berserker Cards And Medics Berserker Cards, Scorch, And The Weather Skellige Clans (Berserker And Mardroeme Abilities) (5 Cards) UNIT ABILITY: COMMANDER'S HORN (6 CARDS) Commander’s Horn: Tooting Your Own Horn With Tight Bond Units COMMANDER’S HORN: KNOW WHEN TO FOLD THEM Dandelion And Draigs' Horns: The Only Homs You Can Reuse (2 Cards) ABILITY: DECOY Decoys And Biding Time Decoys And Feinting Decoys And Berserkers Decoys And Commander's Horn Decoys And Morale Boosts Decoys And Medics Decoys And Scorch Character Cards Decoys And Muster Cards Decoys And Spies Decoys And Tight Bond Cards Decoys And Weather Cards DECOY CARDS: KNOW WHEN TO HOLD THEM; KNOW WHEN TO FOLD THEM UNIT ABILITY: MEDIC (10 CARDS) Medics And Berserkers Medics And Commander’s Horn Medics And Decoys Medics And More Medics! Medics And Muster Cards Medics And Scorch Medics And Spies Medics And Tight Bond Cards MEDIC CARDS: KNOW WHEN TO HOLD THEM; KNOW WHEN TO FOLD THEM NEUTRAL CARDS (Medic Ability) (1 Card) Nilfgaardian Empire (Medic Ability) (A Cards) Northern Realms (Medic Ability ) (1 Card) Scoia'tael (Medic Ability) (3 Cards) Skellige Clans (Medic Ability) (1 Card) UNIT ABILITY: MORALE BOOST (8 CARDS) MORALE BOOST: KNOW WHEN TO FOLD THEM Neutral Cards (Morale Boost Ability) (1 Card) Monster Deck (Morale Boost Abilityl (1 Card) Northern Realms (Morale Boost Ability) (3 Cards) Scoia’tael (Morale Boost Ability) (2 Cards) Skellige Clans (Morale Boost Ability) (2 Cards) UNIT ABILITY: MUSTER (35 CARDS) MUSTER: KNOW WHEN TO FOLD THEM Muster Cards And Dandelion Or Commander’s Horn Muster Cards And Morale Boosts Muster Cards And Decoys Or Medics Muster Cards And Spies Muster Cards, Scorch, And Countering Neutral Cards (Muster Ability) (4 Cards) Monster Deck (Muster Ability) (18 Cards) Scoia'tael (Muster Ability) (9 Cards) Skellige Clans (Muster Ability) (4 Cards) UNIT ABILITY: SCORCH (7 CARDS) SCORCH: KNOW WHEN TO FOLD THEM (AND SCORCHING YOUR OWN CARDS) Scorch Cards, Berserkers And Mardroemes Scorch Cards And Transformation Cards Scorch Cards And Commander's Horn Or Morale Boosts Scorch Cards And Decoys Or Medics Scorch Cards And Spies Scorch Cards And Muster Cards Scorch Cards And Tight Bond Cards Scorch Cards And Weather Neutral Cards (Character Scorch Ability) (1 Card) Monster Deck (Character Scorch Ability) (1 Card) Scoia'tael (Character Scorch Ability) (1 Card) Skellige Clans (Character Scorch Ability) (1 Card) UNIT ABILITY: SPY (7 CARDS) Spies: Know When To Use (And Abuse) Them! Spies, Enemy Spies, And Decoys Spies And Medics Spies And Scorching Spies And Weather Cards Neutral Cards (Spy Ability) (1 Card) Nilfgaardian Empire (Spy Ability) (3 Cards) Northern Realms (Spy Ability) (3 Cards) UNIT ABILITY: TIGHT BOND (33 CARDS) TIGHT BOND CARDS: KNOW WHEN TO HOLD THEM Tight Bond Cards And Berserkers Tight Bond Cards, Commander's Horn, And Morale Boost Tight Bond Cards And Decoys Tight Bond Cards And Medics Tight Bond Cards And Muster Cards Tight Bond Cards, Scorch, And The Weather Nilfgaardian Empire (Tight Bond Ability) (9 Cards) Northern Realms (Tight Bond Ability) (12 Cards) Skellige Clans (Tight Bond Ability) (12 Cards) UNIT ABILITY: TRANSFORMATION CARDS (2 CARDS) NEUTRAL CARDS (16 CARDS) NEUTRAL CARDS: GERALT AND CIRILLA NEUTRAL CARDS: YENNEFER OF VENGERBERG NEUTRAL CARDS: TRISS, VESEMIR, ZOLTAN, AND EMIEL NEUTRAL CARDS: OLGIERD VON EVEREC AND DANDELION NEUTRAL CARDS: VILLENTRETENMERTH NEUTRAL CARDS: MYSTERIOUS ELF NEUTRAL CARDS: COW (BOVINE DEFENSE FORCE) NEUTRAL CARDS: GAUNTER O'DIMM AND DARKNESS DECK BUILDING AND FACTIONS: ADVANCED TACTICS MONSTERS FACTION GENERAL LOCATIONS OF MONSTER DECK CARDS MONSTER DECK STRATEGIES NILFGAARDIAN EMPIRE FACTION GENERAL LOCATIONS OF NILFGAARDIAN EMPIRE DECK CARDS NILFGAARDIAN EMPIRE DECK STRATEGIES NORTHERN REALMS FACTION GENERAL LOCATIONS OF NORTHERN REALMS DECK CARDS NORTHERN REALMS DECK STRATEGIES SCOIA'TAEL FACTION GENERAL LOCATIONS OF SCOIA'TAEL DECK CARDS SCOIA'TAEL DECK STRATEGIES SKELLIGE CLANS FACTION GENERAL LOCATIONS OF SKELLIGE CLANS DECK CARDS SKELLIGE CLANS DECK STRATEGIES GENERAL LOCATIONS OF NEUTRAL CARDS GENERAL LOCATIONS OF WEATHER AND SPECIAL CARDS GWENT: BUILDING A BETTER DECK GWENT: A SAMPLE CARD GAME ROUND 1 TACTICS Play To Win: Play To Lose (But With A Card Advantage): Delay Your Play: Fear Of Commitment ROUND 2 TACTICS Round 1 Won? Let Battle Commence! Round 1 Lost? Let Carnage Commence! ROUND 3 (FINAL ROUND) TACTICS AFTER THE BOUT The Baiting Game To The Bitter End GWENT: CARD TYPE AND ABILITIES TABLE CARD TYPE AND ABILITIES: ALL CARDS (121) QUEST WALKTHROUGH CRITICAL PATH QUESTS CRITICAL PATH QUESTS: PROLOGUE KAER MORHEN A GOOD BATH SPOILED RUNNING THE WALLS STEEL, SILVER, AND SIGNS END: A FEVERED DREAM LILAC AND GOOSEBERRIES A FRESH TRAIL, BUT A FETID AIR TROUBLE AT THE TAVERN ESS SOOND JAKKTEN (GOOD HUNTING TO YOU) MAIN QUEST: THE BEAST OF WHITE ORCHARD TRAWLING FOR BUCKTHORN SECONDARY QUEST ON DEATH'S BED SWALLOW THIS CONCOCTION THE BEAST OF WHITE ORCHARD (CONTINUED) THE SORROWFUL HUNTER, THE BLOODIED ASCENT RUFFLING SOME FEATHERS LILAC AND GOOSEBERRIES (CONTINUED) THE INCIDENT AT WHITE ORCHARD AN EMPEROR’S OFFER YOU CANNOT REFUSE IMPERIAL AUDIENCE COMMON COURTESY BEFORE THE EMPEROR MAY THE GREAT SUN LIGHT YOUR PATH CRITICAL PATH QUESTS: ACT I: VELEN (NO MAN ’S LAND) THE NILFGAARDIAN CONNECTION BANTERING WITH THE BARON’S BOYS THE SUFFERING OF HEATHERTON BLOODY BARON HALT! WHO GOES THERE?! A PEACEFUL PATH: STROLLING THROUGHTHE CROWS PERCH BAILEY A FORCEFUL PATH: INVESTIGATIONS LEADTO A SUBMERGED SWIM END: ONE TOUGH C--KER ClRl’S STORY: THE KING OF THE WOLVES YOU AFRAID? THEN I’M NOT, NEITHER FAMILY MATTERS (I) SCRUTINIZING THE BARON’S BEDCHAMBER TAMARA’S HIDDEN TABERNACLE SECONDARY QUEST: CIRl’S ROOM CURSES, CLOTHING, AND A SMALL SPINNING TOP FAMILY MATTERS (CONTINUED) OMENS NEVER LIE A PRINCESS IN DISTRESS HAVING A TINKLE IN THE FOREST REALLY GETTING YOUR GOAT FAMILY MATTERS (II) UNSTABLE: RETURN TO CROW’S PERCH A SOBERING CONVERSATION WITH BARON STRENGER A MISCARRIAGE OF JUSTICE LIFE FOR A LUBBERKIN: KEEPING THE LITTLE ONE CALM LIFE FOR A LUBBERKIN: TRAIL OF CARNAGE DEATH TO THE BOTCHLING: A TERRIBLE TANTRUM DEATH TO THE BOTCHLING: A RITUAL AT WOLVEN GLADE MERGED PATHS: FISHING FOR CLUES OPTIONAL: RADOVID'S WITCH-HUNTING MAIDEN THE WOEFUL DESPOT CIRI'S STORY: THE RACE THE GREAT RACE CIRIS STORY: OUT OF THE SHADOWS THE BARON'S SAVIOR END: A HUNCHED HOMUNCULUS HUNTING A WITCH MALLEABLE MINDS AT MIDCOPSE ANOTHER OPTION: SCUTTLEBUTT AMONG THE SWEEPERS YET ANOTHER OPTION: TALKING TO THE WAR VETERAN THE ENCHANTRESS IN THE GROTTO WANDERING IN THE DARK A BRIDGE TOO FAR ZIREAEL AND KELPIE: THE SWORD AND THE HORSE BITING COLD: NAVIGATING THE WHITE FROST YOU ARE STUBBORN, DH’OINE JUST AN ILLUSION: ESCAPING THE OLD RUINS SECONDARY QUEST: MAGIC LAMP FOUR GUARDIANS, FOUR FLAMES, STANDING PROUD IN A LINE THE HIDDEN SEPULCHER LADIES OF THE WOOD SWEET TREATS AND MEATS JOHNNY, JOHNNY, ATE A CAT, COME THE MORN SOME FUR HE S--T! COME OUT, COME OUT, WHEREVER YOU ARE! JOHNNY ON THE SPOT THREE CRONES, CROWING THE WHISPERING HILLOCK TREE SPIRIT SAVIOR: PREPARATION FOR THE RITUAL TREE SPIRIT SLAYER: RETRIBUTION FOR THE VILLAGERS THE LADIES OF THE WOOD (CONTINUED) BEHIND THE TAPESTRY: EVEN LOVLIER IN REAL LIFE CIRI'S STORY: FLEEING THE BOG THE HUNT CONTINUES CRITICAL PATH: KEIRA METZ'S QUESTS SECONDARY QUEST: AN INVITATION FROM KEIRA METZ AND A TOWERFUL OF MICE A HIKE TO FYKE ISLE ALEXANDER THE NOT-SO-GREAT PATH 1: THE DISPLEASURE OF A PESTA PATH 2: THE FURY OF A PLAGUE MAIDEN END: I’M ALMOST INCLINED TO SAY “GOOD WORK’’ SECONDARY QUEST: A FAVOR FORA FRIEND PACKAGE FOR KEIRA BYC’HANE, GVYN, CAEFFYL! END: FRIENDS WITH BENEFITS SECONDARY QUEST: FOR THE ADVANCEMENT OF LEARNING MY INTENTIONS ARE PURE- LIKE A VIRGIN’S TEARS QUEST CONCLUSION 1: THE ADVANCEMENT OF SPURNING QUEST CONCLUSION 2: THE ADVANCEMENT OF BURNING QUEST CONCLUSION 3: THE ADVANCEMENT OF YEARNING CRITICAL PATH: LETHO'S QUEST SECONDARY QUEST: THE FALL OF THE HOUSE OF REARDON MONSTER IN MY MANOR A FEW NEW TENANTS END: REARDON FAMILY SECRETS SECONDARY QUEST: GHOSTS OF THE PAST A FAMILIAR NEW TENANT HERE LIES LOUIS LEAVING VESTER TO FESTER PATH 2: DISQUISITION IN DOWNWARREN CRITICAL PATH: THE BLOODY BARON'S QUEST SECONDARY QUEST: RETURN TO CROOKBACK BOG PATH 1: DECIMATED DOWNWARREN PATHS 1 AND 2: TOGETHER,BUT NOT REUNITED PATHS 1 AND 2: FENDING OFF A FIEND END: THE FATE OF GRAN PATH 1: CONVALESCING IN THE BLUE MOUNTAINS PATH 2: CURSED IN THE CROOKBACK BOG CRITICAL PATH QUESTS: ACT I: NOVIGRAD PYRES OF NOVIGRAD NEW FIRES, AND AN OLD FLAME CHATTING OR TRACKING CHATTING: THE OLD SOWS FARROWED PIGLETS TRACKING: THE DEFT THIEF'S NIMBLE DIGITS A HIVE OF SCUM AND FREAKERY ALTERNATE ENTRANCE: THE SEWER SLOG A REFRESHING SWIM IN A FILTHY CANAL YOU DIRTY RAT! NOVIGRAD DREAMING THE DREAMS IN THE WITCH HOUSE THE DANDELION AND THE SWALLOW MAIN QUEST: BROKEN FLOWERS PARTLY SAGE ADVICE AT THE ROSEMARYAND THYME VESPULA: A DOWNTRODDEN WASHERWOMAN ELIHAL: AN OPEN-MINDED ELF MARABELLA: DANDELION’S A REAL FUNGI TO BE WITH ROSA VAR ATTRE: DOUBLE TROUBLE INFILTRATION:THIS IS FREDERIC FRANCIS DE BERGERAC INSTRUCTOR: GRAB A WOODEN SWORD, LEARN TO ATTACK MOLLY: OFF TO THE RACES JOCKEYING FOR POSITION WITH GENERAL VOORHIS FINDING PRISCILLA: SENTENCED TO AN EVENING OF POETRY QUEST CONCLUSION: RAISING A RUCKUS BUT LEAVING LITTLE TRACE GET JUNIOR FIRST EVER BARNEY WITH YOUR P---K HANGIN’ OUT NONE OF THIS SWINGING YOUR STEELC--K ABOUT CLEAVER CLEANED IT OUT SECONDARY QUEST: THE GANGS OF NOVIGRAD HELPING THE SMALLEST OF THE BIG FOUR GET JUNIOR (CONTINUED) CASINO: LET’S MAKE A DEAL PEACE AND PROSPERITY: ON THE CARDS VULGAR VIOLENCE: SHORT ODDS CASINO CONCLUSION: RICO THE SQUEALER SECONDARY QUEST: HONOR AMONG THIEVES BEGGARS' BELIEF GET JUNIOR (CONTINUED) ARENA: INTO THE PIT ARENA AGITATOR: A MURDEROUS MUTANT! SENSELESS SLAUGHTER: A MASSACRING MUTANT! ARENA CONCLUSION: THE REDANIAN CONNECTION VERNON ROCHE: TEMERIA’S LAST HOPE KING TAKES PAWN SQUEALING LIKE SOWS BEING SLAUGHTERED VIOLENCE: THE CACOPHONOUS KILLER SILENCE: THE SNEAKING ASSASSIN LIVING DOWN TO HIS NAME CIRIS STORY: VISITING JUNIOR DUDU RESCUE END: FLEEING WITHOUT A PHYLACTERY GET JUNIOR (CONTINUED) END: GOT JUNIOR MAIN QUEST- A FAVOR FOR RAPOVID A CONTRACT FROM THE MAGE MURDERER COUNT REUVEN'S TREASURE SHOW AND TELL DOWN THE WELL EVEN WORSE-SMELLING THAN NORMAL PARDON MY BEAUCLAIROISE, BUT WHO F--KING NICKED MY GOLD? KEEPING YOUR COOL, OR TESTING YOUR METTLE INFILTRATION: NAILED IT ERADICATION: EXECUTING MENGE WITHOUT BREAKING A NAIL INFILTRATION AND ERADICATION: OUTPOST EXTRACTION INFILTRATION END: I ALWAYS PAY MY DEBTS. EVEN TO LIARS. ERADICATION END: A TOAST TO YAMURLAK THE VERY END: DANDELION'S PREDICAMENT THE PLAY'S THE THING IT IS NOT IN THE STARS TO HOLD OUR DESTINY, BUT IN OURSELVES IF MUSIC BE THE FOOD OF LOVE, PLAY ON TO DO A GREAT RIGHT DO A LITTLE WRONG O, HAD I BUT FOLLOWED THE ARTS! TO BE, OR NOT TO BE DECISION 1: THE PUFFINS DECISIONS 2 - 6: A COMEDY OF ERRORS DECISION 7: THE PRINCESS DECISION 8: THE PRINCE DECISION 9: THE COMEDY OR MELODRAMA BOLDNESS BE MY FRIEND A POET UNDER PRESSURE FORESEEN AT THE RAVINE PLUCKING A DANDELION CIRI'S STORY: BREAKNECK SPEED NO SANCTUARY AT THIS TEMPLE TYING UP LOOSE ENDS IN NOVIGRAD CRITICAL PATH: DANDELION'S QUESTS SECONDARY QUEST: CABARET TROUBLE IN PARADISE A HERO IS BORN POLLY PUT THE CHOREOGRAPHY ON PLACATING THE PLACARD-MAKER’S COLLECTORS OFF TO THE RACES QUEST CONCLUSION: OPENING NIGHT BUTTERFLIES SECONDARY QUEST: CARNAL SINS THE ACT OF A DEMENTED MIND WE SEEK THE CORPSE OF A DWARVEN WOODCARVER SEEKING SACRILEGE: ASKING THRICELY A CRISIS OF FAITH A KNOCKAROUND GUY QUEST CONCLUSION #1: COGITA ANTE SALIS QUEST CONCLUSION #2: IN FLAGRANTE DELICTO END: DANDELION AND CALLONETTA CRITICAL PATH: ZOLTAN'S QUEST SECONDARY QUEST: A DANGEROUS GAME UP TO HIS NECK IN S--TE WITHOUT A SHOVEL ZED’S DEAD, BABY. ZED’S DEAD. (OPTIONAL) A LIFE-OR-DEATH GAME OF GWENT HIGH SPIRITS WITH CAESAR BILZEN END: THE CATFISH IS THE KING OF THE PONTAR! CRITICAL PATH: TRISS' QUESTS SECONDARY QUEST: A MATTER OF LIFE AND DEATH WHAT’S THE BEST PRICE ON A TROUT? FOXY LADY FINDING A PANTHER ON THE PROWL INCH BY INCH, LITTLE FROG... END: MORE FIREWORKS SECONDARY QUEST: NOVIGRAD, CLOSED CITY RADOVID’S IRON FIST PLAN 1: SOMETHING SMELLS OFF PLAN 2: A HAUNTING WE WILL GO PLAN 2: FINDING THE SECOND TREASURE KEY PLAN 2: FINDING THE FINAL TREASURE KEY SECONDARY QUEST: NOW OR NEVER CULLING OF THE MAGES GOING TO BITS UNDER THE KINGFISHER’S NEST BLOODLETTING IN THE SEWERS QUEST CONCLUSION: ONE LAST FAREWELL? CRITICAL PATH: THE ASSASSINS' QUESTS SECONDARY QUEST: AN EYE FOR AN EYE TEMERIA: THAT’S WHAT MATTERS MULBRYDALE: THE NILFGAARD IN TATTERS END: STOPPING THE LEADER'S PLEADING CHATTER SECONDARY QUEST: A DEADLY PLOT ONLY A DEAD RADOVID MEANS A FREE TEMERIA TRACKING YOUR QUARRY DUMB AS A BAG OF OGG, POGG, AND ROGGS END: STILL TART AS ROTTING RHUBARB SECONDARY QUEST: REDANIA'S MOST WANTED A CONTRACT FROM THE MAGE MURDERER THE PERFECT HIDEOUT... FOR AN OWL DROPPING IN UNANNOUNCED OPTIONAL (TRISS): GAINING TRUST WITH TRISS OPTIONAL (YENNEFER): REVELATIONS WITH THE RAVEN-HAIRED ONE END: DO YOU SIDE WITH THE SORCERESSES? CRITICAL PATH QUESTS: ACT I: SKELLIGE DESTINATION: SKELLIGE SOUSED AT THE GOLDEN STURGEON KNOW THE WAY TO KAER TROLDE? THE FINAL VOYAGE OF GOOD KING BRAN
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