There are new conversations to be had in the mess tent. You only ever want one of these in your hand because deploying one will pull out all copies of the unit from your reserve deck. Return to the fast travel point and head northwest. In the top left of the screen is the army morale indicator. You will be to the northwest of Rosberg. You'll find a letter among the after-battle spoils. Although the infantry are weak, they have a deathwish ability that damages a random enemy card by 5 when they are destroyed. Strays Bomber and the Northern Wind trinket works wonders. If you damage him on your turn, he moves one square left. Since you probably have plenty of both resources and don't much need either, the decision can go either way. Some peasants will entreat you not to carry out the measures stated on the false decrees that the Nilfgaardians have been distributing. The enemy commander has an ability that strengthens every unit he deploys by 2. After victory, you will receive the Blood trinket. All trademarks are property of their respective owners in the US and other countries. Your goal is to damage the wyvern and you do so by moving cards on the battlefield horizontally or vertically. These are pretty much the same units that you faced in chapter 2. Pretty good, actually. Return to the fast travel point and start making your way west. This allows for a combo if one of your rows has an effect such as Impenetrable Fog that damages the weakest unit since you can use the weak infantry to damage more powerful enemies. Approach the soldier for the point of no return. Here's a solution. Play one of the Regiment Drummers. This will result in lowered morale and significant resource loss. You can free them or take their equipment. The location marked on the treasure map is close to the fast travel point northeast of Crumhorne. When a Water Hag dies, Torrential Rain is removed from the row that it is on and a Swift Slinger appears in your hand. The Wyvern will eat a cow every two turns increasing its power by 4. Use Command: March on the Strays Bomber so that he can survive two turns. Play your Scytheman on the same row as the banner and use Meve's command ability. nr_letter_02 Use Reinforcements to play all your remaining Arbalests in the same row as you placed the other cards. The Spotter will move to your melee row. Go northwest and follow the quest marker. There's no point in killing them since they'll just be summoned back from the graveyard each turn. You'll pass a bit of loot on the way here. Return to the main path and pick up the nearby loot. Follow the game's instructions to win the final round and the battle. Otherwise, you will lose a few recruits retrieving the loot. If that ally is destroyed, return it to your hand rather than sending it to the graveyard. The enemy spams Smuggler units and Archers.