The Banner Saga 2
54 Achievements
1,250
45-55h
Keep Your Wits
Bolverk always acts as the Ravens expect.
15
1.45%
How to unlock the Keep Your Wits achievement in The Banner Saga 2 - Definitive Guide
In my third playtrough, i took notes and here is all the choices i've made.
First note : the cheevo unlock just before the final battle against Sundr on the bridge
Second note : some events can be at different time, or even not show up at all.
Chapter 9
- DECISION. A member of the Ravens will complain about a lack of Supplies.
Tell him to start hunting.
- DECISION. Your scouts find a camp.
Kill everyone first and take everything.
- DECISION. Oli finds some mushrooms that may be a little questionable.
Keep the mushrooms.
- IMPORTANT DECISION. A little ways down the trail, assuming he's in your party, Mogun will ask about the cart .
Say the cart remains closed and then "Take one faen step forward and you die"
- IMPORTANT DECISION. You'll come across a tattooed man fighting dredge along the path.
Help him fight.
After the fight say "Where'd you learn to throw like that"
- DECISION. You come across a village. You must split an attack. After the fight say :" We're not going to kill but we're taking what we need"
- Next up is a godstone.
Study the bird shaped stone.
- DECISION. A forced camp follows shortly thereafter. Once you debark and walk a little ways you'll hear laughter. Choose to investigate and you'll run into a band of fighters who have taken some villagers captive.
Charge !
"Fine but you food is ours."
- IMPORTANT DECISION. After crossing into snowy territory you'll run into a guy named Bak who will beg you to take control of the people he's leading.
Tell that you're not interested and fight them.
- DECISION. Sparr talk to you.
Say : "Shouldn't have you died already ?"
And then : "There's never been trouble we couldn't fight our way out of"
Bindal
- DECISION.
To Folka : "Get back with the others"
To Nikels : "What do you know about me, boy"
To Zefr : "Fine, we'll camp against the walls"
"And separate, me from my Ravens ? No"
Chapter 11
Bindal
- DECISION.
To Zefr : "Where is the faen Valka ?"
To Nikels : "Keep him quiet before i do"
To Zefr : "She tried something on me, ..."
After the barn, to Folka: "A white stone tower, lightning"
To Zefr : "How do you know all of this ?"
"Why should i trust anything you say ?"
To Folka : "We stick with the Valka for now"
Touch the gate : "Pull out your axes and ..."
- IMPORTANT DECISION. Shortly after entering the cave path the sounds of trouble back at the entrance will float down, and Zefr will imply that the Ravens should go back and help.
Send the Ravens back up.
- In the Camp
To Zefr : "You want us to drag him to ..."
- DECISION. The caravan hears the sound of running water, and people try to run off and find it.
Tell everyone to stop while the scouts go look.
- DECISION. A large number of Clansmen go missing, and Zefr insists you go looking for them.
Shout into the darkness, hoping to lure them back.
- DECISION. After a bit of walking Bolverk will be approached by an odd fellow named Dytch.
Ask Folka who she is.
- DECISION. Bolverk settles down for a sleep
To Folka : "I dreamt i was a Sundr"
- DECISION. The caravan comes to a rickety bridge that's obviously not meant for carts.
Cross one cart at a time.
- DECISION. The caravan comes to a godstone.
Try to pry a gem off for yourself.
- DECISION. After the godstone inspection the caravan stops for a while.
Look in the middle pool.
- DECISION. Shortly after leaving camp several Ravens try to feed a hungry man some glowing berries, and he's understandably nervous.
Let Folka handle it.
- DECISION. After the boss fight, When you get lost.
Send scouts in several directions.
- IMPORTANT DECISION.
In the discussion about the Stonesinger.
To Zefr : "Ask what those thing are"
"I want to hear more, ..."
Chapter 13
To Folka : "Juno or whoever ..."
In the Camp
To Sigbjorn : "I'm trying to keep us alive"
And then charge with your head lowered.
- DECISION. On your way out of camp Sparr will suggest recruiting some woodcutters.
Recruit 'em.
RANDOM EVENTS
- DECISION. An old man claims that a child in the caravan has been swapped, and he says this is a bad omen.
Ask to see the child and then that humans can do what they want but the caravan won't stop.
- DECISION. The caravan hits dense underbrush, and one of the fighters demands help - and his hand appears to hurt.
Say : "Your hand going lame on you" and "Everyone get to work"
- DECISION. Your scouts find a hole in the ground.
Ask what's in the hole and push a men in.
- Godstone ahoy.
Tell the kids to knock it off.
- IMPORTANT DECISION. Upon hitting a village Dytch will tell you that the banners among the dredge nearby are from Einartoft. If Krumr is in your party go help them out.
- IMPORTANT DECISION. After leaving the village.
Tell those who can't fight to leave combat to the pros.
- DECISION. Armed dredge approach the caravan, and Sparr offers to fend them off.
Charge the dredge.
- DECISION. The Stonesinger begins to hum its odd language.
Let it sing.
- IMPORTANT DECISION. If he's in your party, Ekkill rushes forward to take on a group of dredges.
Send fighters in with him.
- DECISION.
If you have Krumr, send him with some fighters too.
Old Ford
To Folka : "That's axactly what's an oath is worth"
"I'm trying to figure out..."
"I don't know"
The achievement pop after that dialogue !
If something is missing, please write it in the comment.
When the choices come up, simply pick any other option:
Chapter 9 (3 Choices):
At some point in the chapter, during a random event where tracks to a small camp are discovered. If you initially choose to ignore them:
"Surprise registers on everyone's face..."
Do not Choose: "You heard me: leave them."
Just after being introduced to Oli, you approach a defended village:
1st Choice:
"Your caravan moves closer but stays out of arrow range..."
Do not Choose: "Not worth it. We keep moving."
2nd Choice:
"You grab the Raven banner and advance on the town, dodging a warning arrow..."
Do not Choose: "Let these bastards rot out here alone!"
Chapter 11 (3 Choices):
In the Bindal barn at the start of the chapter after discovering the cart's contents:
"Bolverk, hey! Folka's voice draws you from the dream..."
Do not Choose: "I felt betrayed. Hurt."
During the conversation immediately after when planning how to leave Bindal:
"The Valka have pathways there that will grant us escape, but with all of these people, it will be difficult."
Do not Choose: "Ask what you can do to help"
In the caves after a major fight Zefr states you're lost:
"Sorrow and uncertainty swirl across the Valka's face until she finally stands still..."
Do not Choose: "We're Lost?!"
Chapter 13 (3 Choices):
After leaving the village Dytch, during a conversation with Sparr:
"From over a hill, dredge emerge, armed. "Let me and a few others handle this lot," Spar says..."
Do not Choose: "Send a dozen fighters to keep the dredge at bay"
After fighting a few battles against the dredge, during a conversation with Krumr:
"Krumr, the old varl war leader speaks up..."
Do not Choose: "Keep quiet. Talk like that only spreads fear."
In Old Ford, during a conversation with Folka:
"An oath isn't worth all our faen lives!"
Do not Choose: "And go where?"
Achievement will pop just before the battle on the bridge in Old Ford.
A guide for the PC version matches my findings by marking decisions I have listed as 'do not choose' as 'fail achievement': https://steamcommunity.com/sharedfiles/filedetails/?id=69965...
When the choices come up, simply pick any other option:
Chapter 9 (3 Choices):
At some point in the chapter, during a random event where tracks to a small camp are discovered. If you initially choose to ignore them:
"Surprise registers on everyone's face..."
Do not Choose: "You heard me: leave them."
Just after being introduced to Oli, you approach a defended village:
1st Choice:
"Your caravan moves closer but stays out of arrow range..."
Do not Choose: "Not worth it. We keep moving."
2nd Choice:
"You grab the Raven banner and advance on the town, dodging a warning arrow..."
Do not Choose: "Let these bastards rot out here alone!"
Chapter 11 (3 Choices):
In the Bindal barn at the start of the chapter after discovering the cart's contents:
"Bolverk, hey! Folka's voice draws you from the dream..."
Do not Choose: "I felt betrayed. Hurt."
During the conversation immediately after when planning how to leave Bindal:
"The Valka have pathways there that will grant us escape, but with all of these people, it will be difficult."
Do not Choose: "Ask what you can do to help"
In the caves after a major fight Zefr states you're lost:
"Sorrow and uncertainty swirl across the Valka's face until she finally stands still..."
Do not Choose: "We're Lost?!"
Chapter 13 (3 Choices):
After leaving the village Dytch, during a conversation with Sparr:
"From over a hill, dredge emerge, armed. "Let me and a few others handle this lot," Spar says..."
Do not Choose: "Send a dozen fighters to keep the dredge at bay"
After fighting a few battles against the dredge, during a conversation with Krumr:
"Krumr, the old varl war leader speaks up..."
Do not Choose: "Keep quiet. Talk like that only spreads fear."
In Old Ford, during a conversation with Folka:
"An oath isn't worth all our faen lives!"
Do not Choose: "And go where?"
Achievement will pop just before the battle on the bridge in Old Ford.
Bolverk is a jerk. He is angry and rude, and you need to make sure he acts that way during the story. There are multiple opportunities to show compassion/caring toward other members of your group, or the people you come across in the random encounters. Make sure you are always looking out only for your group (but sternly), and always agree with Folka. Some things to watch out for would be ignoring any villages that need help (such as the one in Chapter 9, keep moving), choosing what to do with the Stonesinger in the underground section of Chapter 11 (kill it), and raiding any villages that look like they have supplies (kill first and loot).
The achievement seems to work on a hidden point scale, with each decision giving or taking away points. There is no data for this, but if you get a message that Folka disapproves of something you've done, this is usually the giveaway that you've just hurt the achievement (though it won't outright void it). You can reload and choose something else. If you want, you can follow this post and choose exactly what this person did at every turn. It will guarantee you get the achievement. It's worth noting that he chooses to bring the Stonesinger with him and still gets the achievement, so like I said, those three main choices are very important, but with enough other choices in the narrative, even doing one the "wrong" way will not completely void the achievement.
In general: carefully read Folka’s remarks and try to do what she hints at.
Chapter 9 - when talking with Juno, you answer “the conversation is over.” Conversation with Mogun - the cart remains closed and “last warning”. In the end we kill him. Fortified village - first demand supplies, then attack. At the end, offer to join the crows. We bring down Baka (with a red spear) - he threatens us. + It seems that random moments will be useful - searching for food - find yourself better than others and when raiders attack “civilians” you will immediately go into battle.
When we come to Bindal, we take Folka with us and does not threaten to take the walls. We stay outside with the crows.
Chapter 11 - we don’t help Valka, but try to escape. When talking to the captain of the guards, threaten to kill him if he touches your people. Upon entering the cave, the answer is “we are mercenaries” and we agree to help but “we will discuss the price later.” Passage across the bridge using the 1st cart. It seems that the number of lost scouts has an effect, but not exactly, try not to send them again. With the folk we always discuss dreams (the most snotty phrases) and we don’t act out the harsh varl. We kill the bone singer!
Chapter 13 - we don’t throw anyone into the pit (stay away from everything that leads underground). In a village we don’t follow varls. We say that civilians must be abandoned, but it is not clear whether there is a difference between abandoning them completely or telling the guard captain about responsibility for them (I got it with the 2nd option). I personally participated in the following battles (I didn’t send individual characters), but Folka was not happy (perhaps I just need to send characters + a dozen fighters.
At the end, behind the bridge, we take volunteers and answer option 1 (they have already changed). When talking with Folka, the answer options are 2,2,2 (be a raven, understand yourself, don’t trust the rolls). They don’t write 2,3,2 damn it, but 2,2,2! The trophy should drop.
I did not check the root folders of the game; everything is written from personal feelings: 4 complete walkthroughs and about 4 walkthroughs of the chapters described above.