Thronebreaker: The Witcher Tales
40 Achievements
1,000
30-35h
Xbox One
Xbox Series
There's no place like home...
Complete the main story line for Rivia. Details for this achievement will be revealed once unlocked
15
8.14%
How to unlock the There's no place like home... achievement in Thronebreaker: The Witcher Tales - Definitive Guide
This is unlocked through natural story progression after you complete a standard 3 round battle against Nilfgaard's Ardal Aep Dahy in Rivia. You will be moved to a camp after a continuing past a summary of your Rivia stats, so make sure you've finished everything else you wanted to in Rivia before moving on. You initiate the battle by speaking with your advisors.
Additional Tips/Guide
I found the battle impossible with the deck I had been using and had to completely change my strategy. So I'm going to include tips and my successful deck for anybody playing on Bonebreaker (hard) and not wanting to drop difficulty or for anybody else struggling.
I'm confident this deck can win more often than not on the highest difficulty, even with it being not as optimized as it probably could be. I actually got the 2-0 against him with it, so there's probably room for some error or bad draws.
Meve Ability: Angreni Blade
Gernichora Trophy (allows you to seize any bronze unit after 6 turns)
Trinkets:
Fake Floren
***Muzzle
***Artefact Compression
Blizzard
Units
Arnjolf (good for high, but controlled damage since you don't want to kill any enemy units)
Reynard
Gascon
Knickers
Barnabas
Aretuza
Strays Bomber x2
Alchemist x2 (can boost your lower units on the board up to your highest units)
Strays of Spalla x2
***Lyrian Blacksmith x3 (replays your "seize" trinkets)
Lyrian Hajduk x2
Regiment Drummer x5
***Horse Thief x5 (swaps power with Ardal's high units for big swing)
***Strays Infiltrator x5 (boosts self up by two of Ardal's high units)
Wagenburg
Field Medic x3
The most important cards are starred. The strategy I found successful is to get Infiltrators in between two of Ardal's big units to quickly pull yourself closer to his point total, use Horse Thief to swap its low power with whatever the largest Ardal unit is to swing more substantial points, and to use the Gernhichora Trophy, Muzzle, and Artefact Compression to seize Ardal's highest units and Lyrian Blacksmith to replay the two trinkets to seize more enemies as needed. Essentially, the strategy boils down to copy power, swap power, or steal power.
The Angreni Blade ability allows you to place an ally on the board back in your deck and play any two cards from your deck. So along with your initial draw, Regiment Drummers to pull from your deck or Field Medics to pull from your graveyard in later rounds, you should be able to get enough of the starred cards.
Ardal rarely plays any units that do damage. Instead, he will start each round with a few units on the board and almost all of the units he plays have 10 or more power along with pretty substantial shield totals. Whenever you defeat an enemy, a new card is automatically summoned for Ardal. Clearing an enemy usually does more harm than good, so decks built around heavy damage aren't very optimal.
Ardal's leader ability also allows him to draw a random card from his deck and your deck and if his card's power is higher, he boosts a random unit by 10. He'll succeed probably 95% of the time due to Meve's only having about 2-3 units that are at 10 or higher. However, I noticed that when I had an Infiltrator on Ardal's side, the additional power went to my Infiltrator card almost every time.
Typically in the 1st round, once Ardal gets down to 7 cards he will summon a few Assassin cards and pass. You can play down to 4 cards left in your hand to win this first round if you need to, allowing you to pass and let him take round 2 and go into round 3 with a 10 card hand. However, in the match I won against him, I believe I was ahead in point total as he played down to 7 cards (or very close), and he did not pass until a few cards later.
In 2nd/3rd round, once Ardal gets down to about 4 or 5 cards he will play "Rain of Arrows" which does 4 damage to all of your units. After that, he will also usually play 1 or 2 cards that allow him to draw an additional 2 cards, so he will almost definitely get last play every time.
Other than that, just pay attention to which units can boost or pull copies from the deck and prioritize seizing them before their timer runs down to put an end to him getting too many extra cards or extra points.
Additional Tips/Guide
I found the battle impossible with the deck I had been using and had to completely change my strategy. So I'm going to include tips and my successful deck for anybody playing on Bonebreaker (hard) and not wanting to drop difficulty or for anybody else struggling.
I'm confident this deck can win more often than not on the highest difficulty, even with it being not as optimized as it probably could be. I actually got the 2-0 against him with it, so there's probably room for some error or bad draws.
Meve Ability: Angreni Blade
Gernichora Trophy (allows you to seize any bronze unit after 6 turns)
Trinkets:
Fake Floren
***Muzzle
***Artefact Compression
Blizzard
Units
Arnjolf (good for high, but controlled damage since you don't want to kill any enemy units)
Reynard
Gascon
Knickers
Barnabas
Aretuza
Strays Bomber x2
Alchemist x2 (can boost your lower units on the board up to your highest units)
Strays of Spalla x2
***Lyrian Blacksmith x3 (replays your "seize" trinkets)
Lyrian Hajduk x2
Regiment Drummer x5
***Horse Thief x5 (swaps power with Ardal's high units for big swing)
***Strays Infiltrator x5 (boosts self up by two of Ardal's high units)
Wagenburg
Field Medic x3
The most important cards are starred. The strategy I found successful is to get Infiltrators in between two of Ardal's big units to quickly pull yourself closer to his point total, use Horse Thief to swap its low power with whatever the largest Ardal unit is to swing more substantial points, and to use the Gernhichora Trophy, Muzzle, and Artefact Compression to seize Ardal's highest units and Lyrian Blacksmith to replay the two trinkets to seize more enemies as needed. Essentially, the strategy boils down to copy power, swap power, or steal power.
The Angreni Blade ability allows you to place an ally on the board back in your deck and play any two cards from your deck. So along with your initial draw, Regiment Drummers to pull from your deck or Field Medics to pull from your graveyard in later rounds, you should be able to get enough of the starred cards.
Ardal rarely plays any units that do damage. Instead, he will start each round with a few units on the board and almost all of the units he plays have 10 or more power along with pretty substantial shield totals. Whenever you defeat an enemy, a new card is automatically summoned for Ardal. Clearing an enemy usually does more harm than good, so decks built around heavy damage aren't very optimal.
Ardal's leader ability also allows him to draw a random card from his deck and your deck and if his card's power is higher, he boosts a random unit by 10. He'll succeed probably 95% of the time due to Meve's only having about 2-3 units that are at 10 or higher. However, I noticed that when I had an Infiltrator on Ardal's side, the additional power went to my Infiltrator card almost every time.
Typically in the 1st round, once Ardal gets down to 7 cards he will summon a few Assassin cards and pass. You can play down to 4 cards left in your hand to win this first round if you need to, allowing you to pass and let him take round 2 and go into round 3 with a 10 card hand. However, in the match I won against him, I believe I was ahead in point total as he played down to 7 cards (or very close), and he did not pass until a few cards later.
In 2nd/3rd round, once Ardal gets down to about 4 or 5 cards he will play "Rain of Arrows" which does 4 damage to all of your units. After that, he will also usually play 1 or 2 cards that allow him to draw an additional 2 cards, so he will almost definitely get last play every time.
Other than that, just pay attention to which units can boost or pull copies from the deck and prioritize seizing them before their timer runs down to put an end to him getting too many extra cards or extra points.
3 Comments
Good strategy.
I was running an aggro kind of deck focus on damage and board removal cards and it worked just fine until this final battle.
I changed the strategy and runned for the same of the previous guide : far more easy.
Extra tip 1 : don't go to the 3rd round, the ennemy will unleash extreme powerfull cards, so win the 1st round (he gives up around 80) without playing your main cards, and go All In on the 2nd round.
Extra tip 2 : During round 2 he uses a bronze card wich strenghten itself if you use any Order ability. Keep this card on the board and use as many Order as you can, so the card will have an enormous power at the end. Keep Muzzle (or any card wich can Seize a bronze ennemy) for your last move and seize this card - you should be fine :)
I was running an aggro kind of deck focus on damage and board removal cards and it worked just fine until this final battle.
I changed the strategy and runned for the same of the previous guide : far more easy.
Extra tip 1 : don't go to the 3rd round, the ennemy will unleash extreme powerfull cards, so win the 1st round (he gives up around 80) without playing your main cards, and go All In on the 2nd round.
Extra tip 2 : During round 2 he uses a bronze card wich strenghten itself if you use any Order ability. Keep this card on the board and use as many Order as you can, so the card will have an enormous power at the end. Keep Muzzle (or any card wich can Seize a bronze ennemy) for your last move and seize this card - you should be fine :)
By Dr FRanchu7 on 14 Apr 2021 08:02
Or, if playing on the easiest difficulty, just forfit and skip the whole battle
By Tendoman77 on 08 Sep 2021 15:08
Story-related, cannot be missed.
Unlocked for completing the fifth chapter in Rivia.
This guide was translated automatically.
I would like to add a hint for those who thought the game was easy before the end.
The Battle of Rivia - the fight with Eumgyr was perhaps the most difficult in the game, and even more so - the only difficult one for me personally in the entire game. I advise you to be sure to take a decoration to capture an enemy card once every 6 moves (I don’t remember the name of the card, but there is an eye with a worm drawn there), and also be sure to take 3-4 spies with you - they will greatly help with increasing points, just put them between two the enemy's largest cards and a spy will be returned to you with the sum of the strength of these two cards on your board. Without spies, this decoration will be difficult to defeat.
The Battle of Rivia - the fight with Eumgyr was perhaps the most difficult in the game, and even more so - the only difficult one for me personally in the entire game. I advise you to be sure to take a decoration to capture an enemy card once every 6 moves (I don’t remember the name of the card, but there is an eye with a worm drawn there), and also be sure to take 3-4 spies with you - they will greatly help with increasing points, just put them between two the enemy's largest cards and a spy will be returned to you with the sum of the strength of these two cards on your board. Without spies, this decoration will be difficult to defeat.
3 Comments
A combination of Willem and Crusher Trap allows you to take away a whole number of cards from your opponent. In fact, you can win an entire round with these two cards.
By ABLUCT on 10 May 2020 09:13
If your deck is attacking, then you can safely disassemble it, since the effect in the last battle will be exactly the opposite. You collect a maximum of burglars, foragers, alchemists and regimental drummers, plus several adepts from Arethusa, Reynard, from decorations we take reinforcements, merlot, the rest as desired in the same direction. Thus, you can score up to a thousand points in a round without any problems.
By mrDimon on 16 Jul 2019 16:02