Road to Old Wood | Chapter 12 The Banner Saga 2 Guide
Last update: 01 February 2017
Key moments during the journey
The first important event takes place right after you have arrived in Ettinkbekkr. It is up to you whether you want to save some of the horseborn or ignore the village and move on.
- "We can't save everyone" - you decide not to intervene in the matters of the horseborn and you ignore the Ettinbekkr village. After this decision, you will have to take another one, after you have walked around the village. All of the available dialogue options have been presented in the next paragraph.
- "Let's see if we can help" - you decide to help the horseborn. This is followed by a quite demanding battle that can be solved in an easy way (not recommended). If you do not feel up to it, you can kill only one horseborn - Trigecannthae, who is their leader. After you have killed the leader, the battle ends in a success automatically. However, this tactic rewards you with a much less - renown points. After the battle itself, as an additional reward for your help, you receive additional 8 renown points.
If you decide not to save the horseborn, you will be faced with another choice.
- "Have the Varl lead a charge away from the fire" - As a result of picking the first option, you lose 63 clansmen, 17 warriors and 9 Varls. This also decreases the morale of the entire caravan.
- "Stay calm and follow me!" - Picking this one results in a slight improvement morale and you receive 5 renown points. At the same time, you lose 2 clansmen and2 warriors.
- "Send scouts to find the direction of the fire's movement" - You send out scouts to check out the direction of spreading of the fire. This way, you lose 8 clansmen, 3 warriors and the entire caravan's morale drops.
Note! After you save the village, you will set a camp, where you can train. For completing all of the tasks, you will receive 35 renown points. If you fail to save the village, horseborns will attack you halfway to godstone. For the battle, you will be rewarded with 18 renown points.
Additional events
The first three events concern entering the Old Forest.
- "Inspect the flower" - As a result of smelling the flower, you will fall asleep for the whole Day. You will lose lots of time this way and also, you will lose 20 supplies. Of course, with time, you will also lose your resources and morale of your caravan drops (1 traveling day).
- "Why is it perfect?" - This choice includes the first option and the (unwanted) third one.
- "Enough. Keep moving" - As a result of this choice, 6 clansmen will leave the caravan.
The next event will take place in the forest itself. You will encounter several exhausted and thirsty men.
- "Of course, have some of our food" - You offer some of your food to the men. This way, you lose 15 pieces, but you improve slightly on the caravan's morale.
- "You can join us if you'd like" - You offer the clansmen that they join your caravan. Your caravan will gain 24 clansmen.
- "Look away from the girl and keep moving" - You turn your back at the thirsty girl. The other clansmen in your caravan share their food with her. As a result, you lose 3 units of your supplies
While exploring the forest, you may encounter a witch tied to a tree. You have to make your choice here. It will not affect future events in any way.
- "How do you know she's a witch?" - This option opens another window with options provided below.
- "Let her go, she can join us" - Nothing happens.
- "Let her go and everyone go their way" - Nothing happens.
- "I don' like this but it's not our concern" - The caravan's morale drops slightly.
Your next decision will concerns a clansmen that attempted to steal some supplies.
- "Why were you stealing?" - As a result of this option, 24 clansmen escape the caravan.
- "I won't have thieves with us. You and your family have to leave" - As a result of this option, you make 24 clansmen leave your caravan.
- "Just return the food, her people will punish her" - Nothing happens.