
The Banner Saga 2 Ending
The ending we got is akin to Superman's death in Dawn of Justice, only to be followed by dirt levitating over his casket, signaling to the audience that he's not really dead. Totally ruins the feels (not that that movie had any feels to begin with, but that's besides the point).
At this page, you will find a list of all the more important decisions to take throughout the game, i.e. ones that have considerable bearing on the course of the campaign and which, as a result of careless actions, may end in death of one of the playable characters.
Later on in the text, for obvious reasons, numerous spoilers can be found so, I recommend that you use the information only if you have already beaten the main storyline and you are going to play the game again, in order to find out about the outcomes of alternative decisions.
Note - each of the mentioned decisions has been described, in much more detail, in the chapter devoted to the walkthrough for the game. The purpose of the below list is only to draw your attention to all the important events, so that you do not have to look for them in the main part of this guide.
Chapter 2
If, during the battles that you fight in Skogr you let Aletteand Egiltake part in the fights, alongside with the rest of the party, Egil'slife will be threatened at some point. If you want to save the boy from death, you need to wait for a window, which informs of the appearance of a monster right next to Alette, to pop up. First, you need to select the 'Shoot it with an arrow' dialogue option, and then 'Stop thinking! Shoot the dredge!'. More about this, at the page entitled 'Skogr'.
Along your way to Frostvellr the caravan will stop, for a moment, in a small Village. Right after you leave it, a cutscene of the meeting with Hogunand Mogun will start. If you want them to join your caravan permanently, you need to select the third dialogue option (Side with the brothers) and, additionally, fight a battle with a group of hostile villagers. To learn more, see the page entitled 'The journey to Frostvellr'.
You can complete the second chapter of the game in several different ways, by making your decision during the stay in Frostvellr. The important piece of information is that the decisions that you make will have a bearing on how chapter four of the campaign mode starts so, the effects are not immediate. In general terms, you can behave in three different ways, i.e. stay behind the city walls (using the Rest building or retreating from the city after the meeting with Onefor Ekkill), gain access into the city and start cooperation with Ekkillor to gain access to the city and reject working with Ekkill. Additionally, I recommend that you discourage Hogunand Mogun(if they are travelling on the caravan) from attacking the gates (this will happen if you decide to wait through the situation) because, they will die otherwise. To learn more, see the page entitled 'Frostvellr'.
Chapter 3
During your journey to Ridgehorn, the caravan will encounter a group of giants commanded by Fasolt. Towards the end of the meeting, you will have to decide whether to leave prince Ludinwith the caravan (Walk away) or to send him away, against his will, to Grofheim (Lay the prince flat and send him off to Grofheim). The former is a definitely better choice because, even if Ludincontinues along with your caravan, his life will never be put to any threat. By sending him away, you will lose the opportunity to take the service of, as many as, three characters, because also Yrsaand Bersi will leave with Ludin. To learn more, see the page entitled 'Journey to Ridgehorn'.
Along your journey to Ridgehorn the caravan will encounter a group of monsters capable of ranged attacks and, soon after you defeat them, an event concerning Gunnulf will start, and his life will be in danger. If you want to keep this character alive, you need to select the first dialogue option twice (Tell Gunnulf to let go and then Order him to let go with authority). To learn more, see the page entitled 'Journey to Ridgehorn'.
Soon before you reach Ridgehorn the caravan will encounter a group of monsters in the forest. While reacting to the appearance of the enemy army, avoid the fourth (Draw them into the woods and set them on fire) and the fifth (Lure them into the woods without the fire) option because, in the heat of the events, you can lose Yrsa irreversibly (as long as she is still travelling on the caravan). To learn more, see the page entitled 'Journey to Ridgehorn'.
In the final part of your stay in Ridgehorn you will have to decide how you want to leave the city. It is worthwhile to watch out here, because selecting the last option on the list (Send a diversion to draw their attention and escape) may result in Mogr'sleaving the party. To learn more, see the page entitled 'Ridgehorn'.
Chapter 4
The beginning of the fourth chapter of the game (the visit to Frostvellr) depends on the choices that you make towards the end of the second chapter. Depending on how you behaved earlier, you can be in the city or outside of it. What is even more, Ekkillcan be a member of the caravan from the very beginning or, about what you want to decide on his proposal to join the caravan, you may be asked later (while attempting to leave the city or after you meet him on your way to Wyrmtoe). To learn more, see the pages entitled 'Frostvellr' and 'Journey to Wyrmtoe'.
Still before you leave Frostvellr it is very important how you are going to behave towards Onef and his request to travel on the caravan. It is best to refuse his offer, because he will betray its trust in chapter six and this may lead to the death of Oddleifand Egil. To learn more, see the pages entitled 'Frostvellr' (Chapter 4) and 'Journey to Boersgard' (Chapter 6).
Along your path to Wyrmtoe or Grofheim an event, connected with Oddleif, and her desire to train new archers, will occur. It is a good idea to let her do so, (Encourage Oddleif to train the women), thanks to which a group of villagers will be turned into fighters, later in the journey. What is even more, in the sixth chapter of the game, soon after you leave Haukstorp, the current party should be joined by a new archer named Nid. To learn more, see the pages entitled 'Journey to Wyrmtoe/Grofheim' (Chapter 4) and 'Journey to Sigrholm' (Chapter 6).
Chapter 5
The entire fifth chapter takes place in Einartoft and the most important decision concerns the onslaught of the army of monsters. You can deal with blowing up of the bridge, with the help from Eyvind, immediately, take part in the fights on the bridge, or leave the city without helping the giants. In the case of the last one, the caravan will be left by Krumrand he will not appear in the following two chapters of the campaign mode. To learn more, see the page entitled 'Einartoft'.
Chapter 6
Along your way to Sigrholm the caravan will encounter a group of monsters that guard access to Haukstorp. The best thing to do is go around the monsters (Go around, past Haukstorp), or fight, at most, one battle because otherwise, Hogunand Mogun will die (someone else may die, if the two do not journey on the caravan). To learn more, see the page entitled 'Journey to Sigrholm'.
Soon before you reach Boersgard the caravan will reach Reynivik and it is a good idea to help the villagers (Rush to help), because Sigbjornwill join the party for the journey, to the last location in the game, as a result. What is even more, with Sigbjornon the party, you will not have to fight an additional battle with monsters, right after you reach Boersgard. To learn more, see the page entitled 'Journey to Boersgard'.
Chapter 7
The selection of the ways to behave, on the successive days of the siege of Boersgard, does not play any vital role. The only exception is the variant connected with Krumr(Put Krumr in charge of leading the warriors). It is not a good idea to choose him, in spite of the initial advantages, because the giant may die on the fourth day of the siege. To learn more, see the page entitled 'Boersgard - the siege'.
The final important decision that you take during the game, is the one connected with the ending. It is connected with giving the magic arrow to either Rookor Alette. To learn more about this choice, see 'Boersgard - preparations for the final battle'.
Back to Rook / Alette and the main caravan, minus Iver. You start off conversing with Hakon, then move to the camp. If you have Nid in your party you can chat with her for a bit, as well. Otherwise, shove off and continue the road to Arberrang. Though before you can leave. Rugga shows up, and challenges you on your decisions up to this point. What happens here changes depending on how you've acted up to this point:.
If you've disappointed Rugga in some way you'll get into a battle. Not a difficult fight, really - you've fought guys like these before. Even poor Dagr doesn't put up much of a struggle above and beyond the nameless combatants. You can lose this battle if your main character (Rook or Alette) is defeated, in which case 24 Fighters, 131 Clansmen, and 15 Varl will take off alongside Rugga and Dagr.
If you've pleased Rugga, however, he will offer your character an alliance instead. You can get this outcome by making the following decisions:. Don't pick up any extra people in Chapter Eight, when prompted.
This happens shortly before the waterfall event. During Chapter Ten, attack one of the two forces in Lundar, rather than splitting up your troops. Lend support to Dagr if it's offered. (Though bear in mind that this can get Ludin killed, if he's in your party.). Move in to save Ettingbekr during Chapter Twelve, rather than ignoring the situation.Pleasing Rugga will earn you the Alliance of Convenience achievement. Tell them to leave the dredge alone. Gain 5 Supplies.
Wonder if there are more dredge to kill nearby. If you go looking you'll find a small group of them, protecting supplies, and you can fight them, drive them off, or leave them alone. If you fight you'll wind up attacking a looooot of dredge, though they're fairly basic models, so it's a relatively easy fight. You'll gain 12 Supplies.
Walk away. Gain 5 Supplies and Morale improves.- DECISION. A varl is celebrating his two-hundredth year of life, and the other varl offer a toast. You can:. Break out mead and celebrate. Morale improves, but lose a day. Raise a toast. Gain 10 Renown, and Morale improves.
Congratulate him, but insist the caravan keep moving. Morale declines. Not long after the celebration you'll run into a battle with some horseborn.
This battle can be a bit of a pain because a number of the horseborn will likely be ranged fighters, and there's enough melee combatants that you're going to get pegged from behind enemy lines for a while. Hold back, wait for a few horseborn to come forward and get slaughtered, then begin moving up the bridge and killing as you go. To end the battle you need to take out their leader, Canary.
They'll join your ranks after the battle.- There's a godstone ahead. If you're playing as Rook, he has the chance to finally cement things with Oddleif. Took long enough. Nothing seems to happen whether you take her up on the offer or not, though. If you're playing as Alette and Egil is in your party you'll get a similar scene.
ArberrangNot long after the godstone you'll finally reach Arberrang, and if Ludin is with you he'll leave the party along with five Fighters and Yrsa. People from your caravan will also start to drift off towards their own clans, which are also settled here. You can:. Try to keep everyone together until they're in Arberrang. Gain 20 Renown. Ask them to bring everyone they're looking for to the caravan. You gain plenty more people, along with 10 Renown.
Let them choose for themselves. Tell everyone that they're banished if they leave. Lose 63 Clansmen and 22 Fighters.If you spared Dagr he'll also kill some of your Fighters at this point and flee.
Great.Once you're settled around Arberrang you'll need to decide on a course of action, as you're basically at war with the city, trying to get inside. You can:. Join Hakon in setting up defences. Lose 18 Fighters and 2 Varl. Investigate the trouble between the kingdom and the clans outside Arberrang. Lose 18 Clansmen and 2 Fighters.
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Help Oddleif / Yrsa stop some troublemakers, who have taken ill to the horseborn and varl in your company. If you threaten them they'll run off, earning you 5 Renown. Ask what's wrong and you'll get into a battle instead. The first battle is nothing special unless you wind up facing the varl in combat. There are a bunch of ordinary units, and you need to take them down. You're in something of a disadvantageous spot at first, since you're surrounded on all sides, so pull together on one side, take out the nearest enemies, and establish a perimeter against the rest as they move in.Be careful of Hakon in this fight, if he winds up against you. Whether you've been levelling him or not - which you probably have - he's a powerful opponent, and may be able to take out your units in a single hit, since you don't have any varl to form a wall in front of your lines.After the battle you have some options.
This can wind up as a brutal battle. Not only have you lost a bunch of party members you may or may not have relied on, but several of them - Hakon, Ludin, and Yrsa, potentially - are arrayed against you. They still have their former levels and items, as well, so if you levelled them you're in for a rough show. As above, watch out for Hakon, as he can wreak bloody havoc on his foes.Your primary target here is King Meinolf, and since his life is linked to his guards he won't start taking damage until they die.
Target his Elite Guards - presumably there are more if fewer of your units defected - then go after the king himself. Defeating Meinolf will end the fight. Charge the gates. No aid. Order Oddleif to take out the archers. Oddleif will not be available in the next fight, though she'll provide cover from the sides.
Order Canary to separate the king from his guards. Canary will be a forced part of the next battle, and gets an extra turn right at the beginning. Order Hakon (if he's in your party) to smash down a barrier between you and the king's forces. There will be no obstruction in the middle of the field in the next battle.Another fight waits. Here, if he's alive, you'll fight Griss, as well as the king and more of his entourage. The fight isn't significantly different from the last, though if Griss is around he provides a hefty meat shield.
The king seems much more eager to rush your lines than his guards, and if you surround him and batter him with attacks you can kill the guards without having to touch them.The chapter ends after you take either of these paths. As for the aftermath. Chapter FifteenMajor spoiler territory, so I won't talk much about this.
The essence of the battle that follows is that, as Iver, you need to try and direct your opponent into one of the bolts of lightning marked out on the map. Lead him around - minding that you can get cornered, be careful of that - and go for a bolt that has just appeared, as they seem to take two turns to descend.
Iver's Battering Ram move is also useful for knocking Bolverk into lightning strikes. Zapping him and sapping his health, beating him up the old fashioned way, or getting knocked out will end the fight.Hooray! You've completed The Banner Saga 2! Enjoy the ending, as well as the. Several years. Before the next one comes out.
AnonymousTried both alternatives, siding with king or Rugga/clans.I reached Arberrang (including bring the other clansmen to my banner) with 808 clansmen, 533 fighters and 335 varl.When you side with the king, Rugga let your camp set on fire and with that I lost in my playhrough 108 clancsmen, 74 fighters and 24 varl. All surviving members stayed loyal(except Rugga and Dagr, of course, but they were no fighting charakters anyway), even so the horsmen and varl. In the upcoming fights you only have to face nameless NPCs, no heroes.When you side with Rugga, you lose all Varl (335 in my game) and 9 Clansmen. Your Varl heroes (Hakon at first), Ludin and Yrsa leave you and you have to fight them - tough thing when they are Level 10 as in my game.All in all, I´d say siding with the king and fighting Rugga is what you could name the 'better ending'.