Place your Arbalest in your melee row and attack one of the escorts. You can choose to exchange gold or recruits for wood. But not much better. Allow her to stay and she will transform into Isbel: Destroyer. You don't really have a way of dealing with them yet so you'll just have to take the hit. If you use Lyrian Scythmen and Reinforcements to outscore your opponents, this is an opportunity to score over 300 in a single round if you've not done so already. Bring up the map view and spend 50G on scouts until they report that there's nothing left to discover since there's bound to a few bits of loot that you've missed. Forager (Human, Field Support)Destroys the unit to the right and boosts this unit by the destroyed unit's power. You will see a Troll blocking a bridge leading northeast. Continue west a short distance to find a golden chest (3/9). Return to the gate that you ignored earlier for a scene. Crow's Eye (Trinket)Move 6 random enemies to the other row and damage them by 2. Adjust your deck so that you're not using the Manticore Trophy. Strays Slinger + (Human)Gains 2 power. Suggested order is: If you are able to manage all these camp upgrades in this chapter, you will unlock the A-ten-hut! Your enemy will use row effects so Lyrian Pathfinders are useful. Manticore TrophyDamages enemy units by 1 or 2 when they appear on the battlefield. If reinforcements do arrive before the enemy passes, you've probably lost. Your goal is to kill the Wyvern while keeping at least one cow alive. If you need to raise your army's morale, examine the ruined church, otherwise wait. Instead, continue north and go northwest across a wooden bridge to find a village. Leave the fort through the southeast exit. End your turn. You can either have the inhabitants marched off to face trial, at the cost of 6 recruits or allow Rayla to dispense summary justice. Spend 250G to bury the dead and raise your army's morale. Destroy the weakest ally and boost 5 random allied units by the destroyed unit's power. If you didn't fight them, do not get involved with the brawling Skelligans since you don't want a morale boost. You can choose to spare the elf's life and, if you do so, you can also choose to take him into your army. Here's a solution. At the end of a round, charges are reset to 0. You probably don't have too much to spend it on now so you can distribute it among your troops if you like. However, it is not good if you need the deathwish ability of the enemy unit to trigger: if you use Artefact Compression on a Verendal Elite, for example, a bunch of enemy units will be left with the immune attribute. You will find a letter among the after-battle spoils. Repeat both moves and the Wagenburg will have 13 armour. Shrike (Trinket)Damage a unit by 10. Play an Arbalest into your melee row and attack the Wyvern for 7 HP. Both Spotters on your melee row will move to the enemy melee row. You are back in Aedirn. If you punish him, you will lose morale but the travellers will give you some gold. Here's a solution. Go west from the battle site to Arnjolf's camp and pick up all the loot lying around. Lyrian Pathfinder (Human, Field Support)When deployed, clears all row effects. Isbel will either leave your army or cease to be Isbel: Healer. You can use your Slinger units to boost him to quite high levels. End your turn. March the infantry back up. Play your Marching orders card and use your command ability again. Ignore her and go in. Play another Arbalest on your melee row and attack the fifth corpse along (note that it has 6 HP). In this case, the goal is to destroy three boulders before they reach Meve. Every 3 turns, the enemy commander can replay units from his graveyard so you may want to outscore him rather than destroy his units. Go south for a scene to meet Gascon, the bandits' leader. Return to the main path and gather some loot before inspecting the house. If you're not currently using it, make the Rivian Broadsword Meve's weapon. Southeast of the fort is a shrine which you should make a note of. This is another standard battle. Meanwhile, the enemy commander will banish two of your cards each turn. There are three Rot Tossers with 3 HP and they create a new carcass on your side of the board every other turn. Dig to reveal a golden chest (7/9). This should make a grand total of 10 trinkets, unlocking the Hoarder trophy. This is fought over multiple rounds. Because the trap has the spy attribute, the Spotter will not be alerted. You can obtain a letter from the nearby notice board. Choose to follow Gascon. Possibly worthy of a place in your deck. If you stopped the ritual earlier, some of your soldiers will fall victim to poisoning. Keep this in mind when considering when to play certain cards, and play powerful Resilient cards early to carry their bonuses through the entire battle. Deploy Gascon to the ranged row and target the Assassin on the melee row, moving him to the ranged row. Continue across the now-repaired bridge, picking up the after-battle spoils. Meve: Avenger is on their side of the board and will eliminate an enemy unit on every turn. Go left to find a merchant who will exchange wood for gold and vice versa. When battling monsters, Eyck can damage an enemy unit by his current power. Spend 250G to give the dead a proper burial to increase army morale. Your goal here is to banish all enemy units before the same happens to you. Solutions connues pour ce jeu. You can only have one banner in your deck at a time, and it will automatically appear on the battlefield at the beginning of a match. Mahakam Ale (Trinket)Every turn, boost a random ally on each row by 2. You will come across some tracks from Nilfgaardian soldiers. Your goal is to kill the Beast. Take a right and use the recruitment post. Talk to the two people to learn that someone has given an injured Nilfgaardian shelter. End your turn. Continue north to find a fast travel point and go through the archway. Your goal is to destroy all enemy units. What a surprise! Volunteer Corps (Dwarf, Blitz)Can be ordered to move two units with the same power to the other row. The enemy doesn't play any tricky cards so this battle should be quite simple, particularly if you're using the Flail. It will cost you two recruits to obtain a card fragment. Return to the shrine and then go into the Nilfgaardian camp. from the melee row to the ranged row and vice versa), inflicting 2 HP damage in the process. When a Water Hag dies, Torrential Rain is removed from the row that it is on and a Swift Slinger appears in your hand. You can only play cards whose value is equal to the amount of Mana you have available. Right now, you probably need the gold more. Use the Lyrian Horn followed by the Rivian Broadsword to kill them and the 5 strength Alpha Wolf. You will receive the Royal Decree trinket and the Leaden Ring that you will hopefully be able to use to persuade the dwarves of Mahakam to lend you their aid. You can pay 250G to replace the Nilfgaardian banner with a Lyrian one. Not bad, but only really useful if your goal is to accumulate points on your side of the board. From the inn, take the left hand path at the fork and make your way to another compound. If you have Eyck in your army, you can obtain 250G and a card fragment at no expense. The enemy will have two Commanders on the field. There are a couple of pieces of loot to gather along the way. To proceed you must lay siege to Castle Rivia. Examine the tent in the southwest corner for a letter. Choices you make during the story can alter morale, and it can be increased by making offerings at a Wayside Shrine, but after winning a battle, morale returns to neutral. You should be able to get rid of them by combining a Pitfall Trap, Gheso Arbalests and the Flail. Since these units start off with 4 HP and no armour you can take them out with your command ability. Assuming you've promoted your Arbalests, their loyal ability can help as well. The rightmost Cow will consume the Scytheman at 7. You'll also want Eyck in your hand and the Manticore Trophy. Skull (Trinket)Remove any number of cards from your graveyard and damage all units on a row by that number. Go to the southwest of this area where you'll find a Nilfgaardian deserter. All the chests will be visible on the map view (so you don't have to remember where they are). You may also want to swap out any trinkets that damage all enemy units and remove Trap cards. This is a standard battle. When they are unable to summon another Nekker, they gain one point in strength. Continue past them to the point of interest to the northwest for a battle. This is the key to winning the battle. When you reach the end of the path, the game will give a summary of stats for this chapter. Allowing them to join will gain 80 recruits at a cost of 1600G. Then head north to proceed. There's a requirement to win the battle while keeping Shupe alive. Return the way you came and when you cross the bridge, head southeast through the swamp. You will receive the Marching Orders trinket after victory. Approach them for a battle. Pretty good but probably not as good as the Lyrian Horn card. Golden Froth (Trinket)Boost all allies in a row by 4. Examine it and choose to enter for a battle. Stellar support 24/7 and full refunds up to 30 days. If you have the coin, roleplay this by all means but it is a large amount to spend at this stage. Place a Slinger in your ranged row and select the three Scythemen. Play your Lyrian Arbalest next. You'll want the Bekker's Dark Mirror and Alzur's Thunder trinkets. Agree to pursue the abductors. Continue a short distance east and go into the courtyard of an inn. Return to the fast travel point and start making your way west. Use Scorch to destroy both remaining enemy units. Examine it to meet Murko Vidmar who wants help in finding a family heirloom. This could be useful, but it has a high unit cost and to be useful at all requires that one of your units is destroyed. Thronebreaker The Witcher Tales est paru. This page contains tips, tricks, and strategies for playing Thronebreaker: The Witcher Tales. If its charges fall to 0, you will lose the battle. Fast travel to the sign post south of the temple and take the path headed west. You will witness the bride being abducted by bandits. Afterwards, you can choose to keep your word or have them killed. You'll also receive a new report along with a decent amount of loot. Choose to continue for a scene. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. If you end up with, say, a bunch of Scythemen and a couple of medics, just restart. When wagons appear on the enemy side, you have two turns in which to defeat them. Follow the path east and south. Nilfgaardian units are trapped in cocoons with some still alive. You can grab some loot nearby, but a broken bridge prevents you going further south. Assuming you didn't surrender your advantage earlier, you will be able to summon two units from your hand and will get to go first. Although your goal is to outscore the enemy, Albrich has a nasty ability that he can use every turn: he damages your highest powered unit by the strength the lowest powered one and gains one strength each turn. Choose to attack the Oberts for a battle. If, for some reason, your morale is not boosted, 50G is a good investment since there's an optional battle a short way ahead. The enemy will keep throwing cards at you. Make you way southwest. Vous avez d’autres questions ? Confirm your intention to proceed for a scene and a battle. They are arguing over the height of two peaks, each one in a different clan's territory. If you damage him on your turn, he moves one square left. Return to the main path and continue west to the village of Broadhead. You can restore your morale to neutral at the nearby shrine. Click on the figure in the corner, Grey Rider, to get some stats for the current map. Here's a solution. Here's a solution: After victory you will receive the Bekker's Dark Mirror trinket. Use Gabor to deal with the Alba Cavalry Veterans. Two peasants standing by the roadside will mention seeing a mysterious boat. Blood (Trinket)Examine 5 cards from your backup deck. Return the way you came and continue round to find some ruins. When you reach the main path again, go through the gate to find a blacksmith from whom you can buy a card fragment for 250G. There are three Assassins on the enemy side with countdown timers. The southern path leads to the continuation of the main quest so take the bridge to the west. Place an Arbalest in the melee row and attack an enemy in the ranged row. Here's a solution: You'll receive a Decoy trinket following victory. They combo well the Wagenburg and Reynard Odo. Start heading southeast. Afterwards, walk south around the nearby islet to collect some loot and continue round for a battle. You may also choose to dismiss her. They will consume whatever is in front of them on the melee row. The Hym has 34 HP and will replay any card you played, targeting the leftmost ally. Play an Arbalest on the melee row and destroy the Boulder. After the battle you will find that this is a field hospital and will receive the Ointment trinket. This is something of a palette cleanser after the fight against Aep Dahy. Ointment (Trinket)Heal an ally and increase its strength by 10. Every time the enemy damages one of your units, Eyck will gain 1 strength. Move a Light Infantry from the melee row to the ranged row. To get them back you need to damage them. Examine the point of interest for a scene. You can go further down to pick up a bit of loot and then approach the figures near the broken bridge for a scene. Here's a solution. Return to the fast travel point and head northwest. Cadaverine (Trinket)Damage three units by 3 HP or destroy them if they are already damaged. If your battle plan involves scoring more points than the enemy, this is not bad. When you kill the Phantasm, you will do 3x the banished unit's power in damage to the Colossal Beast and recover your unit. Afterwards, you will have a meeting with Villem accompanied by Nilfgaardian forces - answer however you please. Take the path to the west and talk to the man with a '?' Continue northeast to the quest marker for a scene which will result in unavoidable loss of morale. This is a standard battle. Read the notice board here and gather the nearby loot. Otherwise, hear her out. After a couple of turns draining her, they will stop. There are 4 Water Hags on the board and Torrential Rain is present on all rows. your discard pile). Unlock the fast travel point just to the south of the camp and continue southwest. After the battle, you'll have a choice: Note that the villagers treat the middle choice, which seems pretty fair to me, as a great crime. The Nilfgaardians are engaging in primitive biological warfare. You skulk out of the city and make your way to Aedirn, a neighbouring kingdom. The units may not be ones that you currently have in your army. Recruits can be picked up from recruiting posts and by talking to certain individuals on the map. The only reward is some minor loot. Past the Troll is some loot and a shrine to make a note of. You can free them or take their equipment. Although your path to proceed is to the north, begin by going south where you will find a golden chest (1/9). Unlock the fast travel point and examine the elven ruins nearby. Here's a solution: After the battle, you will unlock a new weapon for Meve. The first choice will improve morale while the other two will lower it. ALL RIGHTS RESERVED. No choice actually results in you obtaining wood. Now go north onto the main path and unlock the fast travel point. There's more loot and another recruiting station in this camp along with a merchant who will trade wood for gold and vice-versa. The treasure map points to the nearby field with chickens and a cow. Force your men to clear it and take the hit to your army's morale. If you can make good use of them, they can boost your army strength considerably. Afterwards, you'll find a letter amongst the loot and if you talk to the woman here three times, she will give you a treasure map. The Mantlet card will return them to your hand. This time, go northeast and keep going northeast. Use Black Blood and boost the 107 strength Drone at C6 by 18. Not bad. A Spotter will appear at B1 and turn into a Pursuer; Gascon will be moved to B2. Head northeast towards the quest marker. Forager + (Human, Field Support)Gains 2 power and the ability to destroy two cards to the right. Use the Drummer to summon a third Arbalest. Remember to adjust your deck if need be. Play an Arbalest in your ranged row and damage an Archespore by 3. Approach the Grave Hag in the centre for a puzzle battle. The choice is bugged to all heck: requisitioning the wood simply loses you morale. Deploy a Sapper, destroy the 1HP Nekker and damage a second. This is a standard battle. Use the Lyrian Horn. You will encounter a new enemy unit, the Nilfgaardian Interceptor. Unlock the fast travel point and keep going west until you come to a puzzle battle. They should not pose any threat to you. Make your way down into the temple area for a scene. You have an optional goal of eliminating the enemy leader, Gimpy Gerwin. Continue east for a puzzle battle. Make your way to the end of the ravine, picking up loot along the way, and examine the cave mouth at the end. The Manticore Trophy and a Pitfall Trap or two will more than compensate. Can be used on Light Infantry to damage the enemy by 10. In a really bad interface fail, the card that you've laid down is targeting one your own troops with its deployment ability so make sure that you select an enemy card before pressing the X button in order to damage the enemy rather than yourself. Place Reynard on D2 and move him one space left to D1 and one space up to C1. After the battle you will receive the Devana Runestone trinket. The enemy will play Falbeson's Guard units. Go back east across the bridge and wade northwest through the swamp to get there. An additional charge is gained when you use your command ability. The other choice gives you a morale boost and you don't really want that. 25 octobre 2018 | Le Blog de Goclecd- l'actualité des jeux vidéo Thronebreaker The Witcher Tales, le dérivé de Witcher issu d’un autre dérivé Witcher, vient de sortir. On the other hand, you can use the AI's tendency to target the Wagenburg to keep them from targeting other units. Talk to the other dwarf for a scene. Every turn he consumes the most powerful card on the field, damaging himself in the process. If you brought the druids with you earlier, you will part ways at this point. Go through the gate to the north and approach the point of interest for a scene. This is a pretty big bonus making a couple of them in your deck a must-have. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. Interact with the recruitment post (marked by a blue banner) to pick up 7 recruits. Wolfsbane (Trinket)Draw 2 random units from your reserve deck and set their strength to 1. I'd hold off on doing so, because you can come back here later. Here's a solution: After the battle you will acquire the Skull trinket. Move Gascon two spaces down and use, say, Held Breath. Unfortunately, she cannot be directly targeted. Make your way back to the main path up the eastern side, gathering loot on the way. Continue east and examine the cave mouth for a puzzle battle. Two down. You do not want to put traps on the enemy rows or use the Manticore Trophy because of all the Harpy's Eggs. You can end this battle early if you can eliminate Gascon. You'll be able to boost your morale shortly so take the gold. Unlock the sign post and head northeast. Your enemy spams certain units, particularly Rotfiends which duplicate themselves when deployed. It's basically Bejewelled: select one card and then another to create a row or column with three or more identical card types. Note that there is a shrine a short distance ahead, so doing nothing is a valid option here. From here go northeast up the path to the gates of a fort. Approach the soldiers for a battle. Another standard battle. If you choose not to help fight the dragon, Eyck will leave your army. After the battle, you will receive 5 Reinforced Ballistae. Pray if your morale is not currently high, otherwise save it for later. The location indicated by the treasure map is a short distance away. Count Caldwell's ability to summon two units (i.e. The enemy will also spam its own Arbalest units whose damage can mount up so prioritise them as well. Meve will move to the enemy ranged row. Thronebreaker's scenario variety is the crucial final element that makes it feel like time well spent, even as I approached the 30-hour mark. If you made your own sacrifice you will lose resources. While on the enemy side, they can be damaged by any row effects (such as fire from the Strays Bomber) and once back on your side they can only add to your overall strength. Go to the northeast corner for a puzzle battle. Continue north and east to a Nilfgaardian camp for a battle. If an enemy is moved onto it (e.g. Si vous n’avez pas trouvé la réponse que vous cherchiez, veuillez joindre quelqu’un de notre aimable et bien informée équipe du support, qui sera … Otherwise, it will cost you recruits and morale. Trinkets will always appear in your hand when cards are drawn but can be discarded in favour of another card. Afterwards, you will have to choose whether or not to keep certain Nilfgaardian reforms regarding discrimination against nonhumans in place. Go north and unlock the fast travel point. This card is incredibly useful if there's an enemy card that you want to eliminate right now. Use your ability on the orange stone four times. The Alchemist will take 3 damage on the enemy's turn. If the row is on fire, damage all units on the row by 5. When you're done go northwest into the swamp. You will find captives bound to a willow tree and left to die horribly. Play another Soldier Puppet on your melee row. Then use Raymond to recharge both units for two more summons. Go through the gap in the western wall to find a golden chest (4/10). There will be three decisions in this chapter that determine whether she stays with you or leaves. Here's a solution. Hmm... Exit the town to the northeast. Unlocking the Herald's Study upgrade means that you don't have to worry about gaining recruits. If you talk to him three times he will join your ranks. If you choose to help the villagers inside, you will gain morale and a card fragment at the cost of 2 recruits. You will receive Mardroeme: Vengeance. Deploy the Arbalest on the bottom row and attack the final 3 HP Rotfiend for 2 HP damage. Keltullis TrophyEvery 3 turns damage all enemies on the melee row by 2. Afterwards, collect loot and examine the notice board to find some black propaganda. Le large éventail de … You have 10 uses of a command ability which swaps a stone with the stone on its left or moves it to the right of the other row if there is no stone on the left. Thronebreaker: The Witcher Tales - Un prix élevé, de beaux bonus de précommande et un teaser pour le jeu de cartes Le samedi 29 Septembre 2018 à 14h43 par Auxance M. They become really good when you promote them through camp upgrades since the chance of inflicting damage on each turn doubles. Comparer les prix et acheter Thronebreaker: The Witcher Tales moins cher sur PC, XboxOne en boîte ou sous forme de clé cd. In the Mess Tent, you can have a chat with Reynard Odo. Continue northwest. You want Meve to be using the Longsword since this allows you to control which of your units are consumed as well as doing additional damage to the boss. Lyrian Blacksmith (Human, Field Support)When deployed allows you to play a trinket from your graveyard so that, for example, you can use the Lyrian Horn twice which makes the Blacksmith really rather good. He does a fair amount of damage to your units so you can use Eyck to win the round for you. A third Archespore will commit suicide. Another charge for Rayla? You'll want to eliminate the Greedy Forktail so that it's removed for subsequent rounds. Use the Wagenburg to destroy the two Boulders. Unlock the fast travel point and go east. The secret to destroying it is to kill Slyzards that appear. Cross the bridge until you have a scene with Eyck of Denesle. If this is your first playthrough you will unlock the For the Good Book States and Distillation of Filth trophies. Return the way you came and go east for a puzzle battle. You can't access it just yet, however. In the first round, the enemy will inflict Biting Frost on your rows and play Dwarven Marauder units that power up when Biting Frost is in effect. You may choose to attack the garrison or not. Ignore the Nilfgaardian camp to the east for the moment. The goal here is to eliminate the Ancient Foglet while keeping Meve alive. Meve: Warhammer (Weapon)Every 3 turns: move a card to the top of the deck and strengthen it by 3; trigger all allies' loyal abilities. The boss here is a Rabid Forktail. Not so useful when you need to damage enemies, however. Leave the quarry. Now head north, picking up a loot pile on the way. You can choose to spend some gold or use some wood to restore your forces' morale. Every turn, the Beast spawns four Barghests. And again with the final Arbalest. You will be subjected to Impenetrable Fog so a Lyrian Pathfinder will be useful. Otherwise it will cost you 3 recruits. Since they're not valuable, I like to start off with a Rivian Pikeman which summons any other Pikemen in your deck when deployed. When you find all three fragments, you will add a trinket to your deck. The direct route is impassable so continue south east and around an islet at the bottom. You will receive the Perfectly Harmless trophy for defeating her. Make your way southeast. Here is a solution: After the battle, grab some more loot from a grave to the north. You'll find a tent containing the corpses of merchants. Head back down the mountain for a scene. In the subsequent conversation respond however you wish. Neutral morale has no impact on card strength. It’s pricey, but the upgrade is definitely worth it, and should be obtained early, if possible. The rules are different to what you're used to. The Grey Rider units will move next to it. The extremely long cooldown prevents this from being awesome. A Spotter will appear in B1 and transform, moving Reynard one space to the right so that he ends up on B2. Return the way you cam and continue northeast. Return to the fast travel point and go south. The enemy will deploy Elven Mercenary units which are spies that damage your allied units when they move back to their own side. You will likely need to rearrange your deck for this. Return to the main path and head northwest for a scene. After the battle, examine the notice board for an amusing Nordling primer. You will have a new report to read. THEY PROVE VERY USEFUL. You may want to use the Scepter of Storms trophy rather than the other two. Do not be alarmed since this charges up Eyck and Isbel. Your Wagenburg will now have six armour so use it to destroy the mob. and no armour. Arnjolf is good for eliminating these. If it reaches 0 and you are ahead, you will win. Good times! This is a standard battle. There will also be a letter for you to read. Your goal here is to move both Elementals so that they end up on the same row and with the same power. Play Raymond on the melee row to recharge the infantrymen. If you want to get involved regardless, you can pay 2 recruits to enforce order or 100 G to pay for the damages. Use the recruitment post and collect the loot. Unfortunately, Gabor has a head start with Gascon requiring 25 swigs to finish his ale compared to Gabor's 22. If not, restore your backed-up save data and try again. Afterwards, you will be in battle again. Play 2 and move the other 3 to your graveyard. The cards you receive will be War Wagon +, War Wagon +, Slinger, Rivian Sapper, Rivian Sapper, War Wagon +, War Wagon + and Cadaverine. There are some elves who wish to trade wood for gold and you can choose to profit from their desperation or pay them a fair price. Use an Arbalest to destroy the final Water Hag. Choose to help the troll for a battle. Remove the Gheso Arbalests and Strays Bombers if you're using them as well. This will destroy it along with the rest of the corpses. After victory, you will receive the Blood trinket. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. Rivian Onager (Machine)Can be ordered to damage an enemy by 3 (2 charges). If being unable to access those couple of bits of loot annoyed you, you can get to them by leaving the village to the south and going northwest. When fighting Scoia'tael, she gains 2 strength whenever an enemy unit is destroyed. One of your goals in this chapter is to keep your morale neutral. Not sure what the point of this is, however, since you appear to gain nothing. Here's a solution. Place the Pit Trap in the enemy ranged row to the right of the Spotter, doing 2 HP damage. Cross the wooden bridge for a scene. When you come to a fork in the road, go north. The Ointment can ensure that this doesn't happen. After that, you just need to win the second. Continue north for a scene in which your army is struck by an avalanche. Afterwards, there's a notice board for you to read. Play the second Alchemist + anywhere you like (or another Hajduk to the left of the Alchemist already on the board). Continue north until you come to the two well-dressed men arguing. However, since they don't have any loyal abilities, they can't do anything other than add to your overall strength. When moving back to your side of the board, boosts itself by the combined power of the units either side. Since the infantrymen can move, it synergises quite well with Gascon and Grey Rider. The location of the treasure is just to the north of the camp close to the water's edge. Move all units between rows and damage all enemies by 2 and boost all allies by the same amount.
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