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The Banner Saga 2 Game Guide by gamepressure.com

The Banner Saga 2 Game Guide

Table of Contents

Bindal | Chapter 11 The Banner Saga 2 Guide

Last update: 01 February 2017

Folka or Zefr? - that is the question - Bindal | Chapter 11 - Chapter 11 - The Banner Saga 2 Game Guide
Folka or Zefr? - that is the question

The chapter starts with a short fight against the Draug. You will get quite a lot of renown for that - 17 points. While talking to Falka and Zefr, you will have to make a crucial choice. The screenshot shows two lines responsible for its importance.

1. "I'm not playing nursemaid to these people. Let's go." - Choosing this option will give you a chance to retreat by selecting "Give up on leaving". This way, all events will be related to the option described in the second paragraph below. If you chose to leave Bindal - "Stick with the plan of leaving and find who you can", you will have to fight another wave of enemies, which will give you 14 renown points. After the fight, you will be approached by Gudmundr, with whom you will have to talk for a moment. Regardless of the conversation, your caravan will go underground and get 84 warriors and 450 clansmen.

  • "Kill them and I kill you" - You will lose 2 warriors.
  • "What stopped you?" - You will lose 2 warriors and open new options. If you choose the first one - "Raven's don't get caught, do what you need to", you will lose five more warriors. The second option will have no impact on you.
  • "Raven's don't get caught, do what you need to" - The third option is similar to the second one. Choosing it will make you lose 7 warriors.
Choose the place where you want to search - Bindal | Chapter 11 - Chapter 11 - The Banner Saga 2 Game Guide
Choose the place where you want to search

2. "We stick with the Falka for now" or "Give up on leaving" - When you choose one of these options, you will be able to explore the town of Bindal. You can choose between three objects you can visit - Great Hall, Houses, and Gate. You can read about all options related to them below:

2.1 Great Hall - Three options are available, each of them has a different outcome.

  • "We don't sneak around like rats. Front door!" - The first option triggers more of them. In this case, some options are repeated. The first one - "Signal to the others to stop and listen", "Keep listen", and "Why my ravens are tied up" will result in a minor drop of morale. "Rescue your fighters" and "Make sure everyone is heading to the mines" will give you a new artifact - Gromr Statue. Finally, "Quickly search the bottom floor and leave" and "Forget this plan and leave" will not have any positive or negative results.
  • "Didn't realize you were the thieving type" - The second option will slightly decrease your morale.
  • "We'll try it your way. Mogun, you're up" - This choice will make Mogun search the Great Hall. He will bring an artifact - Green Eykr.

2.2 Houses - Again, you have several options.

  • "Look through the house for any valuables" - This option will result in a minor morale increase.
  • "See anything through the windows?" - This option will result in a minor morale increase.
  • "Forget it, keep moving" - Nothing will happen.

2.3 Gate - Once again, when you choose the gate, you will have several options.

  • "Keep the Ravens out of it, but don't interfere" - The first one will give you 30 supplies.
  • "Pull out your axes and threaten them all" - Choosing the second option will give you 5 renown points and 100 supplies.
  • "What was stolen?" - The last one will result in getting 30 supplies.

All of the options described above have the same final result in terms of the story. Your caravan will go underground and get 84 warriors and 450 clansmen.

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