The Banner Saga 2 achievements

The Banner Saga 2

3.5 from 113 votes

There are a maximum of 42 The Banner Saga 2 achievements worth 3,711 (1,000)

2,936 tracked gamers have this game, 39 have completed it (1.33%)

Achievement Details

Keep Your Wits in The Banner Saga 2

Keep Your Wits53 (15)

This is a rare achievementBolverk always acts as the Ravens expect.

  • Unlocked by 236 tracked gamers (8% - TA Ratio = 3.52) 2,936  

Achievement Guide for Keep Your Wits

522,838 (243,295)
Achievement won on 10 Jul 16
TA Score for this game: 3,711
Posted on 10 July 16 at 20:58, Edited on 10 August 16 at 11:50
This solution has 10 positive votes and 2 negative votes. Please log in to vote.
This achievement has a really vague description. In my two first runs, i haven't been able to unlock this.

In my third playtrough, i've taken note and here is all the choices i've made.

First note : the cheevo unlock just before the final battle against the Sundr on the bridge
Second note : some events can be at diffetent time, or even not show up at all.

Chapter 9

- DECISION. A member of the Ravens will complain about a lack of Supplies.
Tell him to start hunting.

- DECISION. Your scouts find a camp.
Kill everyone first and take everything.

- DECISION. Oli finds some mushrooms that may be a little questionable.
Keep the mushrooms.

- IMPORTANT DECISION. A little ways down the trail, assuming he's in your party, Mogun will ask about the cart .
Say the cart remains closed and then "Take one faen step forward and you die"

- IMPORTANT DECISION. You'll come across a tattooed man fighting dredge along the path.
Help him fight.
After the fight say "Where'd you learn to throw like that"

- DECISION. You come across a village. You must split an attack. After the fight say :" We're not going to kill but we're taking what we need"

- Next up is a godstone.
Study the bird shaped stone.

- DECISION. A forced camp follows shortly thereafter. Once you debark and walk a little ways you'll hear laughter. Choose to investigate and you'll run into a band of fighters who have taken some villagers captive.
Charge !
"Fine but you food is ours."

- IMPORTANT DECISION. After crossing into snowy territory you'll run into a guy named Bak who will beg you to take control of the people he's leading.
Tell that you're not interested and fight them.

- DECISION. Sparr talk to you.
Say : "Shouldn't have you died already ?"
And then : "There's never been trouble we couldn't fight our way out of"


To Folka : "Get back with the others"
To Nikels : "What do you know about me, boy"
To Zefr : "Fine, we'll camp against the walls"
"And separate, me from my Ravens ? No"

Chapter 11


To Zefr : "Where is the faen Valka ?"
To Nikels : "Keep him quiet before i do"
To Zefr : "She tried something on me, ..."
After the barn, to Folka: "A white stone tower, lightning"
To Zefr : "How do you know all of this ?"
"Why should i trust anything you say ?"
To Folka : "We stick with the Valka for now"
Touch the gate : "Pull out your axes and ..."

- IMPORTANT DECISION. Shortly after entering the cave path the sounds of trouble back at the entrance will float down, and Zefr will imply that the Ravens should go back and help.
Send the Ravens back up.

- In the Camp
To Zefr : "You want us to drag him to ..."

- DECISION. The caravan hears the sound of running water, and people try to run off and find it.
Tell everyone to stop while the scouts go look.

- DECISION. A large number of Clansmen go missing, and Zefr insists you go looking for them.
Shout into the darkness, hoping to lure them back.

- DECISION. After a bit of walking Bolverk will be approached by an odd fellow named Dytch.
Ask Folka who she is.

- DECISION. Bolverk settles down for a sleep
To Folka : "I dreamt i was a Sundr"

- DECISION. The caravan comes to a rickety bridge that's obviously not meant for carts.
Cross one cart at a time.

- DECISION. The caravan comes to a godstone.
Try to pry a gem off for yourself.

- DECISION. After the godstone inspection the caravan stops for a while.
Look in the middle pool.

- DECISION. Shortly after leaving camp several Ravens try to feed a hungry man some glowing berries, and he's understandably nervous.
Let Folka handle it.

- DECISION. After the boss fight, When you get lost.
Send scouts in several directions.

In the discussion about the Stonesinger.
To Zefr : "Ask what those thing are"
"I want to hear more, ..."

Chapter 13

To Folka : "Juno or whoever ..."

In the Camp

To Sigbjorn : "I'm trying to keep us alive"
And then charge with your head lowered.

- DECISION. On your way out of camp Sparr will suggest recruiting some woodcutters.
Recruit 'em.


- DECISION. An old man claims that a child in the caravan has been swapped, and he says this is a bad omen.
Ask to see the child and then that humans can do what they want but the caravan won't stop.

- DECISION. The caravan hits dense underbrush, and one of the fighters demands help - and his hand appears to hurt.
Say : "Your hand going lame on you" and "Everyone get to work"

- DECISION. Your scouts find a hole in the ground.
Ask what's in the hole and push a men in.

- Godstone ahoy.
Tell the kids to knock it off.

- IMPORTANT DECISION. Upon hitting a village Dytch will tell you that the banners among the dredge nearby are from Einartoft. If Krumr is in your party go help them out.

- IMPORTANT DECISION. After leaving the village.
Tell those who can't fight to leave combat to the pros.

- DECISION. Armed dredge approach the caravan, and Sparr offers to fend them off.
Charge the dredge.

- DECISION. The Stonesinger begins to hum its odd language.
Let it sing.

- IMPORTANT DECISION. If he's in your party, Ekkill rushes forward to take on a group of dredges.
Send fighters in with him.

If you have Krumr, send him with some fighters too.

Old Ford

To Folka : "That's axactly what's an oath is worth"
"I'm trying to figure out..."
"I don't know"

The achievement pop after that dialogue !

If something is missing, please write it in the comment.
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