The Banner Saga 3 achievements

The Banner Saga 3

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There are 49 The Banner Saga 3 achievements worth 2,212 (1,000)

280 tracked gamers have this game, 9 have completed it (3.21%)

Achievement Details

Scrape By in The Banner Saga 3

Scrape By139 (30)

Complete the game with both caravans alive, but fewer than 16 characters.

  • Unlocked by 13 tracked gamers (5% - TA Ratio = 4.64) 280  

Achievement Guide for Scrape By

854,863 (403,080)
Achievement won on 21 Sep 18
TA Score for this game: 2,212
Posted on 21 September 18 at 05:05
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After three attempts and following a couple of online guides I finally managed to get this one.

English is not my first language so don’t be so hard on me.

Any clarifications and/or suggestions will be welcome. I can’t even pretend to have covered all possible outcomes for every choice even after reloading parts of the save several times.


Start a new not imported game with Alette on easy. She is a beast with Overwatch + Monster Killer + Artery Strike/Lucky Shot/Exploit/Stubborn. Sadly no knockback artifact was available to further overpower her in my playthrough.

Chapter 16

- Continue until you reach the fight where you have to kill the two blue drunks. After you complete it you have a conversation with the option to either keep Canary (Option 1) or let Canary go (Option 2).

- After the optional battle where you help Petrus against Rugga’s loyalists you are given the option to recruit Gudmundr, you can refuse him to not add another character to the roster. I chose to keep him to have early options given a choice coming on chapter 18.

Chapter 17

Iver’s caravan doesn’t need to be micromanaged in order to lose characters. All but three can be killed at the very end of the game. The only important decisions to make here are related to the final chapter of the game in order to get to the final phase of the Arberrang siege (chapter 21. I’ll explain there). Try to keep your heroes safe as this caravan is the most limited (because of the lack of Super Alette).
No heroes can die or leave in this chapter.

Chapter 18

- After the first battle of the chapter and after speaking with Tryggvi a conversation bubble for Hakon will appear. In the third part of this conversation choose the second option (insult Hakon) to lose all the varls currently on your roster (Hakon, Fasolt, Griss, Gunnulf and Mogr). I’ve chosen this path (combined with expelling Canary) to ensure an extra optional fight needed for the Warmonger achievement in this run. Although they leave your roster they will rejoin by the fifth Arberrang day, including Canary, if you last that far so be warned.

- After the previous conversation the patrolling of the wall will start (with the caravan walking from right to left). After an initial battle against dredge, a series of events will occur that present choices that can make the caravan lose time (option “Do as much as you can at the walls” for the first encounter and option “Force Petrus to stop the ships and take them apart for lumber” for the second; the third encounter doesn’t have a time-wasting option so choose as you will). If a lot of the time-wasting options are selected, Rugga’s loyalists will catch up with the caravan and Egil will be killed before a battle with them begins. If you choose to not waste time to keep Egil alive (for the Young Love achievement later), he can be killed later in the game.

- One of the events that occur during the patrol deals with survivors trying to escape Arberrang by boat. Among them you will find Nid and a conversation will be triggered with her. During the second part choose any option other than the third (where you tell her not to be a coward) to have Nid leave for good.

Chapter 19

Again, deaths don’t matter yet on Iver caravan. It is possible to get Sigbjorn, Mogun and Folka killed on this chapter (options “Take an alternate route”, “Take a rest before pushing into the forest” and “Trust Folka’s intuition” when available); however, it’s not worth it. Also, you have the option of not to recruit Castaway but given the poor selection of ranged units available for this caravan you should take her with you.

Chapter 20

- At the Rugga/Josurr confrontation at the gate where you have to decide whether to open the gates to talk to the dredge, choose not to. This way you will keep Alette around and will not recruit Bastion.

At the “Arberrang is Broken” recount, given all the bad choices that have to be taken (not many resources, walls, and not a single varl left) I got 18 days and a half. From this point forward the game needs to be micromanaged to get at least three returns to Arberrang, but not five.

Chapter 21

Iver Caravan
I won’t detail the actions taken to manage the timer as choices regarding wasting/gaining time depend on many factors. If you fail to return the third time to Arberrang (or overdone it and got to the fifth return) you can select “load game” from the main menu and the game will let you select where to start, including at the beginning of this chapter, and try with different choices.

Arberrang 1st return
No one can die or leave in this section, but the choice of not to send anyone to guard the menders at the wall can cause two deaths in the next return to the city.

Arberrang 2nd return
You can get Derdriu killed if you choose to try to find out what happened (option 3) regarding the fight between horseborn at the “Commons”.
Even after all the varls left you earlier and are not in your active roster they are still lingering around in the caravan and will be back in the fifth return to Arberrang. If you try to help with the fire in the “Houses” using the varls, Griss will die which will be a varl less to worry about.
In the “Walls” event, if you didn’t send anybody to help the menders in the first return to Arberrang Petrus and Ludin will be killed.
From this point, any further deaths no longer matter at the Alette caravan as you already will have the maximum amount of heroes allowed considering the massacre at Iver’s caravan that will happen at the end. You still can lose Hogun (3rd return, force everybody to take turns guarding the tower), Tryggvi (3rd return, order the drunks to help in the battle at the basement), Gunnulf (4th return, The varl are supposed to be gone but he will appear and die helping by holding the walls of the hall), Ubin (4th return, Can sacrifice himself to save Gunnulf) and Egil (4th return, Ask for extra help for Gunnulf, both end up dead) on subsequent returns to Arberrang. I did not get anybody else killed to gain extra time for Iver’s caravan.

Given the poor choices done so far is very likely that the time gained on every return to Arberrang is very short, which in turn might force all the returns for a total of five. Given that both the varls and Canary return for the final battles during the fifth return to Arberrang (and in my case even “glitched zombie” Gunnulf returned even though I’ve killed him in the previous section) I recommend reloading chapter 21 and try not to go over the fourth return.

End Game

Iver's caravan has to reach the white tower with all the time given by Alette’s Caravan. The final battle against Bolverk have to be lost; just deselect everybody except for Iver (who is mandatory), equip a lousy artifact and let him be defeated in the battle. This will cause Castaway, Eirik, Oli, Valgard, Mogun, Folka, Apostate, Sparr, Bersi, Sigbjorn, Krum, Alfrun, Bak and Dytch to die. Continue with the final dialog with Eyvind trying to convince him to do the right thing (choose the first available option on all conversations); at the final choice do not kill him as you will get one of the bad “everybody dies” endings (and the Sole Survivor achievement) which will void the Scrape By achievement given that there will be no one alive at Alette’s caravan. Instead, choose “Eyvind, this isn’t what Juno wanted”.

The achievement pops after the credits end and returning to the main menu.
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