Walkthrough for The Lost Heir 2: Forging a Kingdom, by AchtungNight
Preface- This document was created to help players of the Choose Your Own
Adventure style Choice of Games Hosted fantasy text game 'The Lost Heir 2:
Forging a Kingdom' by listing the Stat bonuses or Penalties, Stat checks, and
other hidden information in the game script. It was created with the aid of
many fellow game enthusaiasts. I have also created a FAQ for the prequel game
in the trilogy "The Lost Heir 1: The Fall of Daria" and am working on one for
the sequel "The Lost Heir 3: Demon War". These games are available from Choice
of Games as iPhone or Droid App, Steam, Google Play, and other formats. I
personally give them high ratings for story and player involvement. They are
just text, no graphics or sounds, but your imagination can easily fill in the
blanks, especially if you are a fan of fantasy media.
Disclaimer- I did not create the Lost Heir games, nor do I own them. I created
this document for entertainment and to help others play the games. There are
spoilers for the game plots inside. I intend no financial profit from these
documents. If you wish to give praise, constructive criticism, correction, or
any other feedback, please email me at
[email protected] . I can also be
found under the username AchtungNight on the Something Awful, GameFAQs, and
Choice of Games Forums.
My work can be hosted at GameFAQs and any other site that obtains my
permission. Please contact me at the email address listed above.
Acknowledgements- I thank the following people who helped create this document:
Lucid, aka Mike Walter, for creating The Lost Heir games; the Choice of Games
staff for hosting them; CJayC & associated staff at GameFAQs for hosting this
document; LightWarden for obtaining and sending me the game scripts;
LokiDemon007 and others on the CoG forums, also Avalerion, Anakha, Fooly
Charged, and others on the Something Awful forums for their encouragement as
game fans. Sorry I couldn't write a complete Let's Play on your forums, but
hopefully this is close enough to give many players aid.
*
Contents-
Preface
Disclaimer
Acknowledgements
Game Plot Summary
Character Listing
Explanation of Stats & Mechanics
Game Character Classes
General Gameplay Tips
Act 1- Exile
Part 1- The Norgan Mountains
Part 2- The Academy of Wizards
Part 3- Tornassa
Part 4- The Wilderness
Part 5- 3rd Class Level Gains Listing.
Act 2- Dobbton & Opal Cove
Act 3- Jailbreak
Act 4- Politics
Part 1- General Vale
Part 2- Treasurer Tovor
Part 3- Archmage Cumari
Part 4- The Other Nobles
Part 5- The Grand Council
Act 5- Preparing for War
Part 1- Dwarves
Part 2- Elves
Part 3- Half-Orcs
Part 4- Gnomes
Part 5- Halflings
Part 6- Other Story Events
Act 6- Marching Army
Act 7- The Battle of Ludd
Act 8- Interlude- Ludd & Elmvale
4th Class Level & Prestige Class Stat Gains
Act 9- The Siege of Tornassa
Part 1- Preparations
Part 2- Siege Machines
Part 3- Tunnel Entry
Part 4- The Ram
Part 5- Raiding and Sabotage
Part 6- Ingress
Part 7- Boss Battle
Game Wrap-Up
Game Achievements
Romance Summary
Playthrus-
1. Renata, Neutral Princess. Monk & Druid.
2. Alec, Evil Prince. Priest, Wizard, Priest, Necromancer
3. Bernie, Good Prince. Bard, Thief, Bard, Iron-Willed Demon Summoner.
4. Emily, Good Princess. Squire, Priestess, Cleric, Knight, Paladin; Demon
Summoner on the side.
5. Malcolm, Evil Prince. Guard, Sage, Priest, Dragon Rider.
Afterword.
*
Game Plot Summary
I will summarize the game's plot here and then address the mechanics and
individual plot segments below.
In this game, you are the Heir to the Throne of the Fantasy Kingdom of Daria.
You are also a fantasy hero or heroine, skilled in swordplay, magic, and other
staples of the genre. Approximately eight years ago, your family was
overthrown, your parents killed, and your kingdom destroyed by an evil
conspiracy headed by a Demon Summoner and his corrupt Noble allies. You escaped
with one of four possible Mentors, then built up your character further while
in hiding.
When you emerged from hiding, you became an Adventurer. You joined up with your
Mentor, a large Fighter, a shadowy Black Mage, a quiet Archer, and either a
playful Thief or a stalwart Cleric (you choose which of the last two characters
you get). Together, your party completed various quests in the first Lost Heir
game and then at the climax confronted the Demon Summoner and defeated his
Warrior ally. This came at terrible cost- your Mentor was killed, along with
possibly one other character if the battle did not go well. Two others among
your companions were taken prisoner by the enemy Nobles. You and the remaining
one or two companions have been in hiding the last year.
Now you will come out of hiding again, this time to confront your enemy Nobles-
Uddo, Eddan, Bandar, and Selina. You must first face some dangers in the area
where you hid at the end of last game, then build your character a bit more.
After that, you will rescue your two friends from Selina's prison. Then you
must sway Nobles disillusioned with your enemies to your side to begin building
an Army. This Army will then further expand to include several possible
Demi-Human allies- Elves, Dwarves, Half-Orcs, Gnomes, and Halflings. Once your
Army has grown, it will march to confront the enemy in a brutal city conquest
and castle siege. This culminates in the defeat of Selina and the other Nobles.
But of course, Zusak the Demon Summoner remains to challenge you in Lost Heir
3, and he is now even more powerful than before.
Throughout all this, you will further build your character, acquire mystical
artifacts, develop friendships, complete side quests and main quests, find
Romance, and do various other things one would expect in a CYOA fantasy game.
Character Listing
Herein I shall list the characters, companions, and other possible allies and
enemies you meet in this game. This is in part to summarize and remember whom
we met in the last game.
The Lost Heir- The Prince or Princess of Daria. This is your created main
character with the Skills and Class Levels you have given them.
Your Mount- The steed you ride. Carrying over from the first game, you can
bring in one of six types of Horses or a Mule. Or maybe you will be walking.
You can get several new possible Mounts in this game, including Epic Level
Mounts- a Necromantic Dreadhorse, a Paladin's Celestial Warhorse, a Dark
Knight's Hellbeast, a Giant Worm, a Dire Crocodile, or even a Dragon.
Your Familiars and Animal Companions- This is a new feature for Lost Heir 2.
Wizard, Druid, and Ranger characters can now bond a creature as an ally. This
includes common animals like cats, dogs, hawks, bears, ravens, etc. Under
special circumstances, it can also include magical creatures like griffons,
elementals, and owlbears. You can only have one Familiar at a time. I refer to
all such creatures as Familiars during the walkthru for convenience. We have
human Companions too, so that term needs to not be confusing.
Your Allies
Introduced in Lost Heir 1-
Your Mentor- This was a retainer of your parents who raised you as a foster
parent. Either Sir Grady, an old Knight; Sister Geri, a venerable Monk; Lady
Emaline, an elderly Assassin; or Amos, an aged Thief. They watched over you
during your teenage years, trained you in various abilities, and ultimately
gave their life to protect you.
Gale/Gill (G)- Your possible childhood friend, who grew up to be a playful
Rogue and your adventuring companion. Perhaps they were also your love interest.
Peter/Petra (P)- Your other possible childhood friend, who grew up to be a
highly moral stalwart Cleric and your adventuring companion. Perhaps they were
also your love interest.
Theo/Thea (T)- A large barbarian warrior who adventured with you on various
quests. Perhaps they were also your love interest.
Karl/Karla (K)- A quiet archer and nature guide who became your friend as a
teenager and then adventured with you. Perhaps they were also your love
interest.
Jace/Jess (J)- A haughty spellcaster with a dark past, a Soulburner Wizard to
be specific. They became your adventuring companion. Perhaps they were also
your love interest.
New in Lost Heir 2-
Bran/Brinn (B)- The loyal Guard Captain of the City of Brightwater. They will
become your adventuring companion after you meet them, and also your navigator
in the twisted labyrinth of politics. Perhaps they will become your love
interest too, if one of your previous five companions does not fill or retain
this role.
The Prison Orphan- This is another new companion, a child you will rescue from
their tormentor and possibly adopt. I'll say more about them in the walkthru
below.
Your Squire- Knights can acquire an additional companion during Act 5. There
are four possible choices. See Act 5 for details.
General Vale- The leader of your Army, a career military man. Guard and War
Master.
Lord Tovor- Master of your Treasury, a bookish accountant. Sage of no small
talent.
Archmage Cumari- Head of the Academy of Wizards. Master of Magic.
Naistalan Mubaishar- A Half-Elven Cleric of Auriel who knows many secrets about
Demons.
Elves, Dwarves, Half-Orcs, Gnomes, and Halflings- The standard fantasy
non-human people, all possible allies to your cause.
Demons- These are immortal beings from another plane of existence with strange
powers. Your enemy Zusak has given thousands of them to the general public for
labor. Several of them may also be your direct allies if you became a Demon
Summoner in Lost Heir 1.
Xi'atta- An Ice Demon, master of cold.
Zon'ch- A Dust & Air Mephit, able to create great gusts of wind.
Brahl- A murderous combat Demon with anger issues.
Daan'da- An apparently useless slow-witted door opening Demon.
Tyborr- A mysterious Demon who refuses to aid us until the next game.
Gaa'bon- A transparent Demon who can walk through walls. New to Lost Heir 2.
Enemies-
Zusak- A Demon Summoner, High Chancellor of the Consortium of Planewalkers. He
killed our parents and destroyed our Kingdom. Now he works to give the gift of
Demon Summoning to the general public. His motives and dark designs are still
unknown.
Selina- A redhaired Duchess allied with Zusak. Expert in both poisonous words
and actual poison. At the start of this game, she has captured two of our
companions and at the end, we must defeat her in battle.
The Red- Selina's bodyguard and Chief Minion, a new character for Lost Heir 2.
Either a Warrior, Archer, Wizard, Priest, or Assassin. What and who they are
we'll have to play the game to learn.
Uddo- a Duke allied with Selina, known for his intelligence.
Eddan- a Duke allied with Selina, known for his military power.
Bandar- another Duke allied with Selina.
Bunta- Selina's jailer, a freakish Half-Ogre with perverse tastes.
Kratog- a Giant menacing the Dwarves of the Grey Mountains.
K'Girr- a mysterious Demon hiding in a Demon Stone we stole from Zusak. We'll
meet him at the end of the game.
Other minor characters will also be met throughout the story. We'll learn more
about them in the walkthru below.
Explanation of Stats & Mechanics
The game gives your character several statistical values you are expected to
build throughout the game and checks them frequently to accomplish various
tasks. It is thus both a narrative and a numbers game. Narrative tells the
story with blanks filled in by your imagination, numbers direct how you succeed
or fail as you progress. You will want to build Stats you need for various
tasks and then use your Stats to succeed in various ways. It is easily possible
to build a character with various high Stats.
However, high Stats alone are not enough. You also must make the correct
decisions that will utilize your Stats in the best ways. Create a character and
role play them through the narrative, picking the best choices to succeed or
fail. You will likely find yourself restarting the game and playing through
various scenarios multiple times (there are no save states or checkpoints
unfortunately) to find the best path to success.
Your first decision after you begin play is to show the numbers or not- I
recommend showing the numbers. You will still not see them until after you make
choices- this choice gave you +10 Archery, you needed 20 Archery to succeed
here, etc- but it is better than not having them at all. You can also check
your Stat List at any time to see what your character's numbers are and thus
judge if they can pass various checks you know are coming. This document will
give you all the scripted check amounts so that you can be prepared.
The Stats are as follows-
Health- This is your character's life points. They start at 100 and go down as
you get wounded. Lose them all, you fall unconscious and miss out on the
rewards of whatever encounter you're in that you have yet to earn. While your
character will survive throughout the entirety of the game, you must maintain
your Health to earn various narrative and stat rewards from each string of
decisions that cover combat and other dangers.
Specialized Training- This is your character's levels in various Classes, which
I'll cover further below. Every Class gives you various Stat bonuses and other
special benefits useable in various situations. Classes also have prerequisite
Stats- you'll need these to take on the Class.
MORALITY- This is your character's alignment. It starts at Good 50% Evil 50%.
Various game rewards are tied to Morality- Evil characters earn more money and
can get stronger faster, but more people help out Good characters. You build
Good by being nice to people, giving and accepting gifts, avoiding Evil acts,
and in general helping others. You build Evil through mocking, thievery,
murder, and other nasty stuff. In the early game, it is best to be Good because
being Evil will lock out rewards. However, you can be Evil later on and earn
rewards for that later if you wish. Or you can be Good and earn the rewards for
that. Or you can waver to an extent.
Some Character Classes are tied to Morality for their power. Priests are
expected to be Good or Evil in accordance with their Gods. A Necromancer or
Dark Knight's power is Evil, a Paldin's is Good. Thieves & Thugs are also
generally considered Evil Classes, Knights & Squires Good Classes, although it
is possible to be the opposite alignment and still practice these Classes'
abilities.
ABILITIES- These are physical traits tied to your character's body. They all
start at 20% and can be increased through training and exercise. They can also
be decreased through illness.
Agility- Dexterity. Covers dodging, climbing, and throwing objects.
Charm- Charisma. Used to persuade people to do things for you, create effective
speeches, flirt, and lie with a silver tongue.
Endurance- Constitution. Used to survive poison, fatigue, and other extreme
circumstances.
Perception- The ability to notice things other people would not normally notice
such as secret passages, hidden motivations of various characters, and traps.
Strength- Muscle mass and physical presence. Used to push enemies, pull heavy
objects, and demonstrate that you are a force to be reckoned with.
Willpower- This special stat covers your ability to Summon Demons and control
them. While any character can Summon Demons, only those with high Willpower can
control and keep from being possessed by them. Demon Summoning is the big plot
of these games, and your character may practice it or merely counter its
practitoners. I recommend it as compensation for characters who lack certain
stats, but its benefits are more long term than short range.
SKILLS- Combat and utility related statistics, all start at 0% and can only go
up from there.
Archery- Hitting things with a Bow and Arrow.
Devices- Detecting, rigging, and disarming traps. Also used to operate
catapults and figure out engineering.
Magic- Ability to properly cast powerful spells, possibly under stress.
Elemental attacks, healing, divination, and many other forms of Magic are
possible in the game.
Blades- Skill with Swords and Daggers in close combat.
Stealth- Sneakiness.
Unarmed- Punching, Wrestling, Brawling without weapons.
KNOWLEDGE- These five Stats all start at 20% and can only rise. They cover what
information a character can recognize about various things.
Arcana- Knowledge of magical rituals and phenomena. This is also the game's
stat for covering a sharp mind- it's used for things like comprehension of
books and translating foreign languages.
Geography- Reading and intepreting maps.
History- Recognizing the history of various places and people, thus finding
secrets about them.
Nature- Predicting the behavior of nature to effectively hunt game and avoid
predators. You can also make use of and avoid poisonous plants with high levels
of this Stat.
Religion- Correctly practicing various religious ceremonies, recognizing secret
religious signs, and fostering a connection to the Gods.
RELATIONSHIPS- This is how close friends we are with other characters in the
game. You can unlock various benefits from being supportive towards your
Mentors, Companions, and Advisers. Of course, this sometimes comes at the
expense of Relations with other people.
INVENTORY- You can acquire various mundane and mystical items throughout the
games and then use them to help you succeed. Sometimes these items will help
you avoid damage, sometimes they will be absolutely necessary to succeed at
certain checks. You can have as high Blades Skill as you want, but without a
Sword or Dagger, that Skill cannot be used. Similarly, a Rope can be an aid to
a climbing check when Agility is low or used to tie someone up after
overwhelming them with high Strength.
New Stats for Lost Heir 2-
Citizen Reputation- This starts coming into play when you begin operating as a
politician in Brightwater. It measures how liked you are among the general
public. You can use the stat to get people to help you extra now and then.
Citizen Fear- And this measures how afraid the public is of you. It can also be
used to motivate them, but not much until the next game.
Army- Your Army is used in the climactic conflicts of the game to conquer your
Kingdom and subdue your enemies. There are five key stats to managing it.
Army Size- How many extra troops you have.
Army Power- The strength of your Army- affected to a degree by their training,
equipment, and tactics.
Army Morale- How committed your Army is to achieving their goals.
Army Food- Your Army's reserve supplies. A high amount is desirable for
extended campaigns.
Army Delays- A measure of extra time your Army is taking to accomplish its
goals. More Delays will require more Food in the future and this can hurt you
on Size & Morale.
Game Character Classes- There are 13 base Classes in the game that you can
acquire for various bonuses. Five are available to any character with the right
prerequisite Stats, four are dependent on your Mentor, and four more you may
have acquired midway through the first Lost Heir game. Two of the latter
Classes can be continued freely during Lost Heir 2 if the right prerequisites
are met, while the others require exisiting prerequisite Class Levels from game
start.
There are also twelve new Classes available in Lost Heir 2- 1 starting in Act 2
and the rest starting in Act 8, provided their prerequsites are unlocked.
Here are the Classes and Descriptions of their abilities-
Priest- An agent of the Gods using their divine power. This Class requires 20
Religion, meaning any starting character can take it. Only characters who
failed to keep their Morality requirements as a Priest in Lost Heir 1 are
excluded. Priests get large bonuses to Magic, Arcana, and Religion, also
smaller bonuses to History and Blades. Special abilities include Healing,
calling on your God's Blessing for your allies in combat, and various things
tied to Morality. Good Priests can repel undead and revoke curses while Evil
Priests take control of undead and inflict curses.
Thief- A professional Thief gets bonuses to Agility, Stealth, and Devices. They
can also get the sponsorship of the game's Mafia, the Thieves Guild. This Class
is free to take as long as you did not take a "no thieving" vow in Lost Heir 1.
Guard- A member of the military trained in Strength, Endurance, Geography, and
Blades.
Sage- A scribe, librarian, author, someone with a high level of Knowledge.
Sages get bonuses to Arcana, History, Geography, and Religion from their Class
Levels, but nothing else. You will need combat training from other Classes and
available instruction to survive as a Sage. The bonus is you can often figure
out unexpected ways to understand a problem. Requires 40 Arcana.
Thug- Like a Guard, but independent of the military and working for the highest
bidder instead. Provides training in Strength, Endurance, and Blades or Unarmed
depending on whether your Thug carries a Sword. You also get access to
effective threats and dirty tricks during combat.
Squire- A lone hero in training to become a Knight. Good Morality is expected,
but not required- if you follow an Evil God you can even become a Dark Knight.
Squires get training in Strength, Endurance, Charm, History, Blades, and
Archery. Requires Mentorship with the old Knight Sir Grady during Lost Heir 1.
In Lost Heir 2, Squires cannot advance past Level 3. However, they can become
Knights in Act 2, gaining increases in Blades, Archery, and various attributes.
Later, they may earn a second Level of Knight and their own Squires to train.
Assassin- A killer for hire. You get bonuses to Stealth, Blades, Agility,
Nature, and Devices. Requires Mentorship with the Royal Assassin Lady Emaline
during Lost Heir 1. Assassins are experts at murder and can effectively kill
people without detection.
Monk- A martial artist with bonuses to Unarmed, History, Religion, Perception,
and Agility. Requires Mentorship with the Master Monk Sister Geri during Lost
Heir 1. At higher levels, Monks can use their Ki to strike enemies with
powerful blows, walk on air, meditate for extra Stats, and do other incredible
things.
Bard- A musician with bonuses to Arcana, History, Perception, and Charm.
Requires Mentorship with the old Thief Amos during Lost Heir 1. Bards have the
highest Charm bonuses of any Class, meaning they can talk their way through
various situations. They can also use their music to magically inspire allies
and soothe enemies at various points.
Cleric- At 2nd Level, a Priest can choose to keep developing their Magic or
transition into a more militant order and train in Blades, Strength, and
Archery. They still get bonuses to History and Religion either way. Requires 1
Priest Level.
Wizard- Wizards get bonuses to Magic and Arcana. In Lost Heir 2 and 3, they can
acquire Familiar Animal Companions. May require a pre-existing Wizard Level,
100 or 200 Gold, and a Spellbook depending on where you get your training.
Druid- Druids are Magic-Users connected to Nature. They get bonuses to Nature
and Magic along with the ability to make plants grow and soothe animals. In
Lost Heir 2 and 3, they can also acquire Animal Companion Familiars. Requires 1
Druid Level from Lost Heir 1 to continue gaining more.
Ranger- Higher level Hunters with special training in Archery, Nature,
Geography, Perception, and Stealth. They also can get Animal Companion
Familiars in Lost Heir 2 and 3. Requires 1 Ranger Level from Lost Heir 1 to
continue gaining more.
New Classes-
Knight- Knights are upgraded Squires, what Squires are training to become. They
have high bonuses to Blades, Archery, Strength, Endurance, and Charm among
other Stats. Knights are not only skilled in heroic combat, but gain their own
Squires and other perks. Requires 1 Squire Level and winning the Knight
Tournament Event in Act 2.
Alchemist- A brewer of mystical potions. Requires 70 Magic, 40 Arcana, & 70
Nature. First available in Act 8.
Seer- An expert in Divination Magic. Requires 75 Magic & 75 Perception. First
available in Act 8.
Paladin- A holy warrior dedicated to the service of a Good God. Requires at
least 1 Cleric Level, 1 Level of Guard or Squire, and 60 Good. First available
in Act 8.
Dark Knight- The Evil Gods' counterpart to a Paladin. Requires 1 Knight Level
and an Evil Holy Symbol along with 70 Evil and a morality test. First available
in Act 8.
Arcane Tattooist- An artist who can create mystical tattoos for various stat
bonuses. Mentor with Sophus or Sophie the Tattooist during Act 6, then again in
Act 8. Requires 75 Arcana, 50 Nature, 30 Magic. You must also defeat the
Crocodile in Act 6.
Necromancer- A magic user with power to raise undead creatures and command them
as servants. This is an Evil Class. Requires gaining and studying the Book of
the Dead in Act 6, then in Act 8 you can try to acquire this Class. The Stat
Checks are 40 Religion, 50 Arcana, 70 Evil, and 80 Magic (latter Check drops
with Evil Priest Levels, see Act 8).
Blademaster- An expert in sword and dagger. Requires 80 Blades & 50 Agility to
unlock during Act 8.
Demon Summoner- This was a side ability in Lost Heir 1 and remains so through
most of this game, but in Act 8 it can become a specialty Class. Awards bonus
Arcana & Willpower along with one special new Demon. The only requirement is
that you have chosen to practice Demon Summoning previously during character
creation or while playing Lost Heir 1.
Elemental Archer- An archer who can create a mystic Astral Bow and imbue their
arrows with the powers of Earth, Air, Fire, and Water. Requires a Bow, 80
Archery, 40 Magic, and 75 Relationship with Mentor Archmage Cumari. First
available in Act 8.
War Master- A military commander & strategist. First available in Act 8.
Requires 2 Guard Levels, 45 History & Geography, and 75 Relationship with
Mentor General Vale.
Dragon Rider- A Rider of a Dragon! Requires 75 Relationship with Lord Treasurer
Tovor, 60 Arcana, 60 History, & 60 Geography. First available in Act 8.
Note that all these Classes may also get bonuses to other Stats at various
Levels. I will note what throughout the text below. The Stats listed above are
just the most common increases. There are perks to raising every Class to its
maximum Level and also to multi-classing.
General Gameplay Tips
- Play with the numbers on. This way you know when Stats go up or down and when
checks are failed, you'll know what you needed to succeed. Keep track of Stats
as you play.
- Plan ahead for what you want to do. Know the Stat checks you want to pass and
where you need to acquire the Stats to pass them. This document and repeat
playthrus can help.
- If you see an option that you would like to pull off during the game in
either the game or this document, plan for it. Acquire the necessary Stats
and/or Class Levels before the option appears.
- Plan for the minimum Stats to do something- if you can get maximum Stats
early on that's great, but keep in mind no play thru can do everything. Watch
for Stat increases and plan for the minimums at least to do everything you want.
- If you can get free Stats, usually do it. Every little bit helps. Unless of
course there's a sacrifice of something else you want to do more.
- Roleplay your character.
- Don't be afraid to fail Stat checks. This can inspire you to do better later,
even in another playthru. Or maybe after the fail you can still find a way to
win. At the least, if you have the numbers on, you'll know what you need to
succeed next time.
- Remember Lost Heir is three games, not one. You don't have to max out your
Stats in the first game, it just helps. Get them close, leaving some room for
future games to pick up the slack to an extent, is fine.
- Spend Gold wisely. Know what you need it for and use it. Saving is important,
Stat bonuses are important too.
- The Morality meter is as much Karma as it is Alignment. You can always swing
it back to Good later even if you were Evil early on. Or vice versa. Evil gives
some rewards, Good gives others. Keep in mind what rewards you want and plan to
acquire them. Both the really Good and really Evil acts often have sacrifices-
keep that in mind too. Also plan for excess Good if you are playing Good. That
way you can get away with Evil stuff on occasion. And if you are playing Evil,
well, you can always turn Good again in the future too. Unless you want to keep
Priestly powers or have Evil for some other reason.
- Excess Companion Relations are also good to have, especially when you get a
check where favoring one companion comes at the expense of another. Plan for
and acquire all Relations you can. But don't be afraid to sacrifice them if
there's something you want more.
- Play Lost Heir 1 before you play this game. That way, you will get the story
better and know more of the characters. It is possible to start with Lost Heir
2- I'll cover that briefly in the narrative- but characters imported from the
first game generally have more advantages.
Now that I have explained the Stats and Classes and given general tips, let's
go through the game's narrative. I'll tell you the various decisions, bonuses,
and stat checks available at each point. Afterwards, I will take you through 5
different playthrus that will show off characters I played through Lost Heir 1
and intend to also play through Lost Heir 3. The other possible Character
Classes not explored in these playthrus will be addressed in the narrative
listed below. You can also explore them in your own play. While I have beaten
the Lost Heir games with every possible Class, addressing them all in
individual playthrus is beyond the scope of this document.
Spoiler Notes- I will attempt to summarize situations throughout the plot and
keep spoilers low, letting the game text speak for itself where it is not
necessary to address specifics. You are encouraged to play along as you read
for best game effects. I have the game script and am using it to write this
document- I may also note bugs I know about that got past beta testing even
though the script says they shouldn't be there. Hopefully they will be
corrected someday in a future version, or at the least you'll know what could
have been. Even with the bugs, this game is still awesome.
Act 1- Exile
When the game begins, you will have the choice to turn the number displays on
or off so you can see what stats are needed for various choices and what
various choices earn you after each decision. I highly recommend turning the
numbers on for stat mapping. Check your stats constantly, numbers on or not, so
you know where your character's strengths and weaknesses lie. I'll note
specific situations as we progress.
Now we must create our main character. We can import a saved character from
Lost Heir 1 or create an entirely new character. If you do the latter, be aware
they will be at significant disadvantage in Lost Heir 2. They will only be
allowed to pick one Character Class for Levels as they are created- Priest,
Thief, Guard, Thug, Squire, Bard, Assassin, Monk, Ranger, Druid, Sage, Wizard,
or Cleric. No multi-classing is allowed for new non-imported characters. The
starting Stats are also different for new characters vs. what imported
characters could achieve. Here is the Stat listing for each newly created
character if you are curious-
Squire- A 2nd Level Squire not imported from Lost Heir 1 starts with Strength
60, Endurance 40, Agility & Charm 30, Blades 70, Archery 20, Unarmed 15,
Religion 30. All other Stats are either 20 (Perception, Willpower & all
Knowledge other than Religion) or 0 (Devices, Stealth, Magic). Your equipment
is only 175 Gold, a Sword, and a Young Timid Riding Horse.
Assassin- Sneaky killers for hire not imported from Lost Heir 1 start with the
following Stats- Assassin Level 2, Strength, Endurance & Perception 30, Agility
50, Blades 35, Archery & Unarmed 10, Devices 5, Stealth 60, Nature 45, all
others 20 (Charm, Willpower, & all Knowledge other than Nature), or 0 (Magic).
Your equipment includes 140 Gold, a Young Timid Riding Horse, a Rope, a
Lantern, and a Dagger.
Bard- Musicians starting in Lost Heir 2 are Bard Level 2 with Charm 55, Agility
45, Perception 40; Magic, Unarmed & Devices 5; Archery 15, Blades 45, Stealth
10, Geography 40, Arcana 40, History 25, all other Stats 20 (Nature, Religion,
Willpower). Equipment includes the Young Timid Riding Horse, 190 Gold, a Lute,
Rope, a Lantern, and a Dagger.
Monk- Martial arts experts starting in Lost Heir 2 are Monk Level 2 with
Religion 60, Arcana 25, Agility 50, Unarmed 60; Strength, Perception &
Endurance 30; Stealth, Blades, & Archery 10; History 35, all other stats 0
(Magic, Devices) or 20 (Charm, Nature, Geography, Willpower). Equipment
includes the same Young Timid Riding Horse as all other characters, 130 Gold, a
Lantern, a Dagger, and Holy Water.
Thief- Thieves starting in Lost Heir 2 are 2nd Level Thief, Devices 50, Agility
60, Stealth 70, Charm & Perception 30, Blades 15, Unarmed 5, Archery 10, all
other Stats 0 (Magic) or 20 (all Knowledge, Strength, Endurance, Willpower).
Equipment is 190 Gold, the Young Timid Riding Horse, a Dagger, a Lockpick Set,
a Hammer & Spikes, a Lantern, and Rope.
Priest- Servants of the Gods starting in Lost Heir 2 are 2nd Level Priest,
Religion 70, Arcana 45, Perception 30, History 45, Geography 35; Unarmed,
Archery, & Stealth 10; Blades 25, Magic 40, all other stats 0 (Devices) or 20
(Strength, Agility, Endurance, Charm, Nature, Willpower). Equipment includes
140 Gold, the Young Timid Riding Horse, a Dagger, a Lantern. a Holy Symbol of
the preferred Good or Evil Deity, and Holy Water.
Cleric- Holy Warriors starting in Lost Heir 2 are 1st Level Priests, 1st Level
Clerics with Religion 50, Arcana & History 35, Strength 40, Agility & Endurance
30, Blades 45, Magic 30, Archery & Stealth 10, Unarmed 5, all other Stats 0
(Devices) or 20 (Willpower, Charm, Perception, Geography, Nature). Equipment
incldues 140 Gold, the Young Timid Riding Horse, Holy Water, a Holy Symbol of
the preferred Good or Evil Diety, a Lantern, and a Sword.
Priests or Clerics of Good Gods get +10 points to Good, those devoted to Evil
earn +10 Evil. As in Lost Heir 1, you are provided with 4 game-created Gods-
Lucien, Auriel, Noct, and Shadi- or you can create your own God or Goddess. The
only name you can't use is 'the Unknown'.
Wizard- Magic-Users starting in Lost Heir 2 are 1st Level Wizards (only 1st is
possible imported from Lost Heir 1 too, this wasn't a starting Class available
at the beginning) with Arcana 85, Magic 60, History & Geography 45, Religion
30, Blades & Archery 10, Unarmed 5, all other Stats 20 (all Attributes, Nature)
or 0 (Devices, Stealth). Equipment is 180 Gold, the Young Timid Riding Horse, a
Spellbook, and a Dagger.
Sage- Scholars starting in Lost Heir 2 are 1st Level Sage with Arcana 90, Magic
40; Blades, Archery, & Stealth 10; Unarmed & Devices 5, History & Geography 70,
Religion 40, all other Stats 20 (all Attributes, Nature). Equipment is 180
Gold, the Young Timid Riding Horse, a Dagger, and a Lantern.
Ranger- Archery Experts starting in Lost Heir 2 are 1st Level Ranger with
Archery 65, Agility 35, Endurance & Perception 40, Strength 30, Nature 70,
Geography 45, Stealth 40, Blades & Unarmed 20, all other Stats 0 (Magic,
Devices) or 20 (Arcana, History, Charm, Willpower). Equipment is 140 Gold, the
Young Timid Riding Horse, Sword, Bow, Rope, and Lantern.
Druid- Nature magicians starting in Lost Heir 2 are 1st Level Druid with
Arcana, Perception, Geography & Magic 40; Nature 70; Endurance, History &
Religion 30, Archery 15, Stealth 20, Unarmed & Blades 10, all other Stats 0
(Devices) or 20 (Strength, Agility, Willpower, Charm). Equipment is 140 Gold,
the Young Timid Riding Horse, Dagger, and Lantern.
Guard- Soldiers starting in Lost Heir 2 are 2nd Level Guard with Strength &
Endurance 55; Geography, Perception & Agility 30, Blades 50, Archery 20,
Unarmed 10, all other Stats 0 (Devices, Magic, Stealth) or 20 (Willpower,
Charm, Knowledge other than Geography). Equipment is 150 Gold, the Young Timid
Riding Horse, Sword, Bow, Dagger, and Lantern.
Thug- Hired Goons starting in Lost Heir 2 are 2nd Level Thug with Strength 75,
Endurance 40; Blades, Stealth & Agility 30, Archery & Devices 10, Unarmed 20.
Equipment includes 190 Gold, the Young Timid Riding Horse, Sword, Dagger,
Hammer & Spikes, Lockpick Set, and Lantern.
You can also select your character's gender, sexual orientation, gender of
their companions, who if anyone they were Romancing, and whether the
relationship was physical. Only one Mentor can be selected (you can still see
the Classes the others would have given you), along with one childhood friend,
one companion who is dead (only imported characters from Lost Heir 1 can have
no dead companions), and one companion who is with you at the start of the game.
In addition, when creating a new character, you can select one specialization
your character has for Stat increases. This provides bonuses as follows-
Archery- Archery +30, Agility +15. Gain Bow if you don't have one already.
Devices- Devices +30, Agility +10. Gain Lockpick Set if you don't have one
already.
Magic- Magic +30, Arcana +5.
Nature- Nature +30, Geography & Perception +7.
Long Blades- Blades +30, Strength & Endurance +5. Gain Sword if you don't
already have one.
Short Blades- Blades +30, Agility +10. Gain Dagger if you don't already have
one.
Stealthy Movement- Stealth +30, Agility +15.
Fighting Barehanded- Unarmed +30; Strength, Agility, & Endurance +5.
Arcane Knowledge- Arcana +30, Magic +5.
Geography- Geography +30, Perception +15.
History- History +30, Perception +15.
Religion- History +30 (script has a bug, should be Religion), Perception +15.
Being Charming- Charm +30, Perception +5.
Finding Money- Gold +300.
Demon Summoning- Arcana +10, Willpower +5 in addition to Demon Summoner
benefits (see below).
Deciding to be a Demon Summoner grants +15 Willpower along with the Demon
Stones for Xi'atta, Zon'ch, Brahl, and Daan'da. Saying no to Demon Summoning
earns the Royal Signet Ring (+3 all Stats).
You can also select your character's Morality. This ranges from Saintly (90
Good) to Good (70 Good) to Neutral (50 Good, 50 Evil) to Bad (70 Evil) to Evil
(90 Evil).
Finally, you select your starting area for Act 1. Companion Relationships for
new characters start at 75 (P or G, K), 70 (T), and 60 (J). Your Mentor is now
dead. Hopefully you had high Relationship with them in Lost Heir 1. If you
choose to start a Romance with a companion, that earns you +15 Relations with
them.
The build given from creating a new character will not be the best you could
attain if you had actually played Lost Heir 1 and built up your character in
that game to best advantage. At best, it will be close, but not quite there.
There is also no specific detail as to how you acquired your Skill Levels. The
same is true of your Morality Levels of Good/Evil. You just pick a general idea
of where you are on the grid and accept the results. This can negatively impact
your chances at winning, let alone attaining a Prestige Class or other
Achievement.
In addition, if you create a new character, you will not be able to bring in
any of the Mystic Artifacts from Lost Heir 1 except for the Signet Ring you
earn from foregoing Demon Summoning or the Brahl, Xi'atta, & Zon'ch Demon
Stones you earn by deciding to be a Demon Summoner. You also get the Daan'da
Stone for being a Demon Summoner, but not Tyborr. And you get no other
Artifacts- no Belt of Speed, Gloves of Archery, Cloak of Spiders, or other
Artifacts you might have gained from the first game. No imported sidequests
either. This also means you must give up one of your companions, as you have to
earn their survival by beating Thuja, the Final Boss of Lost Heir 1.
You can create Companions in basic concept and gender, and get the basic
details of who they are along with a possible designated Romance, but that's
it. You also get several generic pieces of equipment, including a free Young
Timid Riding Horse (75 Gold value), but nothing as cool as what you might have
earned in Lost Heir 1.
All this is by design, of course. To avoid the penalties, play the first Lost
Heir game and import your character. Trust me, it's a great cheap thrill. If
you need any help, see my FAQ for that game or the numerous other Guides
available online.
Anyway, after importing your character or creating them, you will have a choice
to start the game with a summary of the story so far if you want one. The
summary lays out your name, gender, Character Class (last Class Level that
earned your character his or her current title), sexual orientation, morality
level, and current circumstances along with a summary of what happened in Lost
Heir 1. You also read who your foster parent was (one of four choices), who
your companions were, and how your foster parent died and if any companions
also died. Perhaps one of your companions also started a Romance with you.
What's that? You want specifics with spoilers? Ok, well, in basic summary, you
are the Prince or Princess of Daria, the sole rightful Heir to the Throne. Your
parents, the King & Queen, were killed by a Demon Summoner named Zusak and his
lackeys- the warrior Thuja and poisoner Noblewoman Selina. You escaped the same
fate as your family with the aid of your Mentor and then grew up in exile. You
became an adventurer and joined up with a shy Archer, a large Fighter, a
brooding Soulburner Wizard, and your childhood best friend- either a playful
Thief or a stalwart Cleric- as companions. Together you went on various
adventures and then went to confront Zusak in his fortress compound in the City
of Vernex.
The confrontation with Zusak was a disaster in several ways. You could not
defeat him and trying cost your Mentor their life as they defended you again.
Thuja was slain, but the other villains escaped. In addition, Selina captured
two of your companions and is currently holding them in her dungeon. If you did
not import a character who defeated Thuja themselves, another of your
companions is also dead.
After the death of Thuja, you had to go into exile for a year in one of four
places- The Norgan Mountains; The Academy of Wizards; the city of Tornassa; or
the Wilderness of Daria. What happens in each place is laid out below.
After the summary, the actual game begins. There are some differences in your
Act 1 situations based on where you spent your year in exile. Refer to the
specific section below for each place. I'll address each place in its own Part,
then list the common gains from all five Places in Part 5- skip there if you
need specific Class Level stat increases or Demon Summoning updates.
Part 1- The Norgan Mountains
This is a snowy tundra landscape in the north of Daria, home to numerous tribes
of ice barbarians. Theo/Thea (T), your Fighter ally, is a member of one of
these tribes. If T survived Lost Heir 1, became your good friend (80+
Relationship), and was asked the right questions, you may also be aware they
have a side quest here. In summary, they were engaged to marry the Chief's
child until the tribe's scheming counselor killed her via convenient accident
and blamed them. T cowardly ran away, and now they must return to confront
their enemy. Of course, there are other things to deal with too.
The four starting areas each have an opening scene with your character and
their one companion in great danger. In the Norgan, they are facing an
avalanche sweeping down on them. You have three ways to escape it- look for a
cave (tests 30 Perception), create a magical dome as shelter (tests 30 Magic),
or run away! (tests 35 Endurance if on foot or gain +3 Agility, then tests
Mount if mounted) Any of these actions awards a free +3 increase to a tested
Stat. However, you won't be told whether you passed until the game catches you
up on what you've been doing during the past year.
There is a fourth way to escape the avalanche if your character is a Demon
Summoner, but this will provide no Stat increase. Depending on whether or not
you chose to practice this dangerous controversial ability, you may not have
access to the fourth way. You also won't know much about your Demons if this is
your first Lost Heir game. If you do have Demons, though, they should include
the following- Brahl, a combat Demon; Xi'atta, an Ice Devil, Zon'ch, a dust/air
mephit, and either Tyborr, a Demon who takes more Willpower to command than is
possible to achieve in Lost Heir 2 and will thus never be helpful till the next
game, or Daan'da, a dimwitted Demon with no apparent uses. Guess which one of
these is the only helpful Demon here! If you guessed Xi'atta, the only Demon
with power over ice & snow, good job. I'll address the consequences of success
or failure for this event below.
First, you reflect on your year in exile. You spent time exploring the
mountains and stayed in a yurt you rented from a local tribe. If T is with you
and was your good friend (see above), it was their tribe. Otherwise, it wasn't.
You gain a Class Level from training during your year in exile- see Part 5 of
this Act for all the various bonuses from the Classes and their requirements at
this point. Note that there are differences between Monk Class Level Gains
depending on whether you completed the Monk Sidequest in Lost Heir 1. You also
will need pre-existing Levels in Squire, Bard, Assassin, Monk, Wizard, Druid,
and Ranger to take another Level in any of those Classes here. A Cleric Level
will require one pre-existing Level of Priest. Priest, Thief, Guard, Sage, and
Thug Levels are open, provided you meet the Stat prerequisites.
Certain special companions can be gained by Wizards, Druids, and Rangers here,
should you choose to accept them. Taking a Wizard Level gets you the
opportunity to accept a Familiar in the form of an Elemental Being. This can be
an Earth, Air, Fire, or Water Elemental. Each has specific benefits throughout
the game in that they can solve problems related to their element. Some of them
can also attack enemies and provide other benefits for you in various
situations.
Druids or Rangers also get a possible Familiar Animal Companion. This is a
local wild animal- either a Wolf or a Snowy Owl.
Note that you can get more chances at Familiars and Animal Companions later,
but you can only have one- so you cannot gain multiple Animal Companions even
if you start as a Druid or Ranger and become a Wizard later. You also may not
see future choices of different Companions, it may thus be wise to keep your
Familiar slot open. I will note various choices below. There is also a listing
of all the various choices in Part 5.
I'll address possible Demon Summoning gains in Part 5- the opportunity for that
comes after Class Levels are acquired and the area's dangers are dealt with (so
you can't command extra Demons with higher Willpower unless you're hacking your
Stats).
After you pick your Class Level in the Norgan, if you are with T's tribe, the
game now addresses their sidequest from Lost Heir 1 (see above). The first
decision is whether T should have the chance to confront their enemy. You can
instead challenge them yourself if you prefer- do whatever you think best for
settling the justice involved. I'll address both situations.
If T fights their enemy (Option 1 at first decision in quest, "wait for T to
speak"), you will need to help them win somehow. This involves a holy blessing
(requires Priest Level), finger spasm spell (test 30 Magic, win if succeed,
fail if not), pushing the enemy (test 30 Agility), shouting encouragement (test
30 Charm), or calling out an enemy defense opening (test 30 Perception). Just
watching means T will lose the duel.
You gain +3 to the Stat used if a Stat test succeeds, along with +3 Evil for
some Options (Magic or Agility), succeed or fail. If the test passed, the duel
is won. Otherwise, it is lost. Following a win in the duel, you can pick up +5
Good if you guide T to spare the enemy or +5 Evil if you guide T to kill them.
You get +10 T Relations either way.
If you fight T's enemy, you will need to win the duel without help. This
requires a high close combat Stat- test either 40 Blades, Magic, or Unarmed.
You win, you get +3 to the Stat used and the quest rewards, but there is no T
Relations bonus. You can get a free Sword here also if you don't have one
already.
The rewards for this quest are extra Army Size & Power gained in Act 5 via an
alliance with T's tribe. See that Act for details. Don't win the duel, the
rewards are not gained.
Now we're back at the avalanche event. Your Stat tested earlier is actually
checked now and you will be told if you escaped the falling snow. To recap, you
needed 30 Perception (find a cave), 30 Magic (create a dome), 35 Endurance (run
away on foot, the Belt of Speed can fill in here if needed), a strong Mount
(ride away, the Young Timid Riding Horse or something better succeeds, poor
Lump the Mule and weaker Horses will falter here), or Summoning the Demon
Xi'atta (no other Demons are helpful). If you failed to use one of these, you
have to dig yourself out of the snow and lose some equipment (Lantern, Rope,
Lute, and Lockpick Set are gone). Succeed, your equipment is intact and you
proceed to Act 2.
Act 1, Part 2- The Academy of Wizards
The Academy of Wizards is an island in the southern part of Daria that hosts a
school for spellcasters. Jace/Jess (J), your Magic User ally from Lost Heir 1,
went there until they were kicked out by a bigoted Archmage. If you befriended
them in Lost Heir 1 (70 Relationship, asked right questions), they are back in
school now and again learning to control their forbidden magic of Soulburning.
We'll address that below. First, though, we got a Golem problem.
An out of control Iron Golem is attacking you and your companion. You need to
fight back or escape somehow. Punching it gains +2 Unarmed at the cost of -25</pre><pre id="faqspan-2">
Health. Firing a Bow earns +2 Archery. Using a Sword or Dagger gains +2 Blades
but destroys the weapon. Companions are not helpful here other than
distraction. Using Magic will gain +3 Magic if Magic is over 30, otherwise you
lose -25 Health. None of this stops the advancing Golem.
Before the battle can proceed further, the game reflects on your year in exile
at the Academy. You first pick a Class Level you gained here- see Part 5 for
all the various Stat increases possible here. Priest, Guard, Thug, Thief, and
Sage are possible provided their Stat requirements are met. Druid, Ranger,
Squire, Bard, Assassin, and Monk are possible with pre-existing Levels in the
relevant Class. Cleric requires a pre-existing Level of Priest. Wizard is
special.
Wizards can be trained at the Academy, but it requires either a pre-existing
Wizard Level, 200 Gold, or 100 Gold and a Spellbook. Spending 200 Gold earns
you a Spellbook here if you don't already have one. Wizards can also gain a
Familiar here- either a Cat, a Firedrake, or a Spider. See Part 5 for details
on these.
Druids and Rangers can also get an Animal Companion here- either a Griffon, an
Owlbear, or a Tanuki. See Part 5 for more details. Part 5 also has more details
on the Demon Summoning gains you can get here.
Okay, now back to that Golem problem. In Round 2 of the fight, you see the
Golem can't be harmed and must be escaped. You can do one of the following:
- circle around it (success requires the Belt of Speed or testing 40 Agility-
+3 gain if success- failure gets you knocked unconscious and you lose -1 to
Strength, Endurance, Agility, Perception, & Charm).
- push through a broken wall (tests 40 Strength, +3 Strength on success, fail
means unconscious with previous choice's penalties).
- try to dispel the Golem's animation (tests 55 Magic, +2 Magic on success,
fail means unconscious).
- use a Demon Stone (Xi'atta can stop the Golem without issue, Brahl can stop
the Golem if you have an hacked character with 60 Willpower, other Demons are
not helpful).
- drop and hang off a tilting floor slab (test 40 Endurance, +3 Endurance if
success, fail means unconscious).
- Use the Cloak of Spiders or Magic Shield if you have them (free success).
After this choice, a Master Wizard immobilizes the Golem. Phew, you're safe!
If you unlocked Academy-related sidequests in Lost Heir 1, they are addressed
now. First, let's cover your companion Jace or Jess (J). If you developed at
least 70 Relations with them in Lost Heir 1 and made all the right inquiries,
then brought them to the Academy with you, they will further pursue their
knowledge of forbidden Soulburning Magic here. They need your help to get into
the Library's Restricted Section. This involves doing one or more of the
following actions (all can be tried once before succeding or giving up)-
- Talk to Archmage Cumari about it (tests 35 Charm, +3 Charm if success,
otherwise fail and pick another Option).
- Hire a Thief (requires 100 Gold, automatic success).
- Summon Daan'da (fail).
- Picking the Lock on the Restricted Section door (requires Lockpick Set & 30
Devices, +3 Devices if success).
- Steal a key (tests 30 Stealth, +3 Stealth if success).
If you succeed in getting J into the Restricted Section, they find a book that
makes them very nervous. You can either agree with them they should not use the
knowledge inside (+5 Good), let them decide (neutral), or encourage them to use
the knowledge (+5 Evil). Whatever you decide here, gaining this knowledge has
special bonuses later in this game and Lost Heir 3. Look for the text
'Soulburner Knowledge' in Acts 6, 7, and 9 as well as Lost Heir 3.
If all your attempts at accessing the Restricted Section fail, no secret
Soulburner knowledge can be gained here. You can also refuse to help J, earning
+3 Good, but this will cost you -5 J Relations. Saying you don't know how to
help is a neutral failure option.
There is also a sidequest here if you have a pre-existing Wizard Level and
acquired a stolen Academy textbook from Jowal the Peddler in Lost Heir 1, Act
6. You can return the book to the Academy for +3 Charm and +75 Gold- it doesn't
matter if you read it earlier or not to gain this reward. If you didn't read it
however, though and you can say that honestly (the librarian will know if
you're lying!), there are additional rewards- +95 Gold instead of 75, along
with +5 to Good, History, Geography, and Arcana. It is also possible to read
the book now if you didn't before- this nets you +2 Evil & +5 Magic. Reading
the book a second time earns nothing, nor does keeping it.
If you picked up a Flawed Dagger during a Thief sidequest in Lost Heir 1, Act
4, you can also attempt to fix this magical item at the Academy here. Fixing
the Dagger will require 200 Gold or testing 50 Magic (success at the latter
earns Magic +2). If fixed, the Flawed Dagger becomes a Thief Token which grants
+3 to Stealth, Agility, and Devices. There may also be other benefits to having
this Artifact. There will not be another opportunity to fix the Flawed Dagger
after this point. You can also sell the item for 100 Gold if you want, or keep
it as a curiosity.
After all this, you proceed to Act 2.
Act 1, Part 3- Tornassa
Tornassa is the largest city in Daria and formerly its capital. You grew up
here in the Royal Castle, before it was burned to the ground by your enemies.
Now Zusak's ally Duke Uddo is officially in charge, aided by the schemer
Selina. In Tornassa, you may have a sidequest to complete with Karla/Karla (K),
your Archer ally. They wish to create the Infinity Arrow, a one-shot never-miss
Mystical Artifact.
But before we can address that, you must deal with a large group of City Guards
that have you cornered in an abandoned warehouse. You may be the guilty
criminal they seek or not, it doesn't matter whether you are.
Before we can deal with the Guards, though, we get to pick up a Class Level.
Priest, Thief, Sage, Guard, and Thug are all free here, provided their Stat
requirements are met. Squire, Monk, Bard, Assassin, Druid, or Ranger will
require 1 pre-existing Level in the appropriate class (the hunting guide job
earns you a Ranger Level). Cleric requires 1 pre-existing Priest Level. Wizard
will require either a Spellbook or 100 Gold.
Wizards can gain a Familiar here- either a Cat or a Mouse (costs 1 Gold). There
is text in the script that says Druids or Rangers should get an Animal
Companion here- a Dog or a Dove- but due to a game bug, the opportunity to get
an Animal Companion is skipped. I'll address all Act 1 Class Level gains
specifically in Part 5 below.
Ok, now to deal with the Guards. You will escape them, but how you do it
depends on success or failure of several possible choices, listed here. First
let's cover fighting the enemy-
- Punch the Guard Captain. This will succeed and grant you +3 Unarmed & +10
Evil if you have 50 Unarmed, failing this check means you are captured, lose
your weapons, and have to escape later.
- Fire arrows. This tests 45 Archery, earning +3 Archery & +15 Evil if success.
Failure means capture as above.
- Attack with a sword. This tests 45 Blades, earning +3 Blades if success and
capture if fail. You get +15 Evil either way.
If you can defeat the Guards in combat (Sword, Unarmed, or Archery success
required), it earns you a potential free Sword, Bow, and Dagger if you don't
already have them. You can also gain Gold- 35 if you split it with your
companion (this earns +3 Relations with the companion), 70 if you take it all
(-5 Companion Relations), or 0 if you let your friend have it all (+5 Companion
Relations). Capture means you will be knocked out and wake up with 10 Health
later, then lose your weapons (not a good thing).
It is also possible to escape via Magic (create an illusion as distraction,
tests 50 Magic, +3 Magic if success, fail means you need to try something else)
or Stealth (tests 50 Stealth, +3 Stealth if succeed, failure has same
consequences as Magic fail). This earns you no Gold or extra Weapons though.
Demon Summoning can't normally help here- Brahl can defeat the Guards if you
have hacked 60 Willpower. Other Demons aren't helpful.
Surrendering means you'll be tied up and have to escape later- the Guards will
also take away your weapons (Bow, Sword, and Dagger if you have them). Talking
your way out of trouble is also possible with 35 Charm (+3 Charm if success and
you keep your weapons, failure means they take your weapons as if you
surrendered).
The Cloak of Spiders can provide free escape here if you brought it in from
Lost Heir 1. If you were captured by the Guards, you'll escape automatically
later, but without your weapons or any Stat gain. Make your decision to fight
back carefully!
Hopefully you escaped the above situation with your weapons still in your
possession. You'll have to get them back in Act 2 or later otherwise.
Now the game brings you to the Infinity Arrow side quest, if it was unlocked in
Lost Heir 1 (requires 70 Relations with Companion Karl/Karla and asking them
the right questions). Karl/Karla (K) will be crafting the Infinity Arrow here
and need your help with three components. You can give up at any point if you
wish.
Crafting the Arrow's arrowhead will require Summoning Zon'ch with 50 Willpower,
testing 40 Perception (help K, earns +3 Perception if Success, otherwise try
something else), testing 40 Agility (sculpt it yourself, earns +3 Agility if
success, otherwise try something else), or paying 50 Gold.
Crafting the shaft requires success at the arrowhead and then success at one of
the following- test knowledge of magical items (40 Arcana earns +3 Arcana and
success, otherwise try something else), check history books (40 History earns
+3 History and success), casting divination (60 Magic earns +3 Magic and
success), test knowledge of trees (40 Nature earns +3 Nature and success), pay
50 Gold.
After the shaft, you still need the right feathers. Getting them requires theft
(40 Stealth Check- anti-theft vow from Lost Heir 1 locks this out, success
earns +3 Stealth, fail means try something else), convincing their owner to
relinquish them (40 Charm check, success earns +3 Charm), or 50 Gold.
If you get all three components, the Infinity Arrow is created. It will provide
a one-time only success at any Archery check, provided K is with you to suggest
using it. I'll note all the possible chances to use the Infinity Arrow in the
text below. Note that keeping it for Lost Heir 3 is also possible- there are
some more possible uses there.
There is also a Priest sidequest here from Lost Heir 1 if you have the Strange
Amulet. You can attempt this quest even if you are no longer a Priest. Asking
about the Amulet leads you to a Shrine to its God, the Unknown.
If you have a Priest Level when you see the Shrine, you can call on your God to
destroy it. This prompts a Morality Check- 50 Good or Evil depending on whether
you follow a Good or Evil God. Failure means you lose your Holy Symbol and are
no longer a Priest or Cleric. Success means you keep your Priest Levels and
earn +10 Religion and +10 Good or Evil depending on which Gods were called upon.
You can also call out to the Unknown God- this will require breaking your Holy
Symbol if you have one and having 50 or less Good otherwise. If you do that,
you will gain a new potential Patron Deity as a Priest- this earns you Evil &
Religion +10. Note that the Unknown God may be Evil, but it actually does not
care about whether its followers remain so, unlike most Evil Gods. It also
resides in Heaven, interestingly enough. You will never have to worry about
Morality Checks as a Priest again if you become a Priest of the Unknown.
However gaining new Priestly Powers will need to wait until Act 8.
It is also possible to just leave the Shrine behind if you like. After dealing
with these sidequests, it is time to proceed to Act 2.
Act 1, Part 4- The Wilderness
This is the wild hinterlands of Daria- forested plains throughout the Kingdom
mostly deserted but for isolated villages. Your Childhood Friend- Gill/Gale or
Peter/Petra- has a sidequest here. I'll address that below.
In the opening danger scene, you are faced with an angry bear!
Combat is probably required here- use a Sword (test 30 Blades, success earns +5
Blades and wounds the bear, failure earns -25 Health), a Bow (test 30 Archery,
success earns +5 Archery and wounds the bear, failure earns -25 Health), a
Dagger (same success results as Sword with 30 Blades, but lose the Dagger
succeed or fail and failure gets you -25 Health), cast a spell (test 30 Magic,
success earns +5 Magic and wounds the bear, failure earns -25 Health), or punch
the bear (test 40 Unarmed, success earns +5 Unarmed and wounds the bear,
failure earns -25 Health).
Druids or Rangers have another option however- they can soothe the Bear and
bond it as a Familiar Animal Companion. This will let you name the creature and
keep it with you for the rest of the game. Or you can release it and wait for
another potential companion (this earns Nature +3).
Your meeting with the bear is interrupted now by a flashback to your year in
exile. First, the game checks whether you have 30 Nature. If you pass this
check, you gain +3 Relations with your companion for comfortable wilderness
survival. Failure earns -5 Relations.
Now, you need to gain a Class Level. Becoming a 1st Level Priest is not
possible here due to the lack of an established Temple in the area for study.
It is possible to build your own Temple, though, if you are already a Priest,
and advance as a Priest or Cleric that way. Thief, Thug, Guard, and Sage Levels
are free to take, provided you meet the Stat requirements. Squire, Monk,
Assassin, Bard, Ranger, and Druid will require at least 1 pre-existing Level in
the relevant Class. Wizard means you can study with a local Witch and become a
Shaman- this requires a Spellbook to happen, though. Wizards can gain a
Familiar here- a Rat or a Toad. Druids or Rangers can't get additional Animal
Companions other than the Bear. See Part 5 for all the possible Stat gains here.
Back to the bear encounter. After soothing, wounding, or being wounded by the
animal, a group of bandits suddenly ambushes you. The bear, if it was not
soothed, is immediately killed by their arrows. They demand all your Gold. You
can get out of this situation one of the following ways-
- "Easy, we're leaving." 30 Charm earns escape and +3 Charm, less than that
means you need to try something else.
- Invoke your Thieves Guild protection (must be a Thief, earns free +3 Charm
and escape).
- Attack! Test 45 Archery (Bow required), 50 Unarmed, 45 Blades (Sword
required), 50 Magic (cast sleep spell), or Druid Powers (Druids can call upon
the trees for aid- free success and +3 Magic). Earns +3 to Stat used if success
and you get rewards for defeating the bandits- a potential free Sword, Dagger,
Bow, and some money (same choice of rewards as if you defeat the Guards in
Tornassa, see Part 3). Failure will cost you 75 Gold and you wake up after the
fight with 10 Health.
- Demon Summoning. Brahl can defeat the bandits if you have hacked 60
Willpower, otherwise no Demons are helpful.
- Hand over some Gold and hide the rest. This requires at least 10 Gold and
tests 35 Stealth. Passing earns +3 Stealth and you only lose -5 Gold here, then
are let go. Failure means you lose 75 Gold as above.
- Handing over all your Gold.
After the Bandits are dealt with- hopefully without losing too much Gold- it is
time for Wilderness sidequests. This requires your childhood friend Gill/Gale
(G) or Peter/Petra (P) as companion, and having asked them the right questions
in Lost Heir 1 (80 Relations were required).
I'll address G's sidequest first. They want to check on their mother, who is
working for a local Nobleman with a history of abusing their servants. This is
actually due a to a Jekyll Potion they've been drinking- Google Dr. Jekyll if
you need further explanation. You need to get G's mother out of their bad
situation for success here. Leaving them to their fate will cost you G
Relations. There are also other potential rewards.
For best success here, you need to go to the kitchen and talk to Freda, G's
mother. Ask about their injured arm and whether they know you're in hiding for
free dialogue. Seeing the injured arm earns a chance to confront Mazrim, the
abusive Nobleman, about it. If you'd rather not do that, you can encourage
Freda to quit instead- paying her 200 Gold will earn you +10 Good and G
Relations, otherwise you get +3 Good and G Relations. Giving up on the
situation incurs -5 G Relations.
Confronting Mazrim prompts additional challenges here. You may want to talk to
Freda first as above. You can also snoop around and see that the other servants
have injuries, but this gives no additional options. Asking to see Mazrim
prompts a confrontation with a footman where you can pick up free +2 Perception
by asking about his injury. You must then go to Mazrim directly.
Getting to Mazrim's room is easy, but entry requires additional action. Either
picking the lock (requires Lockpick Set, earns +3 Devices, success at 30
Devices means silent entry, failure means noisy entry, no Lockpick Set means
you need to try something else); smashing the door (no Stat test involved,
noisy entry); or asking a servant to open the door (35 Charm means +3 Charm and
silent entry, otherwise you need to try something else). You can also encourage
Freda to leave or abandon her as above.
If you do enter the room, you now need to deal with Mazrim. G will
automatically wake him if he was asleep (your entry was silent). Allowing
Mazrim to speak here prompts apology and he displays his Jekyll Potion to you.
You can get rid of it by drinking it (+3 to Strength, Endurance, & Agility,
incurs -3 Perception) or smashing it (this earns +5 Good but you still are
exposed to the Potion as if you drank it with the same Stat changes). Becoming
exposed to the Potion now will have rewards later- look for Jekyll Potion
Options.
It is also possible to kill Mazrim- free success with a Sword or Dagger, a neck
snap, or by Summoning the Demon Brahl. This gains you +10 Evil (and +3 to
Blades or Unarmed if those Stats are used). If Freda told you about the Potion,
you can then search for it afterwards and drink or smash it for the same result
as above. Note that you will need to help Freda leave with or without money if
you do this.
If you are doing P's quest instead of G's here, it involves confronting a
Vampire that killed your friend's parents. First you need to find the Vampire's
haunts by passing a 35 Geography check (earns +3 Geography if success), passing
a 40 Magic check (divination, earns +3 Magic if success), or paying 120 Gold.
You can also give up and never meet the Vampire.
If you find the Vampire's haunts, there is a false choice for what to do once
you get there (same results whatever option is picked). You then end up in a
battle. The Vampire compels you with its gaze and you must either give in or
fight back.
- Distracting the Vampire by offering your neck will allow P to kill their
enemy. But you are infected by the Vampire first. This has immediate rewards
and additional possible long-term consequences & benefits. Honestly offering
your neck earns +30 Evil, doing it as a deception (which P takes it as even if
you meant otherwise) is free. Killing the Vampire this way earns +10 P
Relations. You also gain +5 to Perception, Strength, Agility, and Endurance for
becoming an Infected Vampire!
- Fighting the Vampire succeeds if you have Holy Water and use it here. This
will earn you +10 Good & +10 Religion along with the P Relations bonus above.
But you don't become a Vampire that way.
- You can also kill the Vampire with a Bow and 30 Archery, earning +5 Archery &
+10 Good along with the P Relations bonus. But again, you don't become a
Vampire that way.
- No other attack methods succeed here. The Vampire is immune to most forms of
damage. Less than 30 Archery means your arrow misses its heart, and a Dagger or
Sword can't hurt it period (you do get +10 Good & +5 Blades for trying though).
Punching the Vampire results in +10 Good & +5 Unarmed. The Vampire escapes
after you fail to kill it. There are no Options to use Magic or Summon Demons.
After resolving G or P's side quest, it is time to proceed to Act 2. First,
though, let me address the potential stat gains from Class Levels here.
Act 1, Part 5- 3rd Class Level Gains Listing.
Here are the Class Levels you can get in each area and their Stat gains.
Squire (requires 1 Squire Level)- Gain 1 Squire Level, 50 Gold; +5 to Strength,
Agility, Endurance, Geography; +10 to History, Charm, Blades.
Bard (requires 1 Bard Level)- Gain 1 Bard Level. At the Academy of Wizards,
Bards earn +5 Charm, Agility & Blades, +20 Magic; +10 History & Geograpy along
with 110 Gold. Elsewhere this changes to +10 History, Charm, Geography,
Agility, Blades, & Magic; +5 Archery; 180 Gold. A Level 3 Bard gains the new
title 'World Famous Bard'.
Thief (requires not having taken a "no thieving" vow in Lost Heir 1)- Gain 1
Thief Level, 180 Gold, +5 Blades, +10 Devices, Agility, Stealth. A Level 3
Thief is now a 'Master Thief'.
Priest (requires not having failed as a Priest in the previous Lost Heir game)-
Gain 1 Priest Level (this can become a Cleric Level if you prefer). You get a
free Holy Symbol of a Deity you pick if you don't have such a Symbol already.
You also get 60 Gold, +20 Religion & Magic, +10 Arcana & History, +5 Blades &
Charm. The Religion & Magic bonuses are halved to +10 if this is not your first
Level as a Priest, but the Gold gain increases to 80. A Third Level Priest is
now a High Priest or Priestess.
Cleric (requires 1 Priest Level)- Taking a Cleric Level requires taking the
Priest Option, then taking Option 2. Here it gains you 1 Cleric Level, 80 Gold,
+3 Charm, +5 Archery; +10 Blades, Religion, Strength.
Guard- Gain 1 Guard Level. In the Norgan, you pick up 60 Gold, +20 Endurance,
+5 Archery, +10 Perception & Blades along with the title 'patrolling guard'.
Elsewhere you get 100 Gold along with +10 Endurance, Perception, Blades &
Archery. You are a 'bodyguard' if you worked at the Academy of Wizards, a
'Guard' otherwise. Level 3 Guards gain the title 'Guard Captain'.
Monk (requires 1 pre-existing Monk Level)- earns 1 Monk Level. In the
Wilderness, you also earn 50 Gold along with +20 Nature; +10 to Agility,
Perception, & Unarmed. In Tornassa or the Academy, you instead earn 50 Gold; +5
History, Geography, Arcana; +10 Unarmed, Agility, Perception. In the Norgan,
this changes to 50 Gold, +10 Nature, Unarmed, & Perception; +5 Arcana,
Geography, & Agility. If you studied at the Eye of Heaven in the Norgan
(requires Lost Heir 1 sidequest), this changes to 50 Gold, +15 Magic, +10 to
Religion, Nature, Arcana, & Unarmed. You will also gain the Ki Strike special
ability. The latter is required for Monk Power Blows in this game and Lost Heir
3.
Wizard (requires 1 Wizard Level in the Norgan, a Spellbook if in the
Wilderness, 200 Gold at the Academy if you don't have a previous Wizard Level-
this drops to 100 if you have a Spellbook- or 100 Gold in Tornassa if you don't
have a Spellbook)- Gain 1 Wizard Level. At the Academy of Wizards, you earn 50
Gold, +10 History, +20 Magic, & +15 Arcana along with the title
'Academy-trained Wizard'. In the Wilderness, this changes to 50 Gold, +5
Geography, +10 Magic & Arcana, +20 Nature, and the title 'Shaman'. In Tornassa,
you earn 50 Gold, +5 Geography; +10 History, Arcana, Magic as you remain a
'Wizard Apprentice'. In the Norgan, you can become a 'Magic Researcher',
earning 50 Gold, +5 Geography, +15 Arcana, +10 Magic. Wizards have a chance to
earn a Familiar depending on their starting area. See below for the Options.
Level 2 Wizards who train at the Academy gain Academy Graduate Robes and extra
+2 Magic.
Druid (requires 1 Druid Level)- Gain 1 Druid Level. At the Academy, you also
earn +10 Nature, +15 Magic & Arcana, and 80 Gold along with the title 'Druid
Herbologist'. Druids in the Norgan become 'Tundra Explorers' earning 50 Gold,
+15 Endurance, +5 Blades; +10 Nature, Magic, Geography. In Tornassa or the
Wilderness, the gains are 50 Gold, +15 Stealth; +10 Nature, Magic, Geography.
You have a chance to earn an Animal Companion here depending on your starting
area. See below for details.
Ranger (requires 1 Ranger Level)- Gain 1 Ranger Level. At the Academy, you earn
the title 'Ranger Guide' along with 110 Gold, +10 Nature & Arcana; +5 Stealth,
Blades, Archery. In the Norgan, you become a 'Tundra Hunter', earning 55 Gold,
+15 Endurance, +5 Blades; +10 Nature, Archery, Geography. In Tornassa or the
Wilderness, you earn 80 Gold along with +10 Archery, Blades, Nature, Geography
& Stealth. You have a chance to earn an Animal Companion here depending on your
starting area. See below for details.
Assassin (requires 1 Assassin Level)- Earns 1 Assassin Level. Assassins in the
Wilderness earn the title 'Poisoner' along with +20 Nature; +10 Agility,
Archery, & Perception; +5 Unarmed & Blades; and 150 Gold. At the Academy, this
changes to 150 Gold, +10 Perception, +15 Stealth, and +5 Nature, Agility,
Blades Archery, & Unarmed. In Tornassa or the Norgan, you get 175 Gold, +10
Agility & Perception; +5 to Blades, Nature, Stealth, Devices, Archery, &
Unarmed.
Sage (requires 40 Arcana)- Sages earn 50 Gold along with the following stats-
Wilderness= title 'author', +20 Nature, +5 Magic, Religion, History, Geography,
& Arcana ; Tornassa= title 'sage', +10 History, +15 Geography; +5 Magic,
Religion, Arcana, Nature ; Academy= title 'librarian', +10 Arcana, Magic,
History; +5 Nature, Religion, Geography ; Norgan= title 'historian', +5 Magic,
Religion, Arcana, Nature; +10 History & Geography.
Thug- Gain 1 Thug Level. You must then choose to use a Sword or your fists. You
can get a free Sword if you don't have one by picking Sword. That also earns
you 130 Gold, and +10 Blades, Agility, Endurance, & Charm. This changes to 130
Gold & +10 to Charm, Unarmed, Strength & Endurance if you pick fists. You earn
the title 'mercenary' if you worked in the Wilderness, 'bodyguard' if in
Tornassa, and 'bruiser' if in the Norgan.
Familiar Animal Companions Listing (gender is random, you can pick name)-
Norgan Mountains- Air, Earth, Fire, or Water Elementals (Wizard). Wolf or Snowy
Owl (Druid or Ranger). All of these but the Wolf and Earth Elemental can fly.
All can be useful in various combats. The Wolf is a Hunter (can find food for
you in the wild). The various Elementals can also solve problems related to
their elements.
Academy of Wizards- Cat, Firedrake, or Spider (Wizard). Griffon, Owlbear, or
Tanuki (Druid or Ranger). Spiders are sneaky, allowing them to be used as
Scouts. Griffons and Firedrakes can fly and aid you that way. Griffons and
Owlbears are Hunters. Tanukis have special bonuses for mischief. All Companions
can be useful in combats and various other situations. No, you can't ride the
Griffon or Owlbear, they're not big enough. :(
Tornassa- Cat or Mouse (Wizard). None for Druids or Rangers (the game script
says you should get a Dog or a Dove, but there is a bug that takes you past the
opportunity without gaining the Companion). Cats are domestic and can follow
you anywhere, but are useless otherwise. Mice are sneaky and can be used as
Scouts.
Wilderness- Bear (Druid or Ranger). Toad or Rat (Wizard). Bears are Hunters and
also useful in combat. A Toad or Rat is sneaky, allowing it to act as a Scout
for you.
Additional Animal Companions become available in Act 8 if no Companion is
gained here- see that Act for details.
After you resolve all conflicts and sidequests in your starting area, the game
allows you to make some further character modifications.
First, if you are a Demon Summoner, you can work on that some. This earns +5
Arcana and you can now translate the strange Unglowing Stone you acquired from
Zusak in Lost Heir 1- it is glowing now and says 'K'Girr'! Trying to Summon
that Demon earns you nothing but worrisome flavor text. There are five other
Demons you might have, though. All take various amounts of Willpower to control
& Arcana to translate their Stones. You get free +10 Willpower for working on
Demon Summoning here.
If you don't know the Demon Stones you have (it requires 40 Arcana to know them
all), you can pay a priestess to translate them. I'll cover the costs below
along with each Demon's powers and requirements.
Zon'ch (translation cost 40 Arcana or 100 Gold)- He is a Dust & Air Mephit who
can create air and wind. Requires 50 Willpower to fully control.
Xi'atta (translation cost 20 Arcana)- He is an Ice Devil who can command snow
and freeze enemies. He's weak in combat, though, so he's not often helpful
unless the enemy's weak against ice. Free to control.
Brahl (translation cost 30 Arcana or 50 Gold)- Brahl is a combat Demon with
anger issues. He can solve most combat situations. Controlling him requires 50
Willpower, but overcoming a difficult challenge with him requires 60 or even 70
Willpower. Losing control of him earns unconsciousness- Specialist Summoners
only!
Daan'da (translation cost 35 Arcana or 60 Gold)- He's a dimwitted Demon who
appears useless. Free to control.
Tyborr- This Demon requires 80 Willpower to control, which is not possible
until Lost Heir 3. If you specialize in Demon Summoning in this game, you can
get as much as 75 Willpower- close, but not quite there. That will have
required bringing in a character from Lost Heir 1 who got all the optional
gains. Tyborr's benefits will become open next game. At least he doesn't harm
you for trying to control him, unlike other Demons.
Summon all the Demons you can here so you can control them later. Zon'ch,
Xi'atta, and Daan'da should be available freely. If you have 50 Willpower, you
will also get the ability to Summon Brahl.
The second choice comes if you have an existing Romance with your Companion
here. You can choose to keep dating them or break up (no Relations penalty for
that here) but remain allies. You can also choose to let your relationship
become sexual if it isn't already. All Romances can be hetero or homosexual, it
doesn't matter. Note that there will not be a chance to resume dating someone
later if you break up here and there is only one new Romance in Lost Heir 2
(more come in Lost Heir 3).
After Demon Summoning and Romance are addressed, it's time for Act 2 to
officially begin.
Act 2- Dobbton & Opal Cove
Ok, our time in Exile is over. Now we need to journey to Brightwater, Selina's
city, and break our captured companions out of her dungeon. There are two
possible sidequests to complete while en route.
First, you pass through a village named Dobbton where you can go shopping. Your
companion automatically buys a new weapon here if they lost one in Tornassa
fighting the Guards. You'll have to spend your own Gold to acquire weapons and
other items yourself. Here are the Shop Catalogs-
Weapons- Sword (30 Gold), Dagger (15 Gold), Bow (40 Gold). Bows are required
for Archery, Daggers or Sword for Blades Options. Daggers can be thrown or work
well in close combat. Swords are better for holding back enemies.
Equipment- Rope (15 Gold) is useful for trap building, climbing, and tying up
enemies. A Lantern (15 Gold) is useless, as are a Hammer & Spikes (20 Gold). A
Lute (50 Gold) is sometimes necessary for Bard Powers and mostly useless
otherwise.
Thieves Guild- A Lockpick Set (60 Gold) is necessary for using the Devices
Skill to open locked doors. A Spellbook (55 Gold) may be necessary to become a
Wizard. A Thief Harness (80 Gold) is a useful climbing tool that can help when
Agility is low.
Temple- You can buy Holy Water here (40 Gold), but it's useless outside the
Vampire sidequest (see above). A Holy Symbol can be bought also (25 Gold), if
you don't have one (note- you now need 50 Good for a Good Symbol and 50 Evil
for an Evil one). You can pray with your Symbol here for free +1 Religion & +1
Good/Evil depending on what God the Symbol belongs to. If you are not a Thief,
it is also possible to take a "no thieving" vow for +10 Good (this locks out
Thief Levels and Theft related choices in the future). Finally you can donate
Gold to charity and earn Good here- 10 Gold for 1 Good, 25 for 3, 50 for 5, 100
for 10, 200 for 15, 350 for 20, 500+ for 30.
Stables- There are 5 Levels of Horses here. Level 1 Old Sway-Backed Horses are
50 Gold. Level 2 Old Field Horses are 75 Gold. Level 3 Young Timid Riding
Horses are 150 Gold. Level 4 Healthy Riding Horses are 300 Gold. Level 5 Fully
Trained Warhorses are 500 Gold. Any Horse can be sold for around half its Gold
cost. You will need a Horse later for help traveling (see Act 4) and riding in
combat. The more expensive the Horse, the better quality it is. Lump the Mule
from Lost Heir 1 can be sold for 5 Gold at any Stables. The chance to get
special Epic Mounts doesn't come till Act 5, 6 or 8.
After shopping, you observe the local farmers are being lazy and using Demons
to work their fields. The Demons aren't doing a very good job. In addition,
there is a disturbance in a local bar. After a false choice for how to enter
the place (same results however you do it), you learn about a conflict between
two local residents and face several options. Ask about the Demon Summoning for
free +2 Perception. Yelling for people to get their swords is bonus dialogue.
Leaving prompts an "are you sure?" check and ends the sidequest with no further
rewards if picked twice. To proceed, you need to agree with one of the two
disputing residents, Sherman or Bill. Your agreement with either doesn't change
much other than the amount of Gold Sherman owes Bill (see below). There is
still a bad situation to resolve.
Whether you agree with Sherman or Bill in the dispute, Sherman now needs to
settle his debt to Bill by chopping wood. He intends to Summon a Demon to do
it, even though his Willpower is clearly low. You can try to stop him (+2 Good,
range of Options, earns reward for saving Sherman) or not (+2 Evil, other
Options).
If you try to stop Sherman, you now have several ways to save him from the
Demon here. Getting him to cut the wood himself requires a test of 50 Charm (+2
Charm if success, fail means you must try something else). Summoning the Demon
for him is allowed if you are a Demon Summoner- this requires 50 Willpower to
work, though. Failure means you black out here and lose 50 Gold (having less
means you lose no Gold), but at least you earn Good +5 if you try. You can
also help Sherman chop the wood (this requires paying 15 Gold to stay in town a
while, but it earns Good +5 & Strength +2- it also gains +5 Relations with T or
P, and +2 with K but incurs -5 with J or -3 with G). Or you can pay Sherman's
bill for him (this requires 60 Gold if you sided with Sherman earlier or 80 if
you sided with Bill). Or you can allow him to Summon the Demon after all.
If Sherman Summons the Demon, he loses control of it immediately. He is then
possessed and attacks Bill. Watch what happens for +5 Evil and Sherman will do
something terrible here. This costs you the rewards for saving Sherman. You can
also intervene with any attack method- this earns +3 Good and Sherman will be
saved. Saving Sherman earns potential bonus Army Food or Citizen Reputation in
Act 6. After he is saved (or not) you leave Dobbton and continue on your
journey.
The second side quest on the journey only appears if you have a Squire Level.
You pass through a city called Opal Cove and learn of a Knight Tournament in
the area. Participating won't slow you down much and earns you a chance to
become a Knight. Why not?
First obstacle is registration. You may think Morality plays a role here
because of the Knight Code of Chivalry, but it actually just affects flavor
text. There is even a special event if you win as an Evil Knight!
Next you must pay a 50 Gold entry fee. I recommend borrowing the money from
your Adventuring companion T, K, P, G, or J here- that is a free success as
long as you have 65 Companion Relations. Afterwards, you have a chance to buy
weapons, equipment, and horses if you go shopping. Then comes the tournament
itself.
Event 1 is Archery. K allows you to use the Infinity Arrow for an instant win
here if you have it, but it is probably more valuable later. Winning without
the Infinity Arrow requires 45 Archery to earn all 3 points possible here- not
owning a Bow incurs a -1 point penalty, as does having less than 45 Archery.
Less than 25 Archery will cost -2 points. K can also give you +1 points if they
are present. Winning 3 points here gets you extra Gold later after the
tournament concludes. If you get fewer points, you may still have a chance at
the Grand Melee later as long as you do well in the next event.
Event 2 is Jousting. Here you need a good Mount to succeed. Lump the Mule can't
be used, and the rental Horses are hardly fit for riding. Hopefully you have
the Tourney Horse from Lost Heir 1 Act 4 here- its presence will upgrade it to
a Level 5 well-trained Tourney Horse and earn you an instant win! Otherwise you
need a Level 5 Mount to earn the 3 points. Level 4 Mounts earn 2 and less than
that earns 1. Jace or Jess can be helpful here if they are your companion and
you have 70 Relations- they enhance your Horse for a +1 point bonus. Failure at
asking them to help incurs -2 J Relations. You can also get a +1 bonus in the
competition if you use your own skills over relying on your mount- this
requires 45 Strength & Agility. Again, this event needs 3 points earned for 100
bonus Gold later. You always earn at least 1 point.
For the Grand Melee event that awards Knighthood if won, you need at least 3
points total or 2 Squire Levels. This means you must win the Jousting, or at
least place in it and make up the difference with Archery points. Otherwise you
will need at least 2 Squire Levels to proceed. Winning also requires 2 Levels
of Squire or 50 Blades. If you pass that check, you also have additional Stat
points to pick up here.
Any of the listed strategies is success, you just gain a different bonus for
each. Waiting for one of the two enemies to fall and then facing the one
remaining gains you +5 Perception. Fighting both together earns +5 Good.
Hitting one with an elbow and one with your Sword earns +5 Unarmed. Kicking
sand earns +5 Evil. Pick your bonus, then you win and are dubbed a Knight!
You get some Stat Gains for this- 1 Knight Level along with +3 to Blades,
Archery, Strength, Agility, & Endurance. If you have less than 46 Good, there
is also an additional event. You can listen to voices in your head here and
gain an Evil Holy Symbol. This may help you become a Dark Knight later (see Act
8). It is also possible to bring an Evil Holy Symbol in from Lost Heir 1 and
automatically listen to the voices. If you don't want to become a Dark Knight,
ignore the voices and hope they go away.
You earn 200 Gold if you won one of the previous events or 300 if you won both.
If you won neither, Knighthood alone is your reward if you earned it. Now it is
time to proceed to Brightwater. The free game demo ends here.
Act 3- Jailbreak
As this Act begins, you arrive in Brightwater, a beautiful prosperous city.
Selina, your enemy, holds power here, and you need to break two of your
companions out of her dungeon. The Act starts at an inn called the Siren, where
you must plan the breakout attempt.
You have one companion already, and if you saved your extra friend (ie you
imported a character from Lost Heir 1 who defeated Thuja), they join you here.
If this companion is your Romance, you will need more than 50 Relations with
them to continue that relationship here after your time apart. Kiss them back
if they kiss you for +10 Relations and the ability to keep the Romance alive.
Or you can step back from them for -10 Relations and a breakup. No Romance,
they join your party with previous Relations intact.
Next you get an event where one of your companions has issues regarding the
prison break. Which companion is random if you have two companions here. Each
companion can earn you a Relations bonus if you respond the right way to their
issues.
T the fighter wants to attack without a plan. Response 1 is Neutral. Response 2
incurs -2 Relations. #3 earns +3 Relations. #4 incurs -3 Relations.
G, your companion thief, wants to check out local taverns before the breakout.
Responding positively earns you +3 Relations with all friends, at a cost of -20
Gold if you pay for the tavern tabs (G can pay if you have 70+ Relations,
otherwise they change their minds about the idea and you lose -5 G Relations).
Asking "what if it was you?" or saying you should do the breakout first earns
+3 Good. Shaming G earns that also, but incurs -2 G Relations.
P, your Cleric friend, wants to say a prayer before you proceed. Letting them
do this earns you +3 Religion & P Relations. You can also incur -3 Relations
(interrupt the prayer) or -5 Relations (reject it).
K the Archer worries about your friends being tortured. Response 1 or 3 earns
+3 K Relations. Response 2 incurs -3 K Relations. Response 4 is neutral.
J the Soulburner wants to abort the breakup entirely. Response 1 here earns +3
Good. #2 is neutral. #3 earns +3 J Relations and #4 incurs -3 J Relations.
After settling the issues, you need to research the jail if you can. Be aware
that failure or giving up here will mean you kill more Dungeon Guards than is
necessary to free your friends later, and that will hurt you. Ideally, you will
only need to kill Selina's head jailer- Bunta the Half-Ogre. First, though, you
must learn he exists and has the only key to your friends' cell. You also need
to learn exactly which cell holds your friends.
The first way to do this is to sneak into the dungeon clerk's office. On this
path, you must first pass a 60 Stealth Check (success earns +2 Stealth). Then
you need Lockpicks and 60 Devices to open the file cabinets (success earns +2
Devices). Failure at either of these checks means you must try something else
to research the jail. If G is with you and you have 70 Relations, they can pass
both checks for you.
The second way involves divination Magic. You'll need 70 Magic to succeed here,
earning +2 Magic.
The third way- my favorite- involves buying drinks for the Dungeon Guards in
their off time. This costs you 10 Gold, but gives you several additional
options. Befriending the Guards works if you pass a 65 Charm check- success
here earns +2 Charm. You can also bribe a Guard for 250 Gold or threaten one.
Threatening one succeeds if you use Thug power (requires a Thug Level, earns +3
Charm) or torture (this earns +10 Evil). Success via torture also gives you the
chance to earn an additional +10 Evil for killing your victim rather than
scaring them into staying quiet (neutral).
There is also a fourth way available here if you have the right familiar. A
Toad, Rat, Mouse, or Spider can scout the Dungeon for you and get all the
information you need.
If you succeed at your dungeon research, you gain an advantage for later.
However, you still need to infiltrate the jail. First, you learn about Bunta.
Now you have to gain entry somehow.
Sneaking in at night means you need to get past a locked door. This requires G
helping (80 Relations or a failed lockpicking attempt to get them to try),
picking the lock (requires Lockpicks and 60 Devices, +2 Devices for success),
Ki Strike (free silent entry), blasting the door with Magic (needs 50 Magic,
earns +2 Magic, this is noisy entry and you will have to kill extra Guards
besides Bunta), or smashing the door (45 Strength required, cast Silence spell
first with 30 Magic to earn +2 Magic and preserve silent entry, and/or earn +2
Strength if you succeed at that). The Gem of Seeing or 50 Perception can also
be used to find a hidden key behind a loose brick- this earns +2 Perception.
Casting a Silence spell requires 30 Magic and a Spellbook, it helps with a
smash attempt. If you get the door open, you proceed to the Dungeon.
In the Dungeon, you hopefully already know where your companions' cell is. If
you don't, you will automatically kill some Guards before you find them, and
this is bad. Once you find the cell, you will need to fight Bunta for the key.
See below for strategies.
It is possible to learn more about Bunta before you attempt entry. This unlocks
a highly dangerous way in via disguise as a prostitute for Bunta's pleasure.
You must first arrange entry with a pimp, which costs 100 Gold or a 50 Charm
test (passing earns +2 Charm). A Thug can also get a free pass here.
Next, you need to pick someone to disguise as the prostitute. Of your
companions, only K fits Bunta's tastes and is willing to play the role. Asking
J prompts -3 J Relations and everyone else refuses flat out. You can also play
the role yourself, but you may need a disguise to succeed. If you have less
than 30 Strength & Endurance, you fit Bunta's tastes and no diguise is needed.
The Feather of Glibness can provide a free disguise here if you got it in Lost
Heir 1. Druids can also disguise themselves for free +2 Magic. Failure at a
disguise will mean you must kill extra Guards later when they get suspicious.
You don't want that. Sadly, there are no other ways to effect a disguise.
If you enter the dungeon via the pimp, you need to leave K or yourself
(assuming you pass the disguise check) alone with Bunta afterwards for best
results. Attacking the enemy too soon will mean extra Guards must be killed. If
you leave K alone, they wound Bunta for -50 damage and then the fight with
Bunta starts with him alone (see below). You can also wound Bunta yourself if
you play the role of prostitute successfully (meet Bunta's physical prefences
as above or have Feather of Glibness or Druid Power). Pick any combat option
for automatic success and damage to Bunta as above.
If you fight Bunta with Guards present (your disguise didn't work or you attack
Bunta rather than leave him alone with you or K), they can hurt you badly.
You'll need a Sword & 50 Blades, 60 Unarmed (throw a Guard), a Dagger & 65
Blades, a Bow & 50 Archery, or 50 Magic to beat them- this earns +2 to the Stat
used, but costs you -50 Health when Bunta attacks you afterwards. Failure also
incurs -50 Health. Summoning Brahl can defeat the Guards for free, but Bunta
still damages you. No other Demons are helpful. Certain Animal Companions-
Wolf, Firedrake, Griffin, Owlbear, and Bear- can also defeat the Guards for
you, but you still take damage from Bunta attacking you. This also gets your
Animal Companion injured (can't be used again later against Bunta).
Damaging Bunta before the Guards is a better idea. It requires a Sword & 75
Blades, 75 Unarmed (groin kick), 40 Blades & a Dagger, a Bow & 75 Archery, or
75 Magic to damage Bunta for -50 Health here. Success earns +2 to the Stat
used. Success or failure will earn you -50 damage though. Brahl and
combat-capable Animal Companions can also help wound Bunta as above.
On the second round of the fight, any extra Guards present are killed
automatically by your party members T, G, P, K and/or J. Only Bunta remains to
challenge you. If you killed the Guards first round, a party member will damage
Bunta for -50 Health but get themselves injured in the process. To finish Bunta
off or damage him, you need to pass the same combat checks as above (always 75
Blades, Sword or Dagger here). You can also damage Bunta again while your party
handles the Guards if necessary. This is the round you get first if you face
Bunta alone without extra Guards- you take no damage in that case as long as
you successfully attack Bunta.
On a third round, if Bunta is still up, things get challenging. Bunta advances
on you. Most any method you try to damage him- Sword, Dagger, Magic, or Unarmed
Attack- fails. The best possible successes come from having the Monk's Ki
Strike, the Jekyll Potion ('let the rage build'), or the Infinity Arrow (using
this costs you the Infinity Arrow but at least K can still use it even if
injured)- any of these kill Bunta automatically. If you don't kill him, he
grabs you.
After he grabs you, you can damage him with a Spider Familiar (Bunta takes -50
Health damage), stabbing him with a Dagger (don't throw it earlier, and you
need 70 Blades to succeed with it here, doing -50 damage to Bunta), or by
twisting his wrist (requires 70 Strength or 70 Unarmed, success earns +2
Unarmed and Bunta takes -50 Health damage). Failure earns you -50 damage. It is
also possible to call out to a party member for help- if T, J, K, P, or G did
not get themselves hurt earlier, this damages Bunta for -50 Health. If you
don't kill Bunta here, you only have one more chance to beat him.
Next round, Bunta will still be attacking you close up. You must try some
desperate options- Having the Magic Shield here and using it is a free win. Or
you can dodge Bunta's attack (70 Agility wins and earns +2 Agility), cast a
Blink spell (90 magic earns +2 Magic and wins), use your Sword or Dagger (free
win, +2 Blades, but you take -50 damage), or use your Lute if a Bard (free
win). See below for the results of success or failure.
The prize for defeating Bunta is the Cape of Shadows, a Mystic Artifact that
awards you +20 Stealth and more special bonuses in Lost Heir 3. If you lose all
your Health, you pass out and don't get this- you wake up with 5 Health and the
Prison Orphan kills Bunta instead of you.
Succeed or fail, you now meet the Prison Orphan. This character can be adopted
by you temporarily (+5 Good, can become permanent adoption later) or left
behind (+5 Evil). Adopting them is required for several hidden bonuses later in
this game and Lost Heir 3.
Now you need to find or return to your friends' cell. You will meet and have to
kill extra Guards as before if you don't know where the cell is already.</pre><pre id="faqspan-3">
Beating these Guards will require a Sword & 50 Blades, 50 Unarmed, 50 Magic, or
a Bow & 50 Archery. Success earns +2 to the Stat used. Failure means your
companions kill the Guards. Brahl or a combat-capable Animal Companion can also
help as above here. When you find the cell, the plot proceeds.
Your friends are missing. However, you meet a new comrade- Bran/Brinn, the
local Guard Captain (B). They are a possible Romance later if you pick your
attracted gender for them. B has rescued one of your comrades, whichever one
had higher Relations (random if they were equal) or was your Romance. They now
rejoin you. The other prisoner is missing, presumed dead.
You get an extra choice here if you are Romancing your rescued comrade- embrace
them to possibly keep your Romance (test 55 Relations, failure means breakup,
success earns +10 Relations and Romance continues), stare at them awkwardly (75
Relations earns continued Romance with anyone but K or J, K or J automatically
breaks up with you if you do this), or cross your arms (automatic breakup, -10
Relations). Then the plot proceeds.
B addresses you now. They are either happy that only Bunta was killed, or
displeased if extra Guards died. The responses to B are a series of false
choices that introduce B to you fully and set up the next Act. Plot Summary-
Selina is out of town courting Duke Uddo in Tornassa. B is your loyal subject
and wants to help put you back on the Throne of Daria. You now have a party
consisting of B and your other remaining companions. B also has a Relationship
Stat starting at 60. Time for Act 4!
Act 4- Politics
Setup-
At the start of this Act, you and B must come up with a plan to take over
Selina's Duchy. Here are the options for success-
- Consider historical precedents (earns +2 History & +2 B Relations, must have
40 History, 2 Bard Levels, or 1 Sage Level to work).
- Consider how other cultures changed rulers (earns +2 Geography & +2 B
Relations, requires 30 Geography).
- Invoke the Gods (requires 40 Religion, earns +2 Religion & B Relations if
success).
- Show the Signet Ring if you have it (earns +2 Charm & +5 B Relations).
- Ask B for ideas (proceed with no bonus).
Once you come up with a plan, B tells you it must succeed within 14 days.
Otherwise Selina will return and interfere. Don't worry, success is plot
mandated. It just matters how much success you get. The plan involves
convincing the local Nobles to recognize you as ruler over Selina. B knows
several influential people who can help you. I'll cover meeting each of them
below- any order is permitted for the next 4 Parts of the game plot. You can
also go shopping before you start the diplomacy- see above in Act 2 for the
Shops' Catalogs. Getting a Healthy Riding Horse or a Warhorse here if you don't
have a similar quality Horse already is a very good idea. After you have the
Mount you want, proceed.
You now have five options for diplomacy actions, plus one more if you adopted
the Prison Orphan. If you did adopt the Orphan, you must now deal with that
situation (if you don't handle it before the next Act, it will be handled for
you in a bad way).
First, to be poignant, you learn the Prison Orphan is a mute child of unclear
age (their gender always matches yours, otherwise no identifying details are
given). You must then give them a name. Afterwards, you can fully adopt them
(costs 1 of your 14 days, but is required for all later bonuses involving the
Orphan, also earns +5 Good) or send them away- the orphanage Option earns +5
Good but the Orphan is gone, kicking them out onto the street earns +3 Evil and
sending them back to Prison earns +10 Evil. Asking the Orphan for ideas does
not help. I recommend adopting the Orphan personally, the bonuses are well
worth it and no Stat checks on your part are involved. If you adopt the Orphan,
you now have a Relations meter with them which starts at 80% and may go up or
down later.
Note that you also have two new Stats in play as of this Act- Citizen
Reputation & Citizen Fear. Citizen Reputation is your approval rating as a
ruler- it starts at 50%. Citizen Fear is how much people are afraid of
displeasing you- this starts at 0%. Both can be used as motivators in various
circumstances. They will be displayed on your character sheet after the Act
completes.
Regarding the Political tasks ahead...
Act 4, Part 1- General Vale
General Vale is the head of Brightwater's Army, which will be your Army as of
the end of this Act. Getting him on your good side is advantageous for obvious
reasons. Meeting with Vale before Part 5 of this Act gets him on your side to
some degree. You start at 50 Vale Relationship. You will need 70 Relations to
secure his vote in Part 5 of this Act and 75 if you want to become a War Master
in Act 8. War Master is a Prestige Class and also requires 2 Guard Levels along
with 45 History & 45 Geography.
If you killed extra Guards during Act 3 (any Guards other than Bunta), you have
a -10 Vale Relations penalty in waiting that is incurred by meeting with Vale.
This is why it's best to avoid killing extra Guards.
Outside that, Vale is in favor of your rule but uncertain about it provoking
civil war. Selina and her three Duke allies won't give up power easily. You can
either agree with him about this and say that you will fight the Dukes (+3 Vale
Relations) or disagree with the need for civil war (this attitude earns -3 Vale
Relations and is not compatible with the future game plot). After you respond
to his stance, it's time to try to get Vale's vote for sure.
The first way to approach the situation involves discussing war spending. As a
military man, Vale is in favor of a good budget for his Army. Promising to
increase the budget will earn you +20 Vale Relations, probably ensuring his
vote. Promising to keep the budget the same will earn +5 Vale Relations. Saying
you'll cut the budget is also possible here- this earns +2 Vale Relations for
honesty. No firm committment allows you to back off and possibly try discussing
war spending again later. Once you select your stance, it is set.
Note that this is a political promise option- you will not be able to actually
affect the budget until the next Act and if you do something different then it
may harm you with Vale. It may also harm you to tell Vale one thing and
Treasurer Tovor another regarding war spending (Tovor is another vote you need
who is opposed to Vale somewhat- see Act 4, Part 2 for dealing with him). A
character with 90+ Charm can lie about political promises convincingly here but
otherwise you will be screwed if you tell Vale you are doing one thing with the
budget and later tell Tovor something else or vice versa. See Tovor next part
for more warnings.
Brief summary of penalties for lying to Vale- if your lie is detected, this
incurs -20 Vale Relations, -40 or -25 Tovor Relations, and +5 Evil. Having 90
Charm avoids the most severe penalties here, however this will still possibly
incur -5 Tovor Relations even as it earns +5 or +15 Vale Relations, +2 Charm,
and +5 Evil. Not easy to play a politician, huh? You will need to deal with
your lies later if you try lying too- see Act 5. I don't recommend it.
The second way to get Vale on your side is to impress him by spending days
inspecting his troops. Ask him what you can do to assure his vote and you get
this option.
If you proceed with troop inspection, Vale will first inspect you as a
potential soldier. You need 40 Blades or Unarmed to impress Vale here, Archery
or Magic is not enough. Passing this check earns +3 Strength & +5 Vale
Relations. Failing it carries no penalties.
After the inspection, you proceed to checking out the troops. Each day you
spend doing so earns +3 Vale Relations. Reminder- you have 14 days total and
the other Factions' favor will also require days committed.
It is also possible to invoke a hidden bonus here. If you spend at least 2 days
inspecting the troops (or doing anything else), back out of meeting with Vale,
and then return to Vale before the Grand Council (Part 5 starts once 14 days
pass), you can spend some time training with the soldiers. This gets you bonus
Stats if you have 50 Endurance along with 25 Blades or Archery. Failing the
Endurance check earns no bonuses but at least it also incurs no Penalties.
Passing it earns you +2 Endurance outright- passing the Blades or Archery check
will also earn you +2 to each of those Stats and +5 Vale Relations. Failing the
Blades and Archery checks will earn you -5 Vale Relations- at least you still
get the +2 Endurance.
If you want Vale's vote later (requires 70 Vale Relations), hopefully you have
a strategy for it in mind after reading this Part. Getting Vale's vote earns
Army bonuses later and is also required if you wish to become a War Master in
Act 8 (Vale is a potential Mentor, see that Act for details). Now let us
discuss Vale's polar opposite...
Act 4, Part 2- Treasurer Tovor
Lord Tovor is the master of Brightwater's Treasury, which will be your Treasury
as of the end of this Act. Getting him on your good side is advantageous for
obvious reasons. Meeting with Tovor before Part 5 of this Act gets him on your
side to some degree. You start at 50 Tovor Relationship. As with Vale, you need
70 Tovor Relations for his vote. You also need 75 Relations to unlock his
Prestige Class in Act 8, Dragon Rider. Most of the bonus opportunities are here
in this Act. You will also need 60 Arcana, History, and Geography for the
Prestige Class, although that's not important right now.
You meet with Tovor in the Treasury Offices. He is a bookish type who wears
glasses. He is constantly worried about the Treasury but also considers himself
a man of the people. Ask him to teach you magic if you like- this earns free +1
Nature & +2 Tovor Relations. You also have options similar to what you had with
Vale- discussing war spending and asking what you can do to assure Tovor's vote.
Regarding war spending, Tovor is more on the side of saving money than spending
it. Promising him you will decrease the military budget earns +20 Relations.
Keeping it the same earns +5 Relations. Promising to increase it carries a -5
penalty on Tovor Relations. 'No firm committment' means you can back out and
possibly talk about this again later- however note that invoking this Option
carries a -2 Relations penalty with Tovor. As with Vale, telling Tovor one
thing and doing another when you can actually affect the budget can hurt you.
So can telling Tovor one thing and Vale another. You need 90 Charm to mitigate
the penalties somewhat.
Summary of penalties for lying to Tovor- Lies incur +5 Evil no matter what. You
will also earn -40 Vale Relations and -20 Tovor Relations here if your lies are
detected. Having 90 Charm means they are not detected and you earn a +2 Charm
bonus- your Relations adjustments change to -5 Vale & +15 Tovor for promising a
budget decrease in this case if you promised Vale you would increase the
budget. If you told Vale you would not change the budget, this still earns you
the Evil & Charm along with +5 Tovor Relations and -5 Vale Relations. If you
promised Vale a budget increase, it may be wise to avoid discussing the war
spending issue entirely with Tovor. Your choice.
You can also assure Tovor's vote by gaining his respect here. That involves
asking him what you can do, then accepting his offer to study the Treasury's
books. Doing this starts with an Arcana check- 40 Arcana will earn you +3
Arcana & +5 Tovor Relations for comprehending the file system. There is no
penalty for failure.
After the first inspection, you can now spend days studying the books. Each day
spent earns you +3 Tovor Relations. You have 14 days total- remember you also
may need some for Vale (see Part 1 of this Act) and the other factions (see
Parts 3 and 4 below). Unlike with Vale, there is no hidden option for extra
Relations here.
Hope you got a strategy for Tovor after reading this. His Prestige Class is
popular with Lost Heir players, more so than Vale's. He is also a more
recurring character than Vale in the next game, Lost Heir 3. It is possible to
gain more Tovor Relations later in Act 6 if you still need them- a lot easier
than Vale Relations, in fact.
Let's now turn our attention to the third key voter, Archmage Cumari.
Act 4, Part 3- Archmage Cumari
Archmage Cumari is the head of the Academy of Wizards. He will be your ally, as
of the end of this Act. Getting him on your good side is advantageous for
obvious reasons. Meeting with Cumari before Part 5 of this Act gets him on your
side to some degree. You start at 50 Cumari Relationship. You will need 80
Relations for his vote- more than with Vale or Tovor. His Prestige Class in Act
8 also needs 75 Relations (also 80 Archery and 30 Magic). Another Prestige
Class associated with Cumari requires 70 Relations (but you can still pass the
check with 40 Perception and 50 Charm).
The problem with Cumari is that he won't be in Brightwater until the Grand
Council and traveling to the Academy to see him takes time off your 14 days
before then. How much time depends on your Mount- if you are walking or riding
Lump the Mule, the round trip is 10 days. A Level 1-3 Mount drops this to 6
days. Level 4 or 5, 4 days. Faster travel methods are not available. If you
don't already have a Healthy Riding Horse here, you might be able to buy one
here for 300 Gold- this makes the trip 6 days (extra prep time due to new
Mount). However, if you lack that Gold, no Option appears. This is why it's
important to have a good Horse before this Act!
Meeting with Cumari after he arrives in town is not enough to get his vote even
though it is an option. This will earn you +3 Cumari Relations, but that is it.
You want his vote, making the trip to meet with him is preferred.
If you do make the trip, you get +10 Cumari Relations- +5 at the start of the
meeting and +5 at the end. However this is also not enough- 80 Cumari Relations
are needed for his vote and 75 for him to become a Mentor in Act 8. You also
may need 70 Relations for another Prestige Class. There are, however, a few
ways to make up the difference.
First, Cumari has an agenda here. He wants you to make the Academy independent
of Daria's Government. Agreeing to do so earns +30 Cumari Relations- this
assures his vote, but it is also a bad idea in a few ways. You will want the
Academy Wizards in your Army later- see Act 5- and making them independent
endangers that. Cumari will still give their alliance to you if you can get his
Staff back- see below- but otherwise there is a penalty in waiting here. Not
cooperating with his agenda incurs no penalties- it may be best to do that and
get his vote another way.
There are two other ways to earn Cumari Relations. First, Cumari has a problem
with a cursed Mystic Artifact, the Staff of the Archmagi. This Artifact belongs
to him and a curse is keeping him from using it. Getting the curse removed will
earn +20 Cumari Relations- that and the bonus from the visit is enough for all
future Cumari bonuses. To attempt breaking the curse, you must first ask Cumari
if you can do anything else for him, then you must ask what the problem is.
Other options lock out the sidequest here.
There are several ways to break the curse on the Staff. First, you can spend a
day studying it for +2 Arcana (you need more days remaining than your trip back
to Brightwater). This also gets Cumari to leave you alone, allowing you to
steal the Staff if you like- see below.
Breaking the Curse is possible via the following methods-
- Invoking a God's help. The Unknown God can break the curse for free, earning
you +5 Religion. If Cumari is not in the room, you can now switch the staff for
a fake staff to steal it (see below) or call Cumari and give the Staff to him
for full bonuses. Other Gods can also break the Curse- this requires a Priest
Level and at least 60 Good or Evil, trying with less than the required Morality
will destroy your Holy Symbol and Priest/Cleric Powers. Success earns +5
Religion.
- Studying the pedestal for a mundane way to remove the Staff from its curse.
This succeeds if you have the Thief Token, 70 Devices, or 40 Agility. Any of
this will allow you to take the Staff and break the Curse- this earns you +3
Devices & Agility. If you succeed here, you can give the Archmage the Staff if
he is present or steal it (see below) if he is out of the room (see above and
below).
- Demons are not helpful here. Nor is using a stick to try and knock the Staff
down.
- Taking the Staff and risking the shield works if you are an Infected Vampire-
this incurs you no penalties and you can give over or steal the staff after you
have it (see above). Otherwise you incur -2 to Strength, Agility, & Endurance
for trying this and you can't get the Staff free via this method.
- Dispelling the Curse works if you have 2 days to spare here plus your return
trip time to Brightwater. It gets the Archmage out of the room as if you were
spending a day studing the enchantment (see above). Then you need 70 Arcana &
80 Magic. Fail the Arcana, you only waste 1 day here. If you pass both checks,
you earn +2 to Arcana & Magic and can give Cumari the Staff or steal it (see
below).
Stealing the Staff is possible if you can get Cumari out of the room, then
break the curse, and if you don't have a 'no thieving' vow invoked. Trying this
does not earn Cumari Relations if it succeeds- you just get the meeting's
bonuses and still need to give Cumari Artifacts as below to make up the
difference in Relations for his vote. Also note that Cumari will need his Staff
later to get his special battle bonuses in Act 7. The Staff in your possession
can earn you some bonuses in exchange however- +10 Evil, +20 Magic, and a few
other bonuses in Act 7 and possibly beyond.
It is also possible to donate a Mystic Artifact to get +15 Cumari Relations per
Artifact here. The Necklace of Nature, Gloves of Archery, Gem of Seeing, Magic
Shield, Feather of Glibness, Cloak of Spiders, Infinity Arrow, and Cape of
Shadows all work for this bonus. Just keep in mind this costs you the
Artifact's bonuses in the remainder of the game. Helping Cumari via
cursebreaking or furthering his agenda may be a better idea. You will need to
do this, however, if you want his vote and don't further his agenda or break
his curse- or if you steal his Staff.
Got a strategy for Cumari? Good. One more faction to address.
Act 4, Part 4- The Other Nobles
Unlike Vale, Tovor, and Cumari, your friend Bran/Brinn has little knowledge
regarding this faction. B prefers you go after Vale, Tovor, and Cumari, then
let their loyalists follow their leads. There are some bonuses to be earned
from courting the independents, however- including +3 Charm, Citizen Fear, and
possibly extra Citizen Reputation (Stats which become important starting next
Act). I'll discuss winning their favor here.
The first way to win over independent Nobles is to just talk to them. However,
it is unclear how many days are needed to accomplish winning them over- you
have no Relations meter for the Independents visible on your Stat screen. The
hidden equation here is... you need 5 or more days. That, whatever your Charm,
gets you the Independent Faction's vote. Of course, the game on its own will
not tell you that anywhere directly. There is a hint in the script, but the
associated flavor text (applause for you at the Grand Council) does not appear
unless you merely talk to the Independents and don't harm them instead (see
below). It is a risk using days to win them over not knowing where you stand,
and you may want to use days for someone else.
It is also possible to win over the independents through directly challenging
those who are against you. This costs no days other than investigation time but
incurs Evil points and possibly other penalties. First, you need to investigate
the issue. Doing it on your own takes 5 days outright- this drops to 4 days if
you have 40 Perception and 3 days if you have 60 Perception. The latter also
earns you a +2 Perception bonus here. The game does not tell you it is checking
Perception beforehand.
Of course, you may not have many days you want to spend, especially if you have
already spent a few on Vale, Tovor, and Cumari (see Parts 1-3 above). The
shortcut in that case is to ask your friend B who is against you- they already
know. Be aware that invoking this shortcut may create future problems with B-
they're a Lawful Good type Guard Captain and prefer monarchs of like mind. If
you want to Romance B later, it can be risky to screw up your Relations by
incurring penalties here. See below for the possible issues.
Once you know who the opposed Nobles are, you can do something about them. Be
aware that anything you do earns you Evil & Citizen Fear- if you want to be a
kind just Good King or Queen, doing nothing may be best. Otherwise...
- Threatening the opposed Nobles is one way to win over your enemies. This
works if you have at least one Thug Level, or 50 Charm & 40 Strength. You earn
+3 Charm & +10 Evil if you go this route, along with the Independent Faction's
vote regardless of any days you may have spent talking to Nobles earlier. This
is also the only Option with no B Relations penalty attached.
- Hiring Thugs to beat up the opposed Nobles is also an Option. This costs 40
Gold. While it will get you the Independent Faction's vote as above, it earns
you +10 Evil & +10 Citizen Fear. You also incur -20 B Relations if you got B's
help investigating the opposed Nobles earlier.
- Beating up the opposed Nobles yourself is successful if you have 40 Strength
or 40 Unarmed. It earns the same Evil, Citizen Fear, and possible B Relations
penalty as hiring Thugs but at least you keep your Gold.
- Hiring an Assassin to kill the opposed Nobles costs 120 Gold. It is another
way to assure the Independent Faction's vote. Invoking this Option earns you
+20 Evil and +10 Citizen Fear. The possible B Relations penalty rises to -40 if
you got B's help finding your targets.
- If you want to kill the opposed Nobles yourself, you will need at least 1
Assasin Level to succeed. This earns you +30 Evil and +10 Citizen Fear along
with the same possible B Relations penalty as the previous Option.
Plan your strategy carefully for winning over the Independent Faction.
Remember, the bonuses are worth the cost even if they alone are not the key to
later unlocking a Prestige Class.
Act 4, Part 5- The Grand Council
Once you have spent all of your 14 days courting the various Nobles (see Parts
1-4), you get this event to conclude the Act. The Nobles meet to vote, and you
take office after gaining a majority of support. How big that majority is
affects rewards later. Ideally, you need at least 3 Factions of Voters. They
are represented by Vale, Tovor, Cumari, and the Independents. Hopefully your
actions in the previous parts got you plenty of help.
Some scenes may happen before the Council. First, if you made plans to meet
Cumari before the Council rather than journeying to the Academy, you can meet
Cumari when he magically teleports in on the day of the event. Weren't
expecting that? Well, Cumari is a Wizard! And yes, you can use his teleporter
later- see Act 5. This event earns you +3 Cumari Relations, but that alone is
not enough for getting his vote or his Prestige Class available in Act 8.
The second possible scene comes if you did not deal with the Prison Orphan
during the previous two weeks. You learn B sent them to an orphanage, earning
you no possible Good for doing so yourself. The possible bonuses from adopting
the Orphan are also now gone. Do you wish you adopted the Orphan now? :D
Also, if you did not meet with Vale, Tovor, or Cumari earlier in this Act, you
get a -10 penalty to Relations with each character here. Their future bonuses
are probably locked out if this happens. :( Hopefully you avoided that!
When the Council begins, you enter the meeting hall. A Cleric of Lucien
correctly identifies you to everyone and then suddenly a dissenting Noble
speaks out against you. This Noble, Lord Weslo, is not someone you can deal
with before the event. He is abstaining from the vote or voting against you.
However, there is a free Stat bonus to be earned in silencing him. Option #1
for this earns +2 History, #2 +2 Perception, #3 +2 Charm, and #4 +2 Religion.
After you get your preferred bonus, Weslo speaks again and now your poltical
allies challenge him- this includes Vale, Tovor, Cumari, and the Independents.
If you have nobody on your side, B speaks instead (IMO he/she speaking
regardless would have been a great character moment but never mind). Each vote
earned here earns you a speaker and +2 Relations with Vale, Tovar, or Cumari.
Getting the Independents to speak- however you did it- earns +3 Charm.
After this event the vote proceeds. You win by some margin- very narrow to
unanimous (Weslo abstained, I guess) depending on how many votes you got. If
you got at least 3 of the 4 Factions to vote for you, you are awarded the
Circlet of Daria here- this item awards you extra Citizen Reputation and other
bonuses later. Time for the next Act!
Act 5- Preparing for War
At the start of this Act, you have several mandatory inauguration tasks before
you which you can complete in any order. You also have 4 new Stats to keep in
mind regarding your Army- Army Size, Army Power, Army Morale (all start at 35),
and Army Food (starts at 50). Managing these Stats is very important in this
and the next 4 Acts. I'll cover your inauguration, then address other things
you can do to build them here.
- Speaking to B confirms that the Brightwater City Guard and Army are under
your control now. The game checks again if you killed extra Guards other than
Bunta in Act 3 here. Having done so incurs you -7 to Army Morale. Not having
done so earns +5 Army Morale. Another reason to only kill Bunta if you can.
B is also concerned about a number of Guards deserting. You need to react to
the situation somehow. Option #1 (let them go) earns +5 Citizen Reputation. #2
(help them on their way) earns +5 Good and +10 Citizen Reputation along with a
-5 Army Size penalty- the penalty can be made up easily later if you want to be
a just ruler here. Option #3 (let them go, record names) is neutral. #4
(execute them) earns +10 Citizen Fear at the cost of -20 Citizen Reputation.
Deal with the issue as you like, then the game moves you back to the
Inauguration Tasks loop.
- Discussing strategy with Vale here lays out your challenge for the rest of
the game- restoring your Kingdom by defeating Selina and her three Duke allies
Uddo, Eddan, and Bandar. Selina, Uddo, and Eddan have Armies opposed to you.
Bandar has no troops to speak of, so he is not a concern till the end of the
game. Vale wants to go after Eddan first, then Uddo & Selina, and finally
Bandar. Your responses to Vale are all neutral regarding Stat changes, making
this a false choice. The game does however check whether you got Vale's vote
earlier here. If you did, you earn +3 to Army Power & Morale. There are no
penalties for not getting the vote other than avoiding these bonuses. Meeting
with Vale also allows you to meet with Tovor regarding the Army budget and
Cumari regarding the rest of this Act's plot.
- Tovor is now concerned that war is inevitable. He reminds you of your
previous stance on war spending- being caught in a lie here carries penalties.
Altering the Budget also affects your Army and Citizen Reputation here- and
this is unavoidable.
Raising the Army Budget earns +10 Army Food; +5 to Army Size, Morale, & Power.
The costs are -20 Citizen Reputation (you had to raise taxes) and -50 Tovor
Relations if you lied to Tovor. No Dragon Rider Class Level for you in the
latter case, come Act 8.
If you keep the budget the same, the game only calls you out for lying if you
promised Tovor a decrease earlier. Your Tovor Relations drop by -40, still
enough to deny you Dragon Rider but not quite as bad. This stance earns you +10
Citizen Reputation while dropping Army Morale & Power -5 each. If you lied to
Tovor the Morale & Power losses drop to -2 each- typo bug? The game also checks
if you promised Vale an increase here- being caught in that lie earns -50 Vale
Relations. No War Master Class Level for you in that case, come Act 8.
Decreasing the Army Budget does not harm the Army as much as Vale feared in Act
4, Part 1- you get -5 to Army Food, -10 to Size, Power, & Morale. This is easy
to make up later in the Act thanks to your possible Demi-Human allies. This
stance also gains you +25 Citizen Reputation (impressed public) and bonus Tovor
Relations depending on what you promised him earlier- +5 for decrease, +10 for
same budget, +40 for increase or nothing. Tovor is very much in favor of saving
funds! If you lied to Vale earlier, though- promising a budget increase or the
same spending, well, that earns you -60 Vale Relations.
- Cumari will offer to help your Army when you meet with him. There is a
dialogue tree here with several false choices that lay out the plot for the
rest of the Act- Cumari is offering you help recruiting Demi-Human allies for
your Army among Daria's Dwarves, Elves, Half-Orcs, Gnomes, and Halflings. You
will need some of these factions on your side for a strong Army. Cumari will
let you use his teleporter to meet with their governments and gaining their
help should be easy, right?
- Your Inaugural Speech is a task that can be done at any time. You have two
Options for it. A +15 Citizen Reputation bonus for the Circlet of Daria is
awarded before the Speech begins. You also get a -20 Citizen Reputation penalty
here if you earned no Faction votes at the Grand Council. Not having the
Circlet but getting votes earns you +5 Citizen Reputation. For the speech
itself, you have two Options. The Just Ruler's choice (Option #1) prompts a 50
Charm check- success earns you +3 Charm and +10 Citizen Reputation. This drops
to only +5 Citizen Reputation if you fail the check. The other option is the
Dictator's choice- this earns you +5 Citizen Fear with no Stat check involved.
- There is also an Option to speak to J here if they are your adventuring
companion (must not have been killed in Lost Heir 1 or presumed dead while in
enemy custody earlier in the game). This Option earns you +5 History if you
completed J's sidequest at the Academy in Act 1 and have the Soulburner
Knowledge, otherwise it's just bonus dialogue. It must be taken before the
speech.
After the Inauguration concludes, you meet a new character- Samuel, the Head
Steward. He prepares a Royal Suite for you and you settle in. You have options
to get free equipment here- a Sword, Bow, Dagger, Lantern, Rope, and Hammer &
Spikes are all available in the Armory for free. I recommend grabbing the
weapons and Rope if you want them, the other items are just extra weight.
After settling in, you finally gain back any lost Health from the previous
Acts. New tasks are now before you regarding war preparation. These can be done
in any order before moving on. None are plot mandated, but all are important.
I'll cover the Spies Option first, then address each of the five Demi-Human
Race Alliance Options in depth. Note that these five Options may each have a
special story event that happens after them- those events are discussed in Part
6 of this Act below.
Regarding Spies, you have four Options for using them. Each carries a bonus.
Option #1 sends spies to Tornassa- see Act 9, Part 6 for how this helps outside
flavor text. It earns you +2 Vale Relations once picked. Option #2 sends spies
to Ludd- see Act 7 for how this helps. It also earns you +2 Vale Relations.
Option #3 keeps the spies in Brightwater, see the end of this Act for the
benefits there. You get +2 B Relations for this. Option #4, sending spies to
Vernex, means you get extra help in Lost Heir 3, Act 3, but that won't play out
till the next game. It also incurs you -2 Relations with both B and Vale if you
still send them to Vernex after the 'are you sure?' check.
Now for the Demi-Human Alliances. You can teleport yourself, your Familiar or
Animal Companion if any, and one Adventuring Party companion (B or T/G/P/J/K if
present, companion must be uninjured- see below for how this can happen) into
each of these scenarios. Bringing a companion earns +3 Relations with the
person in question and possible other bonuses in each sidequest. If you want
the Achievement "Friends in All Places" you need to complete all five. Each
alliance sidequest can earn you other bonuses as well. After each event wraps,
the plot progresses (see below). You can stop trying these sidequests at any
time- see Part 6 for the results of that Option.
Part 1- Dwarves
Dwarves, if you don't know your fantasy races, are generally bearded miners of
short stature. They live in mountainous areas and can be great warriors or
crafters. An alliance with them is of obvious benefit.
This sidequest starts with a series of false choices. The first two events are
just dialogue trees. The third event prompts the problem- you need to help the
dwarves before they help you. And to help them, you must somehow deal with a
troublesome Giant named Kratog. Not agreeing to help is a sidequest fail.
Agreeing to help prompts a new series of choices. There are several ways to
deal with Kratog.
- Sneaking close to his camp is possible as long as you don't bring dwarven
warriors with you (see below). You need 40 Stealth to get close and not wake
Kratog up, then 70 Stealth and a Sword or Dagger to kill him in his sleep
sneakily (this earns +2 Stealth). Failing the second check wakes him up (see
below). You can also kill him in his sleep after sneaking close (40 Stealth
check) with a Sword & 40 Blades, a Dagger & 65 Blades, a Bow & 40 Archery, 70
Unarmed (strangle), or 40 Magic. Success earns +2 to the Stat used, failure
wakes Kratog up. As far as Demons, Brahl can kill Kratog if you have hacked 70
Willpower. Any other Demon just wakes him up. You can also use the Infinity
Arrow for free success here if you like (K must be present). Or you can wake
Kratog (attitude does not matter) or give up (quest fail).
- If you confront Kratog while he's awake- Stealth fail as above or boldly walk
to his camp- the difficulty of killing him rises a bit. You now need a Sword &
65 Blades, 70 Unarmed (trip the Giant), a Dagger & 85 Blades, a Bow & 75
Archery, or 80 Magic (lightning bolt). Success earns +2 to the Stat used and
Kratog is dead. Failure gets you attacked if using Blades or Unarmed, Archery
or Magic failure only earns you the chance to do something else (Kratog's not
very smart). You can also use the Infinity Arrow for success if you have K
here. Getting attacked by Kratog here will mean quest fail unless you have a
companion to create a distraction (see below).
- You can also talk to Kratog if you approach him when he's awake. You need 50
Charm to catch him off guard here- failure means you must do something else
while success earns +2 Charm and the chance to talk to him further. That means
you can distract him by prompting him to grab some sheep and leave. If you do
that, you can let him go (possible bonuses for this later, see Act 8), or
attack him when his back's to you (free success, +3 Blades & +7 Evil for using
Sword or Dagger; using Magic succeeds at 30 Magic, earning +7 Evil & +3 Magic,
otherwise Kratog attacks you- see below. There's no Option to use Archery or
Unarmed here). Threatening Kratog here just brings you back to the previous
choice, no further opportunity for negotiation.
- Brahl can also kill the Giant while he's awake if you have 70 Willpower. No
other Demons are helpful. Note that 70 Willpower is only possible right now if
you hacked your Stats.
- Getting Dwarf Warriors to help you doesn't affect any of the above Stat
checks. There are some other benefits, however, in that they can fill in for a
companion here if you need a distraction when Kratog attacks you. Asking to
bring warriors succeeds if you have 50 Charm or T Present with 80 Relations.
This earns you +2 Charm or +3 T Relations upon success. It only helps if you
get hit by Kratog however (see below).
- Using a companion to attack Kratog first will get that companion injured,
meaning you cannot use them as an ally in any future Act 5 events unless you
can heal them later (this requires 2 Priest or 1 Cleric Levels to work).
However it gets you a free kill on Kratog- +2 to Blades if you use a Sword or
Dagger, +2 to Strength if you push him off the mountain, +3 Archery if you use
a Bow, +3 for Magic.
- If Kratog attacks you (fail event, see above), the companion you brought
blocks the blow and gets injured, but you can still get a free kill on Kratog
while he's distracted as above. The dwarves also can be a distraction here, but
companions take precedence unfortunately. No companion, getting hit is a quest
fail.
- If you want to let Kratog go, be aware it will put your Dwarf Alliance in
jeopardy. You now need 180 Gold to pay the Dwarves for the sheep he stole
(don't do it, sidequest fail) or 70 Charm to convince the Dwarf King the loss
is worthwhile (+2 Charm for success, otherwise sidequest fail). With Kratog's
possible benefits when he returns in Act 8, I think the loss is worthwhile
personally. :)
If you manage to get rid of Kratog, you earn a Dwarf Alliance. This allows you
to earn bonus Stats here as follows:
- Drinking with the Dwarves will get you +5 Endurance & +3 T Relations if T is
present.
- Learning their songs awards +5 History (increases to +7 if you are a Bard).
- Studying their religion earns +5 Religion. P can also help here- if P is
present, you earn +3 Nature, +3 P Relations, and extra dwarf help along with
the +5 Religion.
- Working in the Dwarf Mines can also earn increased Dwarf help. You will need
45 Strength & 45 Endurance. Success earns +2 to both Stats. There is no penalty
for failure.
A Dwarf Alliance earns you +5 Army Power & +7 Army Size. These bonuses increase
to +7 & +10 if you got extra help (see above) or have the Circlet of Daria.
After sidequest success or fail, you return to Brightwater to attempt more
alliances. There may be a side event between trips- see Part 6 for listing of
these.
Part 2- Elves
Elves, if you don't know your fantasy races, are generally ancient people with
mystical knowledge. They live in forests and can be great archers or
spellcasters. An alliance with them is of obvious benefit. It is also plot
mandated for this game- the alliance, that is. This sidequest to gain it is
optional but still fun.
This sidequest starts off with you lost in the forest after a teleport
malfunction. You have several Options for navigation to find the Elf City-
Examine moss growths (test 45 Nature, +3 Nature for success), cast a divination
(test 75 Magic, +3 Magic if success), send a flying Animal Companion to scout
(free win, Fire/Air/Water Elementals, Owls, Griffins, and Firedrakes work), or
climb a tree to find the sun (tests 40 Strength & 40 Agility, success earns +1
to both Stats, Cloak of Spiders provides free win with no Stat adjustment,
failure costs -50 Health but still successful navigation).
Asking an Adventuring companion to climb a tree here is a special option. You
need 60 Relations for success. B, G, P, and K climb without issue. T also
succeeds but gets injured in the process. J will injure both of you (you lose
-35 Health) but you get +15 J Relations if you gain her help. Be aware you may
need an uninjured friend later.
The Demons Zon'ch or Xi'atta can also navigate for you here. No other Demons
are helpful. You will need 50 Willpower to use Zon'ch.
After navigation, you walk through the forest and encounter a wandering
monster- a Giant Forest Worm. Druids and Rangers can soothe this creature to
warn it off. Level 2 Druids or Rangers can also earn an Epic Mount here through
soothing- this is the first way to get the Sweet Ride Achievement. The Worm
replaces your current Mount (whom you sell for its Gold value) at the end of
this Act. If you get this Mount, there are several unique Options for it later
since it is also an extra Animal Companion for a Druid or Ranger. Soothing the
worm earns you Nature & Perception +2.
If you are not a Druid or Ranger, you need to either kill or evade the Worm.
You can injure it on the first round with a Sword or Dagger & 60 Blades (+2
Blades for success, Sword does 50 damage to worm, Dagger does 35, failure
incurs you -35 Health damage and Worm only takes -10/-5 damage), or a Bow (free
Archery +2, Worm takes -10 damage). Using the Magic Shield can provide an
instant kill, and so can the Demon Brahl (no Willpower contest needed). No
other Demons are helpful except to avoid damage.
To evade damage, you need a hit success or to use 40 Magic (+2 Magic if
success, -75 Health damage if fail) or 50 Perception (throw rocks as
distraction, +3 Perception if success, -75 damage if fail). Monks can also
dodge the Worm for a free +2 Agility, as can any other character with 35
Agility (fail means -75 Health damage).
Getting knocked out here means Elves will rescue you and your companion but
both of you get injured and only you will get Health back afterwards- not your
companion.
If you do not kill the Worm yourself on the first round, your companion can
make up the difference if they are not injured thanks to a botched tree
climbing. T or B do 50 damage to the Worm automatically if they are present and
uninjured after you try to hit it or evade damage, succeed or fail. G, J, or P
do 35 damage and K does 10. If this does not kill the Worm, the fight proceeds
to Round 3.
On Round 3, the Worm is burrowing in the ground. You can evade it for free now
("leave the holes alone"), but you won't earn the rewards for killing it that
way. It is possible to kill the Worm via a trap (needs Rope & 45 Devices,
success earns Devices +2, failure means Worm escapes), or waiting for the Worm
to return (here you need 40 Agility for sure to avoid damage and also 40
Perception for an early warning, success earns +2 to both Stats and the Worm is
then killed by friendly Elves, failure gets you unconscious).
Killing the Worm will get you 267 Gold from inside its belly- a decent reward
if you can't get or don't want it as an Epic Mount.
After the Worm encounter, you reach the Elf City. You'll meet Naistalan
Mubaishar, a Half-Elf (other half is Human) Cleric of Auriel who becomes more
plot-important in Lost Heir 3. He is also a charity-auction character. The Elf
Queen is indisposed, so Naistalan is your contact for their alliance. Earning
this alliance is free with no sidequest involved. There is however a dialogue
tree of false choices here.
If you are a Level 2 Druid/Ranger and rode the Worm earlier, you need to let
Naistalan know you want the Worm as a Mount here if you want to keep riding it
in the next Act. You now learn the Worm's gender (random) and can name them.
The game provides a few suggestions. It is also possible to release the Worm if
you prefer.
Elf Alliance earns you +5 Army Power & Morale, also +7 Army Size. There is no
way to increase this, but you can get other bonuses from the Elves too
afterwards.
Naistalan will alert you to a sidequest you might encounter later on if you
don't already know what he's talking about (see Part 5 of this Act)- it
involves a Mystic Artifact called Auriel's Grief. If you have already found
this object, you can let Naistalan know for +3 Good. You can't actually give
Naistalan back the object until the end of this Act, though, and you may prefer
not to tell him you have it- see below. If you haven't found Auriel's Grief
yet, a hidden Option for using it is unlocked by learning about it here (see
Part 5). You can also learn about the Artifact through a free bonus dialogue
bit (ask how it works).
After Naistalan finishes talking, you can get some other free Stats from the
Elves.
- Spend time with their hunters for +2 Archery, Stealth, & Nature (also +3 K
Relations if K is with you).
- Their spellweavers can give +3 Magic & Arcana, +2 Perception (also an extra
+2 Arcana and +3 J Relations if J is with you) instead.
- You can get +5 Religion; +3 History, Geography, and Arcana from Naistalan. If
you worship Auriel or P is with you, these bonuses all go up by +2 (P also
gains +3 Relations if present).
- Spending time with the Elven Warriors earns you +3 Army Morale, Blades, and
Archery, also +3 B Relations if B is with you.
- The Elf Elders can give you +3 Charm, +5 Geography & History.
After you get the bonuses you want, you return to Brightwater to pick your next
Alliance sidequest.
Part 3- Half-Orcs
Orcs, if you don't know your fantasy races, are generally savage berserk
warriors. They live in the wilderness. Half-Orcs are part Orc, part Human, and
generally make just as dangerous fighters as full-blooded Orcs. An alliance
with them is of obvious benefit.
This sidequest starts out with you teleported into Orc lands, then ambushed by
a tribe of Half-Orcs. They want to tie you up, and you will need to pass a
check of 50 History or Perception to know this is a bad idea (Success earns +2
to Stat used, History takes precedence). Trying to fight the Half-Orcs will
lose you 50 Health and injure any Adventuring Companions you brought along.
However, at least you don't get tied up. If you get the passive resistance
Option (pass History/Perception check), use it to escape damage. Otherwise,
fighting is the best idea here.
After you are bound or not, you end up in the Half-Orcs' Camp. Their leader
Gurstwin talks to you. There are several Options- all are flavor to some
degree. Agreeing to a possible alliance gives you the chance to complete the
Half-Orc Alliance sidequest (see below). Shaming or rejecting the Half-Orcs
gets you imprisoned by them instead. Offering money, postponement of the
discussion, or challenge in combat has no effect.
If you are imprisoned and want to escape, you need a Tanuki Animal Companion, T
as your uninjured Adventuring Companion, 45 Strength, 30 Magic (success earns
+2 to Strength on Strength Option; Magic Option gets you out but you lose -20
Companion Relations and they are injured if you escape alone, 80 Magic will
avoid the Relations penalty and earns +2 Magic, you can also stay with your
friend till you're both teleported out for +10 Relations), Ki Strike Power, or
45 Devices (earns +2 Devices, unfasten gate). Free just the other prisoners for
+10 Good, just yourself for +15 Evil, or everyone for neutral reward. You can
also wait and be teleported out later as normal (this earns free +2 History and
+5 Geography as the other prisoners talk to you).
You may want to free the other prisoners (the Silver Blades) if you get
captured for bonuses later. It's not as of much benefit as a Half-Orc Alliance,
but it is a nice game bonus.
If you want a Half-Orc Alliance, their sidequest involves them wanting you to
kill the other prisoners for them. This earns +20 Evil and you may want to
avoid that. Here are the ways to do it and still get a Half-Orc Alliance-
- Use the Jekyll Potion if you were exposed to it in Act 1 during G's
sidequest. This is a free win which frees the prisoners and also earns you a
Half-Orc Alliance.
- T or J can kill the prisoners for you if you claim you have a vow to not harm
others except in battle. They must be present, injury does not matter here.
This earns you a Half-Orc Alliance with no Evil award. If T or J is not with
you, claiming such a vow does not help.
- Asking the prisoners to tell their side of things or asking the Half-Orcs to
give them a trial also does not help. However, you can try to convince Gurstwin
(the Half-Orc leader) to free them. If you were not tied up by the Half-Orcs
earlier, this succeeds and you earn +3 Charm & Citizen Reputation, the
prisoners are free, and you have your Half-Orc Alliance. Otherwise, you will
need 80 Charm- +2 Charm is earned for success along with a partial Half-Orc
Alliance and failure means you must try something else.
- Freeing the prisoners regardless of what the Half-Orcs say will earn you +10
Good but you get no Half-Orc Alliance. Allowing the Half-Orcs to put them back
in the pit is a complete sidequest fail.
A partial Half-Orc Alliance earns you +7 to Army Size & Power. This increases
to +10 Army Size & Power if you get a full alliance (kill the prisoners, use
Jekyll Potion, or don't get tied up and then argue for the prisoners' freedom)-
you also get elite Half-Orc Berserkers in your Army this way. You will be
teleported back to Brightwater when this sidequest concludes.
Part 4- Gnomes
Gnomes, if you don't know your fantasy races, are small people with high
intellect. They live in cities and can be great engineers, crossbow wielders,
or illusion spellcasters. An alliance with them is of obvious benefit. For
Daria's Gnomes, you will want their warriors and their engineers if you can
also get them. The warriors are easy, the engineers are extra. Both can also be
missed if you aren't careful (see below).
When this sidequest starts, you arrive in the warehouse district of Tornassa
and are worried you've been sent into enemy territory. A sneaky man is already
following you too! Any action to attack the sneaky man kills him automatically.
This earns you a +2 Stat bonus to Blades, Archery, Magic, Unarmed, or Companion
Relations but it is actually a bad idea. Some Animal Companions with combat
capability (Wolf, Bear, Owlbear, Firedrake) can also kill the sneaky man
without Stat reward, as can Brahl. But, again, killing the sneaky man is not a
good idea! Speaking to him (last Option) is what you want to do instead.
If you kill the sneaky man, you will lose any chance at a Gnome Alliance. You
also will need to evade oncoming City Guards! A nearby Thief can help you get
away for 100 Gold (this increases to 200 if you have an Adventuring companion
with you, and a Thief Level can help you avoid paying). You can climb up to the</pre><pre id="faqspan-4">
Thief with 40 Agility (earns Agility +2) or the Cloak of Spiders, but he knocks
you back down and you are knocked out. Fighting or runnning from the Guards is
also futile- it gets both you and your Adventuring Companion injured and
imprisoned. At least, you get +2 Strength & Endurance from enduring
imprisonment (increases to +5 if Amos was your Mentor) before you are
teleported back home.
If you run with the Thief instead (pay him or display your Thief Level, G won't
help), you can get some Stats from the local Thieves Guild instead. Be sure to
tell them your true identity- they refund any Gold you spent getting their help
and can then teach you either +3 to Stealth, Devices, or Agility. Simply
enjoying the break or not revealing yourself earns you no Stats. You teleport
back to Brightwater after the scene.
If you did speak to the sneaky man instead of kill him, you will earn a partial
Gnome Alliance. The sneaky man is your Gnome contact, if you hadn't guessed by
now. Speak to him, then follow him into the Gnome Housing Complex. You can pick
up a free +2 Charm, Perception or Devices from the first set of Options. Your
Gnome contact then talks to you a bit and offers you another set of Options.
Option #1 concludes the sidequest and grants you +5 Army Size & Power. This is
enough for the "Friends in All Places" Achievement, but it is not what the
Gnomes can give for full help. To get that you need to pass one of the other
Options' Stat checks. Begging is a test of 60 Charm. Asking about Tornassa is a
test of 65 Geography. Mentioning Gnome ingenuity stories tests 65 History (you
can also pass with 2 Bard Levels). Success at any of these earns +2 to the Stat
tested. Failure at any of these options still allows you to try something else
instead.
If you pass a Stat test, your Gnome contact offers a sidequest to destroy a
building scaffold owned by their business rivals. Agree to inspect the building
(first Option) and you can then destroy the building in several ways. Magic
earns free +2 Magic, as does using a Fire Elemental or Firedrake Familiar.
Starting a fire with flint and steel earns free +2 Nature. Monks can use their
Ki Strike to smash the building without Stat gain. J can destroy it also if
present- this earns +3 J Relations. Not doing anything earns you +10 Good if
you look at the building first, but you don't get a full Gnome Alliance.
Refusing the sidequest earns nada.
If you destroy the building, you are awarded a full Gnome Alliance. This gives
you access to their Engineers along with +7 to Army Size & Power. The Gnomes
have no other bonuses. You are teleported back to Brightwater at the end of
this sidequest.
Part 5- Halflings
Halflings, if you don't know your fantasy races, are small people also known as
Hobbits. They live in hilly burrows and can be great thieves or scouts. Their
armies ride dogs into battle and wield slings. An alliance with them is of
obvious benefit.
This sidequest starts with you in the Halflings' Town. The Mayor welcomes you
and then tells you he needs help with a local Ghost problem. Agreeing to help
him is the obvious way to an alliance here. Refusing gets zilch. Complaining
about blackmail affects nothing but flavor text.
The Ghost is haunting one of the local houses. You can spot suspicious issues
on approach with a Sage Level, 60 History, or 60 Arcana (this earns +2 History
& Arcana). The Mayor can tell you the Ghost's name is Lomi. Examining the house
earns +2 Nature & Perception if you have a Ranger Level, 50 Perception earns
you the Perception bonus alone, less earns nothing. A Priest can also invoke
their power before entry, this is another way to reveal you are actually not
dealing with a Ghost (it earns +2 Religion & Magic). Enter the home to
progress, refusing will earn you no Halfling Alliance.
Enter the home and Lomi confronts you. He steals up to 50 Gold. Now you need to
listen to him or try to kill him.
- Listening means you can hear his story if you know he's not a Ghost. Agreeing
to help him as he asks will earn you a Halfling Alliance but no bonuses from
Auriel's Grief (the source of his invisibility, which is why the other
Halflings think him a Ghost). At least this gets back your stolen Gold if you
ask and gets you the inactive Auriel's Grief to possibly give Naistalan or sell
later (see below).
- If you want Auriel's Grief bonuses in addition to a Halfling Alliance, you
need to either kill Lomi or put out your hand without speaking after he tells
his story, then refuse to help him or walk away. Helping him once you have the
necklace earns +10 Good but no other bonuses. Saying he deserves his situation
earns you +15 Evil- you still get a Halfling Alliance and Auriel's Grief. But
your stolen Gold is gone for good this way.
- If you want to kill Lomi, attack him before he tells his story. This is free
success with a Sword, Bow, or Dagger, earning no Stat bonus, as long as you
know he's not a Ghost (spot something suspicous outside the home or bring P
inside to learn this). To use Magic or Unarmed, you will need 40 of the Stat
used and 40 Agility. Failure means you must try something else. If you don't
know he's not a Ghost, you need 50 Agility to strike him, 75 if you are using a
Bow. Successfully hitting Lomi in this situation earns +2 Agility and reveals
he is not a Ghost. After success, you can then listen to his story (above
results) or kill him (earns +15 Evil and 175 Gold plus Auriel's Grief and
Halfling Alliance).
- It is also possible to kill Lomi with the Infinity Arrow (lose the Arrow, but
you kill Lomi) or give him 200 Gold as ransom. This earns you the Halfling
Alliance but not Auriel's Grief (don't learn he's not a Ghost and ask him to
leave for this Option to open).
A Halfling Alliance earns you +7 Army Size and Power along with the Halfling
Dog-Riders as calvary. This has special bonuses in Act 7. Auriel's Grief, if
you get it and did not use it to help Lomi, earns some other special bonuses
here. Using the Artifact becomes plot mandated once it is gained. You get to
pick one of these bonuses if you did not help Lomi but still get Auriel's Grief.
- Asking the Artifact about Auriel is possible if you have already met
Naistalan. It earns you +10 Religion.
- Asking for info on Zusak's plans earns +10 Geography.
- Asking to be stronger earns +3 Strength & Agility.
- Asking for Army Power earns 234 Gold.
The other Options do nothing for you regarding Stat bonuses, although some may
find their flavor text amusing. You can get more out of Auriel's Grief later-
see below.
At the end of this sidequest you are teleported back to Brightwater.
Part 6- Other Story Events
Between your meetings with Demi-Human Races and before the next Act begins,
several other events can occur in this Act. It is also possible to heal injured
companions at any time between Alliance sidequests if you have 2 Priest or 1
Cleric Levels- this earns you +3 Religion & Companion Relations each time it is
used.
Now for the plot events.
First, if you adopted the Prison Orphan, Samuel the Head Steward has a problem
with them acting feral. You need to respond in one of six ways.
- Option #1 prompts you to give Samuel 50 Gold. Doing this will earn you +2
Charm & +3 Good. There is no penalty for not doing it. This Option will make
the Orphan a Royal Page over time. This gets them some diplomatic Skills. Other
Options are more rewarding IMO.
- Option #2 puts the Orphan to work in your kitchen. This has no immediate
bonuses, but will put the Orphan on the job path to become a Priest. If you
want their help Healing you in Act 9 and again in Lost Heir 3, this choice is a
wise decision.
- Options #3 and #4 get the same results. This will make the Orphan a Weapon
Master later and help in a combat encounter.
- Option #5 sends the Orphan to the Academy of Wizards. You can probably guess
what job that gives them later. You won't see the Orphan again until Lost Heir
3, but it is another fun choice with some cool bonuses in that game. You get
-20 Orphan Relations for that choice, but the penalty is erased later.
- Option #6 sends the Orphan out of your life forever. This will deny you any
bonuses from having them later in this game or Lost Heir 3.
The second event occurs if you have a lover as of this Act. It also occurs if
you are not asexual and B is your attracted gender. It is the start of your
possible B Romance.
Tovor, Vale, and Cumari meet with you. They express uncertainty about your
current lover or lack of a lover and think you should be dating B instead.
Cumari even brings up the idea of magically creating a child for you if this
would put you and B in a homosexual relationship. If you don't like B as a
possible lover (they are not your attracted gender), they are still hesitant
about your current lover. You have several Options for this situation.
- Speaking to your current lover will prompt varied reactions from T, K, P, G,
and J. This avoids later penalties but doesn't do much else- you are still left
with the final decision. There is an "are you sure?" check if you want a
breakup, though. And sadly, there is no Option to keep a past Relationship
going if you don't want to make your lover Royal Consort here.
- Saying you will keep your current lover means they become your Royal Consort.
Any of your possible lovers will be ok with this. This stance earns you +2
Relations with Vale, Tovor, & Cumari, also +3 to Citizen Reputation & Army
Morale.
- Agreeing to date B increases the above bonuses to +5 for the Relations & Army
Morale, +10 to Citizen Reputation. There are plenty of other ways to get
similar bonuses if you don't want to date B. You may have some penalties in
waiting if you do this first- the B Romance will not progress until the end of
Act 5, and you may want to check your B Relations. If you upset B earlier while
challenging the Independent Nobles (see Act 4, Part 4), dating them is a bad
idea. This also prompts a breakup with your current lover if any. They stay in
your Adventuring Party, but they will no longer be dating you. -10 Relations
are incurred with the character in question (T, K, P, G, or J).
- Seeing what B thinks of the idea should be an Option. But you won't get the
chance until later. Agree to date B now, and boom, your current Romance is
broken up. At least you get the same bonuses for possibly dating B as above.
- Asking for time to think about it or turning down the idea of marriage are
bad Options. They prompt a -3 Relations penalty with your current lover if any
as an argument over a possible breakup ensues the next morning. You can break
up or keep your current lover if you like (same Stat changes as above for each
decision) and if you break up you get another chance to agree to date B. Saying
you won't date B or have a lover after this is possible, but incurs penalties
of - 3 to Vale, Tovor, & Cumari Relations, -3 Army Morale, and -5 Citizen
Reputation. It is part of the duty of a King or Queen to get married and
produce an Heir to their Throne!
If you keep dating your current lover here, the Relationship will progress
later- see below. The same is true of dating B- you will not have the chance to
start that until the end of this Act. Be aware you will need certain Stats to
date B successfully- high Citizen Reputation, Good, and B Relations are all at
issue. It's not something you want to go into unprepared.
If you are playing an asexual, this event will not occur. However, you will
still get the chance at a magically created child later. I'll discuss that in
Act 8.
Event 3 occurs if you have certain Class Levels. It varies based on them.
If you have an Assassin Level, you have a possible contract sidequest here. The
Sailing Ship mentioned appears again in Lost Heir 3. Refusing this quest is
possible and carries no penalties. If you can complete it, numerous bonuses can
be earned. Reply with the proper Assassin phrase ("the garden is overgrown with
weeds" if you forgot), then accept the contract to start the sidequest. As
usual, there are several ways to complete the contract.
- Stealthy approach to the target puts you outside a locked door. Picking its
lock will require Lockpicks and 50 Devices- this earns +2 Devices. You also
need 40 Stealth to get in quietly after picking the lock- this will earn you
Stealth +2. It is also possible to breach the door with 60 Strength, this noisy
entry earns +2 Strength and means you must fight the target while he's awake.
Failing this check fails the contract (target escapes).
If you can gain quiet entry via Lockpicking and Stealth, killing the target can
proceed next round. Using a Sword or Dagger earns you +2 Blades and kills him
outright. Strangling him requires 50 Strength or 60 Unarmed- success earns +1
to both Stats, failure means you fail the contract. It is also possible to make
noise so he wakes up. I'm disappointed there's no Archery or Magic Option while
he sleeps, but what can you do?
If you must fight the target while he's awake after a stealthy approach (broke
in via Strength or failed Lockpicking Stealth check), killing him is a bit
harder. To succeed, you need 40 Blades and a Dagger, 50 Blades and a Sword, a
Bow and 60 Archery, 85 Magic, or 80 Unarmed. Success earns you +2 to the Stat
used and completes the contract. Failure means the target escapes. You can also
warn off the target- this earns +15 Good but you'll get no bonuses later for
completing the contract.
- It is also possible to approach the target in a public bar rather than
stealthily. If you are female, you can woo him. This approach requires 50 Charm
(+3 bonus for success) and prompts a situation where you can either poison his
drink (50 Nature earns you +3 Nature and kills the target, less Nature means
contract fail) or go up to his room- then you can sleep with him and kill him
once he's passed out (silent entry, see above) or attack him once you're alone
(fight the target while he's awake, see above). Failure at the Charm check will
get you kicked out of the bar. This means you must wait and attempt stealthy
entry instead (see above).
- Starting a public fight with the target is trouble in waiting. You need 40
Unarmed & 40 Agility to duck his blow when he punches first (+2 bonus to both
Stats for success, failure gets you -20 Health and you are thrown out of the
bar as above). Attempting to draw a weapon or use Magic after this will lose
you -10 Health and get you thrown out of the bar by attentive bouncers. It is
possible to fight Unarmed, but you will need 70 Unarmed to succeed in killing
the target via that method- less than 70 means you beat him but can't kill him.
The bouncers throw you out after a fail. You earn +2 Unarmed if you succeed.
- If you want to try a stealthy approach in the bar, you will need 40 Stealth
to succeed. This earns you +3 Stealth and the target goes to the privy. Now you
can poison his drink as if you were wooing him (see above) or follow him.
Attacking him in the privy requires a Sword or Dagger (+2 Blades, free kill) or
slamming his head into the wall (this prompts a check of 40 Unarmed or 40
Strength, success earns +2 Unarmed, failure gets you thrown out of the bar as
above). You can also warn him off for +15 Good, but that is a contract fail.
Success at the contract earns you 350 Gold. Failure earns nothing.
If you are a Bard instead of an Assassin, you have a different sidequest here.
You need to host a concert to complete it. This will require either accepting
the offered patron or spending 350 Gold. You may also need to spend 350 Gold if
you want to get the patron to host your concert and keep the event free at the
second prompt (a few free tickets is fine and earns you +3 Citizen Reputution,
but all free tickets is not going to be approved by your patron unless you pay
them off). You can earn a free Lute here if you lost yours somehow earlier.
No concert earns you +5 Citizen Reputation. Doing a concert earns better
rewards- the opening song is a false choice, as is the tone of the music, but
bonuses come later. You need more than 1 Bard Level for a successful event.
Just 1 earns only +10 Citizen Reputation if you did a charity event or 50 Gold
if it was hosted by your patron. This rises to 300 Gold if you hosted it
yourself, but you still lost money. 2 Bard Levels increases the reward to
either +15 Citizen Reputation (charity), 100 Gold (patron funding), or 450 Gold
(you funded event). 3 Bard Levels means a big success- for that you earn +25
Citizen Reputation (charity), 150 Gold (patron funding), or 550 (self funding).
Knights have a different event of their own. It is time to choose your own
Squire!
You have four possible choices here. Picking one gains you a new companion and
Relations meter (level never changes in this game, starts at 70). It is
unfortunately not possible to Romance your Squire, but they can be your Heir if
you lack a child in Lost Heir 3. Each choice has its ups and downs. Remus &
Raquel lack good quality combat equipment but are honest. Marla & Gordon have
equipment but are dishonest. They are all somewhat unskilled.
An honest Squire (Remus or Raquel) will prompt you to spend 200 Gold after
picking them to give them new combat equipment. Not doing this is possible but
incurs penalties later. Whoever your Squire is, you need to train them some
here to keep them alive in the future. Training on your own instead is possible
and earns you extra Stats (+2 to Strength, Endurance, Agility, Archery, &
Blades), but it will get your Squire killed later in Act 7. Them not having
proper equipment earns the same penalty.
A Monk's sidequest involves a Harmonic Disturbance in your karma. If you have
50 or more Good here, you earn 40 Gold at event start. 51 or more Evil means
you lose 30 Gold (or all your Gold if you have less than that). The next event
prompts further good or bad luck. Then you can meet with Tovor and earn +1 Gold
(good luck) or nothing (bad luck). Not meeting with Tovor earns more good or
bad luck with no reward/penalty. You're probably wondering what is going on by
now, right?
To figure things out, you need to consult a Monastery (awards +3 Religion) or a
Library (earns +3 Arcana). You then must meditate on the situation (doing this
in advance is only a choice if you have 3 Monk Levels). Meditating succeeds if
you have and use 3 Monk Levels (meditate), 75 Perception (analyze day), 75
History (consider history), or 75 Arcana (consider magic). Failure at all of
this means the event ends with further good luck (+87 Gold, +3 to Charm,
Citizen Reputation, Army Morale) or bad luck (+3 Army Power, people work hard
to avoid you).
Success at meditation means you can do something else instead. Focusing the
Harmonic Disturbance into your being earns +7 to Strength, Agility, and
Endurance at the cost of all your Good & Evil (Morality resets to 50/50). Being
at peace with the universe earns +10 Perception and +5 to Arcana, History, &
Magic.
No other Classes get events here unfortunately. After this event or non-event
concludes, you get some plot news. Duke Uddo is dead and Selina has taken over
their Army. Selina also has a dangerous new bodyguard you'll meet later.
The 4th possible event depends on your Army Budget. An increase means you earn
+5 to Army Food & Power, +10 to Army Size & Morale at the cost of -20 Citizen
Reputation. Decrease means you earn +20 Citizen Reputation but take hits of -10
Army Morale and -5 to Army Power, Food & Size. Unchanged budget, you take
penalties of -2 Army Morale and -5 Citizen Reputation.
When your Army preparations are finished (all Alliance quests completed,
failed, or give up), you have some additional events. First, if you try
progressing the plot before you send out spies or try to get all five possible
Demi-Human allies, Vale and B will create an "Are you Sure?" choice. Denying
them incurs -10 to Vale & B Relations. You can still get the Elves (see below)
if you missed them, but not any other allies.
An additional event occurs if you are an Infected Vampire. It is now time to
resolve that issue as the condition takes hold. Giving in awards Stat bonuses
at varying costs- feed on your soldiers for +3 to Strength, Endurance, &
Agility at the cost of -3 Army Size & Morale; feed on your citizens for +3
Stealth, Unarmed, & Strength at the cost of -10 Citizen Reputation; or feed on
the Nobles for +3 Perception, Charm, & Magic at the cost of -5 Vale, Tovar, &
Cumari Relations. You can also reject your Vampire Power here- this earns +10
Endurance & Good. If you give in and feed, you will remain an Infected Vampire
(you can get the Vampire Lord Prestige Class in Lost Heir 3 Act 4 along with
other bonuses between now and then), if you reject it you will not be one
anymore. Giving in also earns +20 Evil.
If you are a Demon Summoner, another event comes after you finish the Alliance
subquests. You earn +5 Willpower- also +10 Arcana if you already know all the
names of your Demon Stones. Master any Demons you haven't already (no
consequences for failure here), then progress. Note that being a Demon Summoner
also incurs -5 Citizen Reputation and earns +5 Citizen Fear at this point.
The next event concerns the Orphan. If you sent them to the Academy of Wizards,
you get nothing. Otherwise, if the Orphan is still around, you get an event
where the Orphan was fighting another kid. Scold the Orphan here for -10
Relations with them. Scolding the other kid earns +5 Orphan Relations but -3
Citizen Reputation. Scolding both earns -2 Orphan Relations. Say 'boys/girls
will be boys/girls' to earn +5 Orphan Relations at no cost.
Following this, you may get an event with a Party Social Conflict. The problem
person is usually your highest Relations friend and the complainer is your
lowest, but honestly the script was a bit confusing to me here about who
becomes what. Here are the various flavors of events, pick the one you get and
choose your solution.
- G may have stolen from the party again. The complainer is upset. Shaming G
earns you -10 G Relations, but you get +10 Relations with the complainer. Favor
G at the beginning ("you can't blame G for everything that's missing") to get
+10 Relations with them and -10 with the complainer. If you have <50 G
Relations, you also get an event where it's revealed G did steal a bunch of
stuff. You can keep the stolen items for +5 Evil & 220 Gold, earn +10 Good by
trying to give everything back, earn +3 Good and 190 Gold by giving some stuff
back and keeping what's not claimed, or give everything back to G to reverse
your earlier Relations adjustments. If you have 50+ G Relations, this won't
occur. Say G hid everything too well in that case and you can get +3 Relations
with the complainer. The other Option gets zip.
- K is having shyness issues and someone complains. If you have less than 50 K
Relations here, you can get +15 Army Power & +10 Relations with the complainer
by agreeing with them (this costs -10 K Relations). If you have more than 50 K
Relations, this earns you +10 K Relations instead. If you don't agree with the
complainer ("let K do what they want") you can earn the same Army Power bonus
if you have less than 50 Relations with the complainer (same cost to K
Relations). If you have 50+ Relations with the complainer, you'll earn -10
Relations with them and +10 with K doing that instead. This is where I got
confused about who the complainer should be.
- P prays loudly for a long time one night and bothers the complainer. Favor P
and freedom of religion to earn +10 P Relations and -10 with the complainer.
Asking P to quiet down earns the reverse. Asking them to resolve it on their
own is neutral. If you have less than 50 P Relations after choosing who to
favor here, getting this event prompts them to give you +15 Army Food, whatever
your response. Otherwise you get zilch.
- T gets drunk and passes out in the complainer's room. Never mind why T chose
that room in particular. Helping move T earns -10 Relations with them & +10
with the complainer. Letting T sleep it off earns the reverse. If you have <50
T Relations here, you can earn +15 Army Morale for this event. Otherwise,
nothing is earned.
- J gets an egg thrown at them in the street. The complainer witnesses the
event but does nothing. Scold them for +10 J Relations and -10 Complainer.
Telling the complainer to be careful around J earns the reverse. Saying nothing
earns nothing. Under 50 J Relations, you get +15 Army Food here.
- There is no social conflict with B, who is also never the complainer.
Low Relations are only worth the price in this event, and higher Relations mean
better long term gain.
Now your Alliances come into play. You will earn the Elf Alliance here if you
don't have it already (+7 Army Size & Power) and also meet Naistalan. Vale gets
the Alliance if you don't. You can now get your Worm Mount if you earned, then
kept, it and, if you have Auriel's Grief, address that issue as well. Here are
the various ways of handling Auriel's Grief-
- Not mentioning you have it to Naistalan and selling it instead earns you +15
Evil and 400 Gold. You must have never told Naistalan you have the Artifact if
you want this bonus.
- If you give it back to Naistalan, you can ask for nothing in return to earn
+10 Good. Suggesting he pay you for it after you return it earns 120 Gold.
Telling him he must pay you before giving it back earns +10 Evil and 240 Gold.
- Keeping Auriel's Grief is also possible, but I'm not sure there are any
further bonuses for that other than +15 Evil. Check my Lost Heir 3 FAQ to be
sure. You need to never mention the Artifact to Naistalan for this bonus also.
After the Elves arrive, the Dwarves, Gnomes, and Halflings arrive next if you
recruited them. Next the Half-Orcs arrive if recruited. The Half-Orcs will cost
you -5 Army Morale as they mingle, but their bonuses are worth that. There is
an additional event here if you completed T's sidequest in Act 1 in the Norgan
Mountains (Act 1, Part 1). T's tribe also joins you, giving you an extra +7 to
Army Power & Size. Hopefully you have a pretty big strong army now.
But it still needs something extra! Vale wants Wizards in the Army too. Speak
to Cumari about this for several options.
- Demanding the wizards join fails outright at under 50 Cumari Relations. It
also fails if you gave the Academy independence (see Act 4, part 3), this costs
you -10 Cumari Relations here. It partially succeeds though, if you helped him
recover his Staff (see Act 4, Part 3). You get +7 Army Size & Power for some
Wizard help.
- Suggesting the idea is smarter. This still fails at under 50 Cumari Relations
or if you gave the Academy independence. But if you got the Archmage the Staff,
it still succeeds despite either situation. This earns you +7 Army Size & +7
Power (+12 Power if Cumari has his Staff).
- Saying nothing to Cumari earns +5 to Army Size & Power when a few Wizards
volunteer. Failing to get his help means you get nothing.
You then need to motivate your soldiers a bit.
- Giving pep talks works best if you are a Knight (+10 to Army Morale & Size,
also Citizen Reputation), Cleric Level 1 or 2 (+7/+10 Army Morale & Citizen
Reputation, +5 Religion), Squire Level 1 or 2 (+3/+5 Army Size, +5/+7 Army
Morale & +7/+3 Citizen Reputation), or Guard Level 1/2/3 (+3/+7/+10 Army
Morale, +5/+7/+10 Army Power). 30 Charm also works for this. Failing all checks
incurs -5 Army Morale. 30 Charm earns +5 Army Morale and 60 earns +7 Army
Morale. Class Levels are checked first.
- Playing music for the troops is a fail if you lack a Lute or Bard Levels. A
Lute alone earns +5 Army Morale & Citizen Reputation. Bards can increase these
bonuses to +7 at Level 1, +10 at Level 2, and +15 at Level 3 with no Lute
needed.
- Monks can meditate with the soldiers. This earns +7, +15, or +20 to Army
Morale depending on your Monk Level.
- Talking about the Gods is free for any Class. Non-Priests earn +3 Army Morale
and +10 Religion through this. This rises to +5 Army Morale for Level 1 Good
Priests along with the Religion bonus and +10 Good. Level 2 Good Priests or
Level 1 Clerics get +7 Army Morale. Level 3 Good Priests or Level 2 Clerics
earn +10 Army Morale and +5 Army Power. Both still earn the Good and Religion
bonuses. Evil Priests earn +10 Religion, +10 Evil instead. They also earn -2
Army Morale & +7 Army Power at Level 1, -5 Morale & +12 Power at Level 2 (or
Level 1 Cleric), and -10 Morale & +15 Power at Level 3 (or Level 2 Cleric).
- Helping to heal training injuries works best with 40 Nature or Priest Levels.
Failing that check earns +2 Army Morale & Power, +5 Nature. 40 Nature earns +5
to Army Morale & Power, also +5 Nature. Good or Unknown Priests can earn +5
Good, +3 Army Morale; +5 Religion, Nature, Army Power at Level 1. Level 2, all
bonuses but Good increase to +7. Level 3, Army Morale and Power rise further to
+10. If you are an Evil Priest, you instead get +5 Evil, Religion & Nature, +7
Army Power at Level 1. This increases to -2 Army Morale, +10 Army Power, +7
Religion & Nature at Level 2. Level 3, -5 Army Morale, +15 Army Power, +10
Religion & Nature.
- Doing nothing earns +7 Army Power for any Class.
Following this is an event to earn Stats from progressing your Romance if any.
Each character has various bonuses here. Note that the first three Options for
any character except B lead to a lovescene (if you haven't slept with your
lover by this point, you can keep it to just making out if you want to keep
your Relations with the person non-physical but that doesn't do anything for
you but flavor) while the last Option prompts a possible breakup that still can
give you Army Stats (and no, there's no way to ever get any other Romance at
this point until LH3, or get back the Romance you lost, so remember there are
other ways to earn every Stat bonus). The breakup check is <50 Relations, you
lose your lover if it succeeds.
I'll cover the possible events in script order.
- Jace/Jess (J) is upset after a lone walk through the city where people teased
them. Option 1 (take her on another walk together) earns +10 J Relations & +5
Citizen Reputation. Option 2 (time alone in a quiet tower) earns the same
Relations but +5 Nature instead. The third Option- confront those who spoke ill
of J on her walk- earns further choices. You can put the offenders in the
dungeons for a few days for +3 Citizen Fear, a few years for +7 Citizen Fear &
+5 Evil, or have them executed for +10 Citizen Fear & +15 Evil. You get the the
same J Relations bonus for any of this. Simply firing the offenders (they were
Castle Servants) earns Relations alone. Counseling them earns +5 Citizen
Reputation and the Relations bonus.
Doing anything for J gives you the chance to sleep with them afterwards (just
kissing gets the Relations only). If you do nothing at the beginning of the
scene (last Option) you get +3 Army Morale & Power but lose -10 J Relations and
prompt the check to break up your Romance.
- Gill/Gale (G) is caught stealing by B and put in the Dungeon. You can respond
to this with Option 1 for 100 Gold, Option 2 for +5 Evil, or Option 3 for
Relations alone. Again, the Relations bonus here is +10 whatver the positive
Option. Telling G to stop stealing is the breakup Option, it earns +3 Army
Power & Morale as above, but you lose -10 G Relations and possibly your Romance.
- Peter/Petra (P) spars with your soldiers (+3 Army Morale) at the beginning of
the scene, then relaxes. Option 1 for how to relax with P after this earns you
+10 P Relations and +5 Religion. Option 2 earns you +3 Citizen Reputation and
the Relations. Option 3 earns Relations alone. Leaving P and keeping up troop
inspections earns +3 Army Power & Morale at the cost of -10 P Relations and a
possible breakup (the script calls this scene "Made War, Not Love").
- Theo/Thea (T) wants you to put aside your paperwork and go out drinking with
them. Option 1 earns you +5 Unarmed and +10 T Relations (dockside pub crawl,
ends in brawl). You earn -5 Citizen Reputation for Option 2 (upscale bar) but
still get +10 T Relations. Option 3 earns you Relations and +5 Stealth (wine
cellar raid). You can sleep with T after any of this. Option 4 is "Made War,
Not Love."
- Karla/Karla (K) wants some outside winter fun with you. Go ice skating for +5
Citizen Reputation, ice fishing for +5 Nature, or hunting together for the same
Nature bonus. Any of this also earns you +10 K Relations and possible
lovemaking. Not spending time with K leads to "Made War, Not Love" as above.
- If you don't have a lover at this point and agreed to date Bran/Brinn (B)
earlier, you can start your Romance with them at this point. There are actually
two ways of doing that. The first (call B into your study and tell them the
plan) is the political way. Invoking duty here costs you -20 B Relations,
meaning a consummated Romance later is not happening without a Stat hack.
Offering them a choice skips the Relations loss, but still leaves things up to
them- this may or may not succeed (see Act 6 below for how the Romance might
later be consummated).
If you want to date B instead and progress things that way, Romance goes
slightly easier. Ask B out to dinner for this scene. However, things are still
uncertain. You can kiss B here or wait for B to kiss you, but neither helps. If
you say "I like you", that might- B tests if you're their type (55+ Good &
Citizen Reputation, 60+ B Relations) and passing earns you +10 B Relations. You
can then progress the Relationship as you prefer (all choices are flavor) and
end the night with kisses. Asking B to sleep with you if you do this earns you
-10 Relations and rejection- you need to wait until the next Act (see below)-
but at least you have a partial Romance.
If you fail B's type check (usually due to Evil for me, the other Stats are
pretty easy to get as long as you didn't use B to identify the opposed Nobles
in Act 4 and then have them beaten up or killed), they will tell you they are
not attracted to you romantically. You can still tell them about the plan
("discuss the position of Royal Consort") afterwards. This will give you +10 B
Relations and they will still proceed, you just don't get the chance to kiss
them till the next Act. Doing this is also possible without testing whether
you're B's type if you prefer.
If B rejects you and you decide to dismiss them, that is a rejection of the
plan to make B Royal Consort that becomes instantly clear to your advisers. It
loses you -5 Army Morale, -10 Citizen Reputation, and -7 Relations with Vale,
Tovar, and Cumari. There is however a routine in the script that still keeps B
as your Romance and allows you to sleep with them later in Act 7 (see below),
so maybe things can still progress after all. You still need to succeed at that
scene to fully Romance B, but if you can pass their type check here you are
well on your way.
The last non-Optional event of this Act officially starts your war. Selina
sends a group of stealth raiders to inflict arson on your Army's food stores.
The alarm sounds and you lose -30 Army Food from the fire. If you have spies in
Brightwater at this point, this drops to -5 Army Food for stopping the plot
early. Your Army Food can be recovered later if you sent spies elsewhere (see
Acts 7-9), but it may cost you Gold or other Stats. This makes spies in
Brightwater the preferred strategy for many players. You can lose a lot of Army
Food in Acts 7 and 9 and if you run out your Army is going to be hurt badly.
Arriving at the Food-storage fire, you have three Options for commanding the
soldiers on scene. Get buckets and start fighting the fire, charge into the
building with swords drawn, or form a perimeter to defend you. Any of these
leads you immediately into a battle with Selina's arson squad.
The foes here are several enemy soldiers loyal to Selina. They are led by her
bodyguard and Chief Minion, the Red! This Minion is a mysterious hooded figure-
clearly a man or woman and a Warrior, Wizard, Asassin, Archer, or Evil
Priest/ess- but no other details are given as to their exact identity. You are
told the Red helped Selina kill Uddo, but this is the first time they
officially confront you in person. Unfortunately, they only kill soldiers and
escape- there's no way to fight them here. But don't worry, you'll meet them
again in Act 9 for the game's Final Boss Fight. I'll give full spoilers as to
their identity when that Act comes- players reading this may already know.
Of more immediate concern are the fire and the enemy soldiers. Both need to be
defeated for maximum rewards here. Putting out the fire (having your soldiers
fight it at the beginning and keeping their attention on it or using Magic
successfully while they fight) will keep you from losing another -10 Army Food
on top of what you've lost already. Killing the enemy (either your soldiers or
you can do this) earns you 120 Gold and a Small Package of Poison they were
planning to drop in the city's water supply. You can use that Package yourself
later- see Act 7.
The enemy can be killed freely by your soldiers. If you want to fight the
enemy, you need to have and use 50 Unarmed (bang heads), 40 Archery (fire a
bow), 50 Magic (suffocation spell), or 40 Blades (Dagger/Sword). Succeed, you
get +3 to the Stat used and defeat your foes. Fail, and your soldiers have to
jump in and save you. The enemy then escapes.
Putting out the fire with Magic takes 50 Magic to succeed, earning +3 Magic.
Failure loses you -10 Army Food and all rewards from this encounter if you did
not have your soldiers kill the enemy soldiers. You can also choose to let the
enemy go and attack the fire alone to drop the loss to -5 Army Food (if you''re
afraid you'll really screw up).
After this event concludes, you lose an additional -3 Army Morale
(unavoidable). The Poison Package is also identified if you got it. Now it's
time to begin the war.
Act 6- Marching Army
Before you can start the march on the enemy, three things happen. First, if the
Orphan is still with you (not sent away or sent to the Academy), they want to
go with your Army on its journey. Accept their presence for +5 Orphan
Relations. You'll get other benefits later. If you leave them behind, you lose
-5 Relations and whatever job you were in the progress of earning the Orphan at
this point (Royal Page, Priest, or Weapon Master) is ruined. You won't see the
Orphan again.
The second event is a meeting with Tovor where you are paid your salary as
King/Queen. This gives you money equal to twice your current Citizen
Reputation, rounded off to 0 or 100 if outside the lines, +30 Gold extra. So,
anywhere from 30 to 230 Gold. You can now visit the Markets one last time- all
Markets are open here and there is only one more chance to buy a horse in the
game.
After you shop or move forward, Vale expresses dismay over the Army Food
destroyed by the Red. This happens no matter how much Food that event cost you.
Vale now introduces you to a new game stat- Army Delays. Vale says you have
enough Food to survive, but if the troops don't eat to their satisfaction, your
Army Morale and Size will suffer. If you build up Army Delays and end up
traveling in the winter, things may even get worse. Army Delays, however, can
allow you opportunities to get around various obstacles and do things like
gather extra Army Food. The game checks for them are pretty liberal in my
opinion- just keep your Food high.
If you want to gather more Army Food before marching, it earns you +20 Army
Food at the cost of +1 Delay. This is recommended even if you didn't lose much
Food to the Red- a surplus is useful. So is replenishing your stores if your
spies weren't in Brightwater.
When the march begins, the game checks your Citizen Reputation. Over 50 earns
you +7 Army Morale, less earns nothing. Archmage Cumari is with you even if no
other Wizards came along. Vale, Tovor, Naistalan, and your Adventuring Party (3
or 4 of B, P, G, T, and K) are also present, as is the Orphan and all soldiers
you have gathered up to this point. It is clear the march will take a while
(till next Act to be exact) and there may be quite a few problems en route to
Ludd.
First problem- Cultural Differences within the Army create friction. First, the
Elves are upset over trees being cut down to build fire.
- Using only dead wood is one solution, but as Vale cautions in his "Are You
Sure?" check this will hurt your soldiers. Proceeding anyway incurs +3 Nature
at the cost of -5 Army Size and -3 to Army Power and Morale. You can lower this
to -5 Morale only if you back off from using only dead wood.
- Telling the elves to back down means you lose -5 Army Morale as if you backed
off from using only dead wood above.
- Explaining to the Elves that the Gods would allow burning trees prompts a
check of 40 Religion. No, P or Naistalan can't do this for you. Success here
earns you +3 Religion and no further losses from this event. Failure means you
need to try something else.
- Teaching soldiers not to hurt the trees prompts a check of 40 Nature. Success
here earns +3 Nature and +5 Army Morale. Failure allows you to try something
else.
- Asking the Academy Wizards for help prompts an "are you sure?" check from
Cumari. Proceeding will gain you +5 Army Morale and end the trouble at the cost
of -10 Cumari Relations. However, if you have 70 History, there is a hidden
check here that allows you to bring up an argument that sways things in your
favor- passing earns +3 to History & Cumari Relations instead of the Relations
loss and you still get +5 Morale. Agreeing to let the Wizards save their magic
as Cumari asks gives you +2 Cumari Relations, but the trouble remains and must
be resolved in another way.
Trouble #2 comes if you have both Dwarves and Half-Orcs with you. They have a
culinary dispute that gets physical. Asking them both about the trouble unlocks
bonus options and should be done first.
- Letting both complainers off with a warning incurs you -3 Army Morale and
moves ahead.
- Whipping both complainers earns +3 Army Power and +10 Citizen Fear at the
cost of -5 Citizen Reputation.
- Siding with the Dwarf complainer after he explains events incurs the same
loss as if you only gave a warning, as does siding with the Half-Orc after he
explains.
- If you get both sides to explain, you can try to explain the cultural problem
to both sides. Passing 40 Charm here earns you +2 Charm and +5 Army Morale,
then resolves the issue. A fail only incurs -2 Morale.
Problem #3 comes if you have Halflings. They demand more food than other
soldiers ("second breakfast!"). Flat denial of this costs you -5 Morale and
letting it continue incurs -5 Food. If you give the Halflings a half share,
this prompts an 'are you sure?' check. If you press on, they leave your Army
(+5 Food, -5 Size, -3 Power) and you won't get any special bonuses from them in
Act 7.
If you want to avoid any losses here you need to have 40 Nature or 40 History
and "consider how much a Halfling should eat". This earns you +2 to the Stat
used (History has precedence) and resolves the issue.
Problem #4 is with the Gnomes, if they are with you. They are using Illusion
Magic to make their camp look better than everyone else's. Ignoring this
problem incurs -3 Morale. You can avoid this by inspecting the Gnomes' camp. 40
Perception or 50 Magic here allows you to earn +3 Magic by detecting the
Gnomes' illusions. You can then earn +3 Morale ("stop it, Gnomes!") or +5
Morale ("can you show the rest of the Army what's going on, please?"). A fail
still incurs the -3 Morale hit.
After all cultural troubles are concluded, you reach the first checkpoint and
lose -15 Army Food. If you have less than that, the remainder comes out of your
Army Size and Morale. Vale & Tovor now have an argument over needing more Army
Food. Vale wants to start seizing Food from farms you pass and Tovor doesn't
like this. Again, this event happens no matter your losses from the Red.
- Agreeing with Vale here earns you +20 Army Food at the cost of -10 Tovor
Relations, -20 Citizen Reputation, and +10 Citizen Fear.
- The neutral path (careful documentation) gives you +10 Food. This hits you -5
Tovor Relations and -10 Citizen Reputation.
- Favoring Tovor here only hurts you if you have less than 30 Army Food. You
will lose -10 Vale Relations if you fail this check. If you have 0 Food, Vale
Relations drop -15. More than 30 Food, Vale grumbles but is ok. Tovor gives you
+5 Relations and you keep going with no Food gains.
The March continues and you reach areas you may have visited already. First up-
Opal Cove. This town is where the Knight Tournament took place in Act 2 and
also home to some legendary mercenaries called the Weapon Masters. Vale would
like to hire them, but Tovor says there's no money for that in the budget. If
you're letting Vale appropriate Food (Option 1 or 2 from previous decision), he
wants to take the Weapon Masters' Food too.
First of all, your Army way outnumbers the Weapon Masters, so don't worry, they
won't be attacking you (any other first time players worry about that?).
Letting Vale take their Food gets you +10 Food at the cost of -10 Citizen
Reputation. That's it.
If you want to hire the Weapon Masters, be aware you first need to pass their
approval check. You need at least 10 Food, 40 Morale, and 40 Citizen Reputation
for that. Secondly, you need 300 Gold to pay them. This increases to 400 if you
take their Food before speaking to them (and you still need to pass the Morale
and Citizen Reputation checks). If you helped Suno/Suna with healing in Lost
Heir 1, however (see my FAQ for that game, Lost Heir 1 Act 6, you need 70
Good), and you pass all their checks, you can actually hire the Weapon Masters
for free here. Contrary to that earlier FAQ, this is possible even if you
trained with Suno/a after healing them. Recruiting the Weapon Masters, however
you do it, boosts your Army by Size +3 and Power +10.
After Opal Cove, you encounter a strange beggar asking for a night's bed. You
need to pass a 40 Religion check. If you fail, all you can do is give him 10
Gold (earns +3 Good) or send him on his way (no bonuses).
If you pass the check, however, the beggar makes a sign you recognize that
means he worships an Evil God (+2 Religion). Now you have some other Options.
As before, you can give him 10 Gold for +3 Good or send him away, but now there
are two other Options. Putting the beggar in irons is neutral while giving him
a bed for the night earns +3 Citizen Reputation. Either allows you to visit the
beggar later.
If you visit the beggar, he offers to sell you a Mystic Artifact called the
Book of the Dead. This Book is an Evil Tome that teaches Necromancy Magic. To
get this Book, you can either pay the beggar 250 Gold as he asks or kill him.
Killing him incurs +15 Evil (the bonus Vampire Option is just flavor) and gets
you the Book for free. It is also possible to earn just +5 Evil by threatening
the beggar (both Options, same result) and only pay 100 Gold. Or you can just
say "not interested" and move on.
Or if you still prefer to play Good at this point, you can have the beggar
arrested. This earns you +10 Good, +5 Religion, and +5 Cumari Relations, but it
destroys the Book.
If you get the Book, new Options open. Selling it earns you +5 Evil and 200
Gold. Destroying it earns +5 Religion and +20 Good. Attempting to use it...
(dramatic pause) prompts a check of Good Priest Levels, 70 Evil, and 50 Arcana.
If you have any Good Priest Levels here, your Holy Symbol crumbles on the spot
and you will lose all Priest and Cleric Levels. The same thing happens if you
are a Priest of the Unknown. Fail the 50 Arcana check, you can't read the Book.
Fail 70 Evil, you can't stomach the contents on first read. All you can do now
is keep or sell it (too late to destroy it). Keeping it for later is possible,
but it may be hard to develop the Stats necessary to read it later and get
bonuses.
If you can use the book (passed Evil and Arcana checks), you now are in a
series of choices that allow you to learn some Necromancy and create an Epic
Mount called the Dreadhorse. This is a nasty undead beast that will require
some of your own life force to animate. It fulfills the Sweet Ride Achievement
and has extra bonuses later. To complete the ritual, you need 45 Gold for
supplies (salt, shovel, candles). You also need a Horse- any Horse works, Lump
the Mule will not. If you don't have a Horse here (or don't want to kill
yours), you can purchase one for an additional 75 Gold.
After purchasing supplies, you need to kill the Horse as the Book directs, then
light the candles. It is possible to back out at any time and sell or keep the
Book instead. Lighting the candles tests 50 Magic- failing this earns you +10
Evil, +5 Arcana, but you wake up with no Dreadhorse. You're not cut out to be a
Necromancer. You can buy a new Horse now (only Stables open) if your Horse is
dead. Or you can ride the backup Horse if you killed your original (the backup
Horses are Level 2). You can also sell or keep the Book of the Dead. Or if you
pass the Magic check...
The next step in the ritual asks you to bleed yourself. Doing it costs -3
Strength & Endurance but is the last check to animate the Dreadhorse. You can
still back out if you want to fail the ritual and get the previous paragraph's
Arcana and Evil bonuses. Assuming we're moving on...
If you complete the ritual, the Dreadhorse is animated. You now are prompted to
sell your old Mount or release it (Giant Worm). You can also kill the
Dreadhorse if you want and keep your old Mount. Keeping the Dreadhorse means
you can name it, or give it a new name if it had one previously. Keeping the
Dreadhorse as Mount earns you the Sweet Ride Achievement along with +25 Evil &</pre><pre id="faqspan-5">
Citizen Fear. There are other special bonuses for it later too.
After the Beggar and Dreadhorse events are concluded, your Army reaches a big
obstacle- a raging River where Selina destroyed all the nearby bridges. You
have several Options to ford the River.
- Going north to the shallows as Vale proposes incurs +2 Delays and -3 Morale.
- A 2nd Level Druid can alter the landscape here. This earns +3 Magic, +3
Nature, and +5 Morale- then you cross with no Delays.
- If you have Gnome Engineers with you, they can build a bridge. This earns +1
Delay and +3 Morale. There's no chance to back out once it starts, though, so
make sure you can't do something else instead that's better.
- A Water Elemental Familiar can part the waters and get you across for +5
Morale, no Delays.
- J can get you across if you completed their sidequest in Act 1, Part 2. You
just need the Soulburner Knowledge, it doesn't matter whether or not you told J
to use it- they still offer the choice with a chance to back out after
listening to J's idea. Saying yes gets you across, no Delays, at the price of
+10 Evil. Saying no after you listen to J earns +5 J Relations and you can
still try something else.
- "Studying the map" prompts a test of 75 Geography. Succeed and you earn +3
Geography, then cross with no Delays. Fail, you need to try something else.
- Crossing the River where you are is also doable. Vale asks "are you sure?"
and confirmation earns +10 Citizen Fear. You then lose all Halflings in your
Army (no Act 7 bonuses from having them) during the crossing and your Army
incurs losses of -10 Size & Morale, -5 Food. Back out as Vale suggests and you
can still do something else.
After the River Event, you approach Dobbton, a village you visited in Act 2.
You can observe it has now been nearly destroyed by Demons that got out of
control of their Summoners. Asking the refugees what happened is just bonus
dialogue. If you saved Sherman, though (see Act 2)- you have a reward to pick
up here. Ask the refugees about him to get it.
Sherman is alive and grateful you saved him from the botched Demon Summoning
earlier. He offers you +10 Army Food for your efforts. You can accept it or
turn it down for +20 Citizen Reputation and +10 Good.
It is possible to recruit the refugees here for +10 Army Size. It will cost -10
Food however. Or if you like, you can just move on.
After Dobbton, you may get an event where you have a chance to further Romance
B. This event happens if you are dating B (see Act 5, Part 6) or if they have
been suggested as your Royal Consort and you have no other lover. The latter
allows you to Romance B here if you can't match their type in the earlier date
scene. It also allows you to get B as lover if you broke up with an earlier
lover but did not agree to date B (see Act 5, Part 6).
Basically what happens is the classic river bathing temptation scene you may
know from some classic fantasy movies (Robin Hood Prince of Thieves is one
example). You and B are the participants. If you have 70 B Relations here, you
can start a Romance by kissing them, telling them "don't go", or waiting for
thme to leave. You get +10 Relations plus B as lover for accepting their kiss
afterwards. Then you can make love or not. B then becomes Royal Consort
afterwards either way and you earn +5 Army Morale (losses from breaking off the
plan earlier still remain though, if you did that). Fail or don't accept the
kiss, you lose -10 B Relations and B breaks up with you even if they were Royal
Consort already (see Act 5, Part 6). At least there are no further losses for
that at this point.
After the optional B Tryst event comes a Swamp scene. Your Army is crossing the
Swamp and Cumari mentions a Mystic living nearby. You can ask him about the
Mystic if you like, you need 70 Cumari Relations to get the location. Fail
that, you can still pass with 40 Perception and 50 Charm (+2 to both Stats for
this success). If you get the location, you can go to see the Mystic. Vale
doesn't want you to go however- agreeing with him at the "are you sure?" prompt
and moving on earns +3 Vale Relations and +3 Army Morale (either Option works).
If you do go to the Mystic, they are a random gender character named Sophus or
Sophie, an Arcane Tatooist and possible Mentor, who is key to a Prestige Class
that will become available in Act 8. Your Adventuring Party of yourself and 3
or 4 comrades (B and whoever are present out of T, G, P, K, and J) plus the
Orphan and any Familiars or Animal Companions you have, enter the Swamp. This
incurs +1 Army Delay as you explore. The problem- there's a Crocodile lurking
between you and the Arcane Tattooist!
The Crocodile will attack your friend with highest Relations when it first sees
you. You need to locate the Crocodile in one of several ways. Two of these are
available to all characters- use the Gem of Seeing if you have it or pass a 40
Perception Check (dive into the water, +2 Perception if success). A Toad
Familiar can also find your friend successfully. Or if you are a Priest, you
can cast a divine spell here- this earns Magic +3. Calling out or using a Water
Elemental will not help. If you can't find your friend, they will still be
rescued by the Arcane Tattooist, but that endangers all bonuses from getting
their help.
If you find your friend, you now have a chance to defeat the Crocodile. There
are several ways. Using a Sword succeeds with 40 Blades and a Dagger with 60
Blades. Using a Bow needs 60 Archery. A Fear Spell needs 80 Magic. Wrestling
succeeds with 80 Unarmed or 60 Strength. If you succeed at any of this, you get
+3 to the Stat used (both Stats for wrestling). Fail, and the Tattooist saves
your friend instead.
The Infinity Arrow can also provide instant success here if you have it, Karl
isn't the one attacked, and you want this to be your one-time use. A Monk Ki
Strike also works if used- no Stat bonus.
If you are a Druid or Ranger, it is also possible to command the Crocodile to
release your friend. If you have 2 Druid or Ranger Levels, this earns you a new
possible Epic Mount eligible for the Sweet Ride Achievement. You will be
prompted to release your old Mount if you want to keep the Crocodile (the Worm
and Dreadhorse have no sale value, any other Mount is sold) and can also name
the random gender Crocodile, then ride it from this point on. Unlike the Worm,
though, there are no special bonuses for the Croc.
After you drive off the Crocodile, you meet the Tattooist with a false choice
for how you greet them. Or if they save your friend, you still meet them but
they are drained of power from fighting off the Croc.
After you meet the Tattooist, you have a choice for the help you can get from
them. Note that asking them to grant any of the below Mystic Tattoos risks +1
further Army Delay if you did not save your friend who was attacked by the Croc
yourself. Agreeing to the delay if the "Are you sure?" check for it appears
will be necessary to get the bonus. Saying no to the delay will earn you +1 to
all Relations with your current companions.
If you want a Mystic Tattoo, there are three Options. The Circle Tattoo adds +7
Endurance. The Stars Tattoo adds +7 Perception. The Face Tattoo adds +7
Strength and +15 Citizen Fear.
It is also possible to give your adventuring companions other than the Orphan
matching Tattoos. This drops the bonus Attribute points to +5 but you also get
+5 Relations with any companion who gets the same Tattoo. For the Face Tattoo,
you'll need 70 Relations for a Companion to accept and earn +10 Relations if
the check passes.
It is also possible to get matching Tattoos for your entire Army. If you want
this, you need to have saved your friend from the Croc yourself or the
Tattooist won't agree. If you pass ths check, they still need extra ink
ingredients- this costs you +1 Delay or 150 Gold. If this succeeds you get the
+5 Attribute for each Tattoo as above. The Circle or Stars also award +3 Army
Power & Morale. The Face Tattoo has to be forced on your Army- doing so earns
+10 Army Power & Evil, also +15 Citizen Fear at the cost of -10 Morale. You can
also back out and just get the Tattoo yourself for the Citizen Fear and +5
Strength bonuses alone. Or back out and pick a different Tattoo.
If you want to unlock the Arcane Tattooist Prestige Class in Act 8, it is
necessary to meet Sophus/Sophie here and ask them to teach you. You will then
need 75 Arcana, 50 Nature, and 30 Magic to pass the Mentor's Check. Sophus/ie
can give you one of the three Tattoos as demonstration in this case, but not
Tattoo your Army or companions. If you did not defeat the Croc yourself, they
will not agree to teach you.
It is also possible to get nothing from Sophus/ie if you prefer. After you meet
them or pass them by, it is time to proceed to the next Act.
Act 7- The Battle of Ludd
Your Army now arrives at Ludd and Food stores are checked and depleted based on
your Army Delays. 1 or less, you use 10 Food. 2 or 3, 15 Food. 4 or more, 20.
If you run out of Food, your Army Morale and Size drop by the difference in
amount needed. You are now about to start fighting the Ludd Army directed by
Selina's ally Duke Eddan.
The game first checks if you have sent spies to Ludd. If you did, there are
special bonuses here. If you did not, skip to "if no spies were sent" below.
The spies will warn you of an ambush waiting ahead. You earn +10 Army Morale
for picking one of the Options to set up a defense against it. If you have the
Poison Package from the end of Act 6, it is also possible to use that against
the ambushers. It will need someone sneaky to deliver the package though. You
can do it yourself with 60 Stealth (+3 for success), send G to do it with 60
Relations, or send a soldier (50 percent chance of success here, a Halfling
soldier increases this to 75 percent chance if you have them). Success does 25
damage to Ludd's Army and earns the same Morale bonus.
If no spies were sent to Ludd, or if you reject your spy's report which is also
possible, the ambush is triggered. This loses you -7 Army Morale & Size along
with -5 Power. Not too big a danger, but worth stopping if you can. You now
have several Options to attack the city- except for the first (all out attack)
and last (consult advisers) each can only be used once. After each Option other
than the first plays out, you return to this decision point.
The last Option- consulting advisers- suggests many courses of action. Tovor
wants to gather Food from around you before attacking. Vale is in favor of
softening up the Ludd Army with a raid before a full attack- indeed a full
attack is not allowed to proceed right off unless the Ludd Army is under 50
already and your Army size is over 75 (sending a raid first averts this check).
Cumari suggests negotiating with Eddan, maybe he'll surrender without a fight
(possible, see below). Gurstwin the Half-Orc if present suggests killing Eddan
and then demanding Ludd surrender (also possible).
Gathering Food as Tovor suggests incurs an Army Delay, but earns you +10 Army
Food and +5 Power.
For attacking, a raid is your best option. You will need to participate in it
yourself- just sending the Army will be on the table in Act 9 but it is not
possible here. If you lack a Mount or are riding Lump, you get a temporary
borrowed Horse to keep up with your cavalry here- note that it is not a very
good Horse however. You are also warned that of your allies, only the Halflings
(if they are with you) will be of any help in the raid. Demon Summoning is also
not a viable tactic (highly mobile battle).
The first check here is a cavalry charge. Charge forward, and you will need to
break the enemy line to damage them. Bows and Daggers become useless. To
succeed, you will need something else.
- A Wolf Animal Companion can break the line here (10 damage to Ludd Army), but
you lose -25 Health just as if you failed below.
- A Sword can succeed with 70 Blades (+3 Blades, -10 Ludd Army for success).
Failure incurs you -25 Health.
- To encourage your troops in battle, you need 60+ Charm and 75+ Army Morale.
This breaks the enemy line (-10 Ludd Army damage) but incurs you -25 Health
damage same as if you used a Wolf. At least you get +2 Charm for success.
Failure earns you -25 Health damage.
- Casting a wall of force succeeds with 70 Magic (+3 Magic, 10 damage to Ludd
Army). Again, fail is a -25 Health loss.
- The Magic Shield provides an instant line break with no Health loss here.
It is also possible to not charge and "stay safely in the middle", this allows
several other Options to break the enemy ranks.
- Mounted Archery is now possible with a Bow. 75 Archery, you succeed and get
+3 Archery and do 10 damage to the Ludd Army. Failure means no damage to you or
the Ludd Army.
- Sending your Wolf in from a distance succeeds in damaging the Ludd Army with
no Health loss incurred. The encouragement shouting (see above for check
amounts) also succeeds at a distance with no damage incurred.
- A Level 2 Priest can bless the troops from a distance and thus enable them to
break the line. This earns +3 Religion.
- A Lute can also be played to encourage the troops. 2nd or 3rd Level Bards
succeed with this, earning +3 Morale. Less Bard Levels, nothing happens.
- You can use Magic at a distance also. 70 Magic is needed here (+3 Magic for
success and 10 damage to the enemy, fail earns nothing).
After passing or failing any of the above checks, the enemy cavalry regroups
and charges you. Now you have other Options.
- If you are riding the Giant Worm or Dreadhorse, you can instantly break the
enemy line with its power (10 Ludd Army damage, +3 Army Morale). The Crocodile
is supposed to get the same power per the script, but due to a bug the Option
to use it here does not appear.
- Pushing forward succeeds if you have a Level 4 or better Horse (a borrowed
Horse is not enough). Otherwise you take -25 Health and the raid fails. This
Option does not damage the Ludd Army on success (bug?).
- Letting your soldiers lead the way succeeds at 75+ Army Power, the Ludd Army
line breaks with 10 damge, and the raid continues. Otherwise it fails.
- Halfling Cavalry can break the line for free success here if you have them.
A failed raid costs you -7 to Army Size, Power, and Morale. A successful one
(pass both rounds above) enables you to attack the city after you repel the
enemy charge. There are three tactics possible here.
- Setting fire to the buildings does 25 damage to the Ludd Army and gets you
+10 Morale but you lose -30 Citizen Reputation. You'll also lose Army Food
later (see next Act).
- Killing anything that moves does 10 damage to the Ludd Army and still earns
you +10 Morale. You lose -20 Citizen Reputation and get +5 Evil for this.
- Attacking only soldiers does the same 10 damage to the Ludd Army and gets you
+5 Morale & Citizen Reputation. You lose -5 to Army Power & Size.
There are other tactics possible besides a raid- unfortunately, you can only do
one raid.
If you want to negotiate with Duke Eddan (as Cumari suggests), you can only try
that tactic once as well. Do not try and fail to assassinate him first (see
below)- your parley will be denied. Your parley is also denied if Eddan is
already dead (his replacement isn't interested).
If your parley is accepted, the enemy Messenger asks you to enter the city with
him to meet Eddan with no weapons and minimal honor guard. Your advisers don't
like this, but it is actually safe to try and may even have an advantage (see
below).
Asking Duke Eddan to come to your camp instead is also possible (same terms in
reverse). This has an advantage too (see below).
You can refuse the messenger if you like. This earns +3 Army Morale and you
can't parley again.
It is also possible to "do something terrible" to the Messenger after hearing
Duke Eddan's terms or if you have 70+ Evil after your parley is denied due to a
failed assassination attempt on Duke Eddan.
- Sending the Messenger's head back in response earns +20 Evil and +10 Citizen
Fear.
- Magic Compulsion is possible here if you have 90 Magic and 60 Arcana. The
Compelled Messenger can then kill Duke Eddan for you, earning +30 Evil, +2
Magic, and +15 Citizen Fear. Fail the Magic & Arcana checks, you kill the
Messenger and send back his head, earning +30 Evil & +15 Citizen Fear (but no
Magic bonus and Duke Eddan still lives).
- Beating up the Messenger earns +10 Evil, +10 Citizen Fear.
None of these tactics make Ludd surrender afterwards.
If you accept and start the parley, the first two Options with Duke Eddan are
just bonus dialogue loops. The way to get him to surrender is tell him to
surrender and then tell him you can take Ludd before Selina can stop you (true
per game plot). If you have 90+ Charm, 70+ Army Size, and have already damaged
the Ludd Army even a little (raids or poisoning) he agrees and asks you to let
him go with banishment. Agree and Ludd's yours without further losses- +3 Charm
and next Act! Disagree and you need to pursue other tactics- parley fails. Duke
Eddan refuses to comply with parley if you fail these checks. Parley also fails
if you say you will take Ludd from him "whether he likes it or not".
It is possible to kill Duke Eddan here if you like- the parley must be taking
place in your camp and you must have asked him "what's to stop me from killing
you?". In his city this line is just bonus dialogue. In your camp it can be a
serious question. Killing Eddan in the parley earns +20 Evil, +5 Army Morale,
and +15 Citizen Fear. Unfortunately Ludd does not surrender after you do this.
If you return after a failed parley inside Ludd (agreed to Duke Eddan's terms),
and you have 50+ Citizen Reputation and 0 Citizen Fear, you earn +5 Army Morale.
If you have the Poison Package and did not use it against the Ludd Army's
ambush (no chance or decided not to), you can still use it against the city's
water supply if you have 60 Stealth. You get +2 Stealth for success and the
Poison does 25 damage to the Ludd Army. This incurs no Evil or other bonuses,
nor does it kill Duke Eddan. It does count as a failed attempt to assassinate
Eddan, though- this causes parley denial and increases the proce to hire an
Assassin to kill Eddan (see below). It will also hurt your recruitment bonuses
from Ludd civilians after winning this Act- see next Act.
It is also possible to use 60 Stealth to get into the city and try to
assassinate Duke Eddan. This earns you another +2 Stealth- poisoning the water
can be done on the same trip if not already done. You don't even have to be an
Assassin for this, it just helps.
To enter Duke Eddan's room, you need 60 Charm (knock on the door, impersonate a
servant), Lockpicks & 50 Devices (pick lock), 70 Strength (break down door, Ki
Strike doesn't help), or 75 Agility (climb the wall outside). Success earns +2
to Stat used and a chance to fight Duke Eddan. A Rope lets you lower the
Agility check to 45. The Cloak of Spiders or a Thief Harness lets you pass the
same check freely. Failing any of these checks fails the assassination- it is
also possible to back out.
Killing Duke Eddan after you enter his room is difficult. You need a Sword & 60
Blades, a Dagger & 80 Blades, a Bow & 80 Archery, 90 Unarmed, or 80 Magic.
Success earns +2 to Stat used and Eddan is dead, then you sneak back to your
camp to try another tactic to take over Ludd. Failure earns you -25 Health
damage and you run back to your city with Duke Eddan still alive.
Brahl can freely kill Duke Eddan for you if you have 60 Willpower at this point
and have mastered him. No other Demons are helpful. Fail the Willpower, you
fail as above.
Hiring an Assassin to kill Duke Eddan is another tactic. This succeeds for
sure, but it costs 300 Gold. The price goes up to 500 if you fail to kill Eddan
yourself or poison Ludd's water supply (see above).
When you are ready to take the whole city (negotiations failed or declined),
pick Option 1. Make sure you do a raid first and soften up the enemy as much as
possible (you actually have to do a raid first, damaging the Ludd Army below 50
is only possible with successful raiding and Stealth poisoning and not every
player will have both these- been paying attention?). Again you are given a
borrowed Horse when this Option begins to play out if you are walking or riding
Lump.
First choice- Charge or Cautious Approach?
- Charge gets you -25 Health damage when the enemy charges also. The damage
your Army inflicts and takes in response depends on its Size and the Size of
its enemy. At below 30 Army Size (you) and less than 50 Ludd Army (possible
with poison, fire, and successful raiding), you inflict 20 damage on the Ludd
Army and take -15 to Army Size & Power. This changes to 10 damage on the enemy
and -15/-10 Size & Power on your end if the Ludd Army is still over 50 Health.
If your Army Size is over 30, things get a bit better. Ludd Army <50, your
casualties are -15 Size & -10 Power and you do 25 damage to the enemy. Ludd
Army 50+, you take -15/-10 damage to Size/Power and do 15 damage.
- Approaching cautiously does not get you injured. Instead you are ready for
and recieve the enemy charge, then charge yourself. But now you need a big Army
to do damage. You take -3 to both Size & Power at under 30 Army Size, this
rises to -5 each Stat if the Ludd Army is still over 50. If your Army is over
30 here, you take -5 Size & Power no matter the current Health of the Ludd Army
(you're a bigger target) but you do them 5 damage. This rises to 10 damage if
you already knocked them down below 50.
The plot proceeds the same either way. Stats are largely a tool here, survival
and decisions are what actually matter. If you fall to 0 Health or below in
this battle, you wake up at the end of the Act with Ludd conquered and Duke
Eddan dead but increased casualties- the real important plot battle comes in
Act 9. That said, do what you want to have the most fun here while keeping your
Stat casualties as low as you prefer. Failure in this battle also earns you -15
to Army Size, Power, and Morale which will set you back in Act 9.
If you make it to Round 2 of the Battle for Ludd, your Army is now inside the
city. You need to join them.
- If your Mount Level is 4 or below (not a Warhorse, Fully Trained Tournament
Horse, or Epic Mount) you will automatically be thrown from the saddle at the
start of this round and take 25 Health damage. You then get a false choice for
a stat bonus as you fight your way into Ludd- +2 to Blades (Sword required),
Magic (Fire Shield), Strength (push in), or Agility (dodge).
- If you pass the Mount check, you get no Health loss but also no Stat bonus
false choice and you dismount anyway. Next round!
Round 3, you now are in the city and in the chaos of battle, only one random
adventuring companion (T, G, P, J, K, or B out of the five of them who are
present) is still with you. Cumari is also with you if you got him his Staff
back in Act 4, Part 3- the favor he owes you can be played out here. Now it is
time to storm the enemy Keep!
If Duke Eddan is still alive, you see him standing atop the Keep battlements
and have some Options to take him out here- he is the Act Boss. Duke Eddan has
a Sub-Boss called the Commander in place if he dies who still must be defeated
later if you kill him early, but the Commander is a slightly easier battle. If
you already killed Duke Eddan via assassination or parley betrayal, you will
not see him here and must go straight to the final battle of the Act with the
Commander in place (see below). Here are your final Options for an early kill
on Duke Eddan. Failure at any of these means you can still try something else
or just move forward. After Eddan dies, you still must break into the Keep (see
below).
- Infinity Arrow is instant success. K must be with you and you must have it.
As always, it's a one time use.
- Bow & 95 Archery. Success kills Eddan and earns you +3 Archery.
- 90 Magic (fireball). Success earns +3 Magic.
- If Cumari is with you (he has his Staff), he can pass the Magic check if you
ask, but keep in mind you only get one chance to use his favor. Afterwards, his
Magic Power is spent.
The following Options allow you to break into the Keep instead. Success here
earns +3 Stat used and moves you to the final round where you must take down
Duke Eddan or his Commander. Failure means you can still try something else.
- Warp Wood spell on the door. This needs 70 Magic.
- Help troops knock down the door. This needs 60 Strength.
- Use Cumari's favor.
- Wait for soldiers to bring the battering ram. This is instant success but you
incur casualties of -10 to Army Power & Size.
After you enter the Keep, you are confronted by the Act Boss. You need to kill
him to survive the battle. Here are the results of the Options to achieve this.
Keep in mind each can only be tried once.
- Shouting surrender succeeds at 70 Charm if you have the Ludd Army under 70.
If Duke Eddan is dead already, the check drops to 50 Charm. If Duke Eddan
surrenders here, you get a flavor choice to have him killed or let him run
away, then you move to Victory (see below). The Commander provides no such
choice. No Stat bonus is earned for success. Failure means you can still try
something else.
- Cumari can kill Eddan or the Commander at once if he is with you and you have
not already used his favor (see above). You can still try something else if
Cumari is with you but can't help.
- Swordfighting needs 50 Blades to succeed against the Commander. 70 Blades is
needed to defeat Duke Eddan. Success earns +2 Blades. Fail earns -50 Health
damage and you move to Round 2 (see below).
- A Dagger can't kill your enemy here. Less than 70 Blades, trying one gets you
-25 Health damage. No Stat bonus for passing this check. Fail or pass, you need
to try something else.
- Using Magic is an instant fail unless you have the Staff of the Archmagi. If
you don't, you take -25 Health damage. If you do have it, you still need 60
Magic to succeed and kill either Act Boss (earns +2 Magic). Fail of this check
moves you to Round 2 (see below).
- A choke hold needs 90 Unarmed to succeed. 60 at least lets you avoid 25
Health damage before you move to Round 2.
- Using a Bow needs 50 (Commander) or 80 (Duke Eddan) Archery to succeed.
Failure earns no damage.
Failure at any of the above combat checks means the Commander or Duke Eddan
runs away on Round 2. An enemy soldier then ambushes you and you take -50
Health damage unless the random adventuring companion who is with you has 80
Relations- in that case they block the blow. If you survive this round, you
then learn that your pursuing soldiers killed the Commander or the Duke.
Once the Act Boss is dead, you have victory. Now it's time for the aftermath.
Next Act!
Act 8- Interlude- Ludd & Elmvale
This Act starts in the aftermath of the Ludd conquest. You review the results.
First, all the regular characters (whoever out of T, G, P, K, J is present, B,
Vale, Cumari, Tovor, Orphan, Naistalan, other Demi-Human leaders, your Mount)
are alive and well no matter what happens. The only exception is your Squire if
you had one. If you did not equip and train them in Act 5 earlier, they are
dead now. A living Squire earns you +3 Army Morale.
Now you have several mandatory tasks to handle. I'll cover them in order.
The surviving enemy soldiers want to join your Army, but your regular troops
aren't sure about that. Accepting the former enemy troops (either of the first
two Options) earns +20 Army Size & +5 Power at the cost of -7 Morale. If you
don't need or want the Stat bonuses, you can banish (+5 Vale Relations, +7
Citizen Reputation), reject (-3 Vale Relations, +10 Citizen Reputation), or
execute (+20 Evil, +10 Morale, +15 Citizen Fear) them.
Strategizing with Vale reminds you that you must take Tornassa next to defeat
Selina. Vale also checks your Stats for his Prestige Class here- you need 75
Vale Relations, 2 Guard Levels, 45 History, and 45 Geography to become a War
Master. Vale will indicate whether you pass this or not. The actual decision to
take the Class Level comes later (see below). Passing the check earns you +5
Vale Relations on the spot whether or not you later take the Class Level.
You also need to decide your Army's behavior on Victory Night. Unrestricted
celebration earns +20 Army Morale & +10 Evil but sets you back -10 Citizen
Reputation. Restricted celebration earns +5 Good & Citizen Reputation, +10
Morale. No celebration, you get +5 Citizen Reputation and +3 Army Power, -7
Morale.
Gathering food varies depending on if you allowed Vale to take it earlier
during Act 6. If you did allow him (first two Options way back them), taking
food here mandates a -10 Citizen Reputation loss. You get +12 Food. This drops
to +7 if you torched buildings during your raid. If you chose to limit Vale as
Tovor suggested, you incur no Citizen Reputation penalty and get +10 Food (+5
if you torched buildings). You are also prompted to consult Tovor about the
fact that there should be more Food to take (new Option).
Ludd civilians can be recruited in addition to former soldiers (see above).
Accepting all recruits earns you +20 Army Size, only the fit +10 Size & +10
Power. These bonuses are halved if you poisoned the Ludd water supply during
Act 7. Not recruiting gets you no bonuses.
When you talk to Tovor, he reveals that Selina took nearly all of Eddan's
reserve Food before the battle and is now held up in Tornassa with it waiting
on you. The choice for resupply here is a false one- all Options play out the
same way other than flavor text with no Stat adjustments. Tovor checks you for
his Prestige Class after the false choice. If you pass 75 Relations, he tells
you about a map to a Dragon's Lair. Reading it properly requires 60 Arcana,
History, and Geography (no Stat bonuses for success). You won't actually get
the chance to become a Dragon Rider till you pick your next Class Level.
After all this, you have some downtime in Ludd to re-equip your Army before
they march on Tornassa. Any wounds you have at this point are healed (Health
restored to 100). You need to take on a 4th Class Level now. Earning any of the
Prestige Classes here gets you the Prestigous Position Achievement.
4th Class Level & Prestige Class Stat Gains
- Arcane Tattooist is unlocked if you met Sophus/ie and passed their check when
asking them to teach you during Act 6. You can get 3 Tattoos of your choice
with the Arcane Tattooist Class. Options include the +7 Endurance, Perception,
or Strength Tattoos from earlier, plus several new choices. The Strength Tattoo
still earns +15 Citizen Fear if taken. The Gold Coins Tattoo earns you 300
Gold. The Sword earns +15 Blades. The Rings earn +15 Unarmed. The Vortex earns
+15 Magic. The Vines earn +15 Nature. The Flames earn +5 to History, Geography,
& Arcana. The Snakes earn +15 Stealth. You can take another Level of this
Prestige Class and get more Tattoos in Lost Heir 3 if you take one now.
- Alchemist is always available as an Option to check here. If you fail the
check to become an Alchemist, you can still do something else instead. The
check is 70 Magic, 70 Nature, and 40 Arcana. Success earns 1 Alchemist Level,
+15 Nature & Magic, and 50 Gold. You also get the ability to use potions you
brewed ahead of time to pass various checks in Act 9 and later in Lost Heir 3.
You can take another Level of this Prestige Class in Lost Heir 3 if you take
one now. That will earn you more varied Potions and extra bonuses.
- Seer is another Prestige Class you can check here and acquire through
self-study. It needs 75 Perception and 75 Magic. Failure of this check means
you can still do a different Class instead. Success gets you 1 Seer Level, +20
Perception, and +20 History. You also get the ability to instantly pass a lot
of Perception checks in a special way by choosing to use advanced divination
Magic. You can take another Level of this Prestige Class in Lost Heir 3 if you
take one now. That will earn you more detailed visions and extra bonuses.
- If you unlocked it earlier with Vale, War Master is also available. This
Prestige Class earns you the ability to plan Army battle strategies like Vale
and will help with group tactics in some fights looming ahead. You also earn
+15 History & Geography, +10 Blades & Archery, and 150 Gold. You can take
another Level of this Prestige Class in Lost Heir 3 if you take one now. That
will earn you more advanced tactical knowledge and extra bonuses. Vale's
presence will not be required.
- If you unlocked Dragon Rider with Tovor earlier, you can now take on that
Prestige Class. Choose to find the Dragon's Cave, then accept the bond once you
arrive. You earn a Dragon Mount (Sweet Ride achieved), 150 Gold; +15 to
Strength, Endurance, and Agility; +10 Army Morale & Citizen Fear. You will also
lose your current Mount (if it wasn't another Epic Mount, you get its sale
value). The Dragon is an excellent replacement- it can fly, breathes fire, and
has several special uses in both Act 9 and Lost Heir 3. As always, it's random
gender and can be given a suggested or custom name. Rejecting the Dragon bond
gets you nothing but the choice to pick another Class Level. You can take
another Level of this Prestige Class in Lost Heir 3 if you take one now. That
will earn you more varied aerial maneuvers as a Dragon Rider and extra bonuses.
If you have a Knight Level already and become a Dragon Rider, that can also
unlock something special in Lost Heir 3.
- If you have the Book of the Dead, you can try reading it and becoming a
Necromancer. The game once again checks you for 70 Evil and 50 Arcana. You also
need 80 Magic here. An Evil Priest Level drops the Magic check to 60 and 2 Evil
Priest Levels mean you pass it automatically. The Stat adjustments for 1
Necromancer Level are as follows- 150 Gold, +50 Citizen Fear, +20 Magic & Evil,
+10 History & Religion (Good Necromancers are not possible until Lost Heir 3).
You can also pick up a Shade Familiar after you become a Necromancer- you pick
the gender and name. A Shade is a sneaky ghost that can both fly and follow you
anywhere. It has uses in some combats and other situations in Act 9 and Lost
Heir 3. Getting this Familiar requires replacing your current Familiar or
Animal Companion if any. Creating a Shade earns you +20 Evil and +15 Citizen
Fear. You can also keep your current Familiar or Animal Companion if you prefer.
More classic Necromancer stuff- creating Undead Minions and such- comes later
in Act 9 and Lost Heir 3. You can take another Level of this Prestige Class in
Lost Heir 3 if you take one now. That will earn you more varied Necromancy
magic and extra bonuses.
- Blademaster is the Class you can get from finding and training with the best
swordsman in Ludd. It's another test on the spot Prestige Class, like Seer and
Alchemist. You need 80 Blades and 50 Agility to make the Mentor appear. When he
does, welcome him instead of sending him away and accept the training to take a
Blade Master Level. You earn a free Sword and Dagger (if you don't already have
them), +20 Blades, +15 Agility and the ability to do startling dual wield
swashbuckler maneuvers to defend yourself at times. You can take another Level
of this Prestige Class in Lost Heir 3 if you take one now. That will earn you
more enhanced swashbuckling and extra bonuses.
- Archmage Cumari also has a Prestige Class to offer here if you have a Bow.
Ask him to enchant your Bow and he checks you for 75 Cumari Relations, 40
Magic, and 80 Archery. Pass this and you can ask Cumari to train you as an
Elemental Archer. A Level in this Prestige Class gets you the ability to shoot
mystical arrows of Fire, Earth, Air and Water. You also get +10 Magic and +20
Archery. You can take another Level of this Prestige Class in Lost Heir 3 if
you take one now. That will earn you explosive Elemental Arrows and extra
bonuses.
- You can try to become a Paladin if you have 1 Cleric Level. If you have 60
Good (40 Good if your God is the Unknown and you destroyed your Holy Symbol
yourself to convert), you pass the first check here. Failure destroys your Holy
Symbol. The second check requires 1 Guard Level or 1 Squire Level. Pass both
checks, you have a Paladin Level. You earn +7 Strength & Endurance, +15 Blades,
and +10 Religion. You also get a Celestial Warhorse. If you were riding the
Well-Trained Tourney Horse as a Knight, that Horse transforms into the
Celestial Warhorse. Otherwise, you are prompted to give up your current Mount
(you get its sale value for doing so). The Celestial Warhorse can be renamed
and qualifies for the Sweet Ride Achievement if kept. You can take another
Level of this Prestige Class in Lost Heir 3 if you take one now. That will earn
you more Holy powers and extra bonuses, including a chance at a Mystic Holy
Sword. Fail to become a Paladin, you can still try for something else.
- Knights can become Level 2 here. Evil Knights who follow Evil Gods can become
something special (see below). The game comments on your current Morality if
you take a Knight Level. Knights of 70+ Good earn +10 Citizen Reputation & Army
Morale, also -10 Citizen Fear. At 2nd Level, Knights of any morality earn
Silver Plate Mail (cosmetic), the title "Knight Champion", 400 Gold, +15
Blades, +10 Strength & Endurance. This is not a Prestige Class but gets you the
Top of the Class Achivement.
- If you are a Knight of 70+ Evil, try to take on a second Knight Level, and
have an Evil Holy Symbol, something special happens. A Knight named Sir Raymond
shows up and asks you to atone for your misdeeds. If you kill him instead as
the game suggests, you can become a Dark Knight. This is the Evil equivalent of
a Paladin. With this Prestige Class, you will earn Black Plate Mail (cosmetic),
+20 Evil, +50 Citizen Fear, 150 Gold, and all Level 2 Knight Stat bonuses. You
also get some Unholy Mystic Powers and can later in the Act pick up a Hellbeast
Mount that replaces your current Mount (no Gold earned from this, the Hellbeast
eats your former Mount). You can take another Level of this Prestige Class in
Lost Heir 3 if you take one now. That will earn you more Unholy powers and
extra bonuses, including a possible Mystic Unholy Sword.
If you want to atone for your misdeeds as Sir Raymond suggests, that is also an
Option. That loses you all Knight & Squire Levels, gets you +20 Good, and -20
Citizen Fear.
- Bards who take an extra Level here earn a free Lute (if they don't have one),
+10 Charm & Magic, +15 History. They also earn 125/200/300 Gold depending on
their previous Bard Levels. Level 4 Bards here earn an additional +15 History,
Citizen Reputation, and Army Morale as they become a 'Legendary Mystical Bard'.
This is not a Prestige Class but gets you the Top of the Class Achivement.
- A Thief Level is free to take here for any character without a 'no thieving'
vow. You earn +15 Stealth, +5 Blades, +10 Devices & Agility, and
100/150/200/300 Gold depending on previous Thief Levels. A Level 4 Thief here
becomes a Guildmaster, earning an extra +10 to Army Size, Power and Food by
taking over the Thieves Guild. This is not a Prestige Class but gets you the
Top of the Class Achivement.
- A Guard Level is free to take here for any character (work as Army
Commander). You earn a free Sword; +10 Strength, Blades, & Endurance, +5 Army
Power & Morale, and 100/125/150/175 Gold based on previous Guard Levels. A
Level 4 Guard also earns the title 'Lieutenant', -15 Citizen Fear; +10 to
Charm, History, Geography, Army Power, Army Morale, and Citizen Reputation.
This is not a Prestige Class but gets you the Top of the Class Achivement.
- First time Priests here require a Holy Symbol and 60+ Good/Evil. Pass this
check, you can take a Priest Level. Fail the Morality Check and the Symbol
crumbles if you try. Getting a new Priest Level at this point earns you +20
Religion, +10 Magic, +5 Charm, and 100 Gold. Priests of higher Level can
continue their vocation if they pass a similar Morality check corresponding to
their God's alignment. Priests of the Unknown have no Morality check to worry
about. An additional Priest Level of "spiritual sermons" earns you +15
Religion, +10 Charm & Magic, 100 Gold. 4th Level Priests earn the title
'Archbishop' and an additional +15 Religion, +7 Magic & Charm. This is not a
Prestige Class but gets you the Top of the Class Achivement.
- Cleric Levels can also be taken with at least 1 Priest Level and a passing
Morality Check. This earns you 100 Gold, +5 Strength & Endurance, +10 Blades &
Religion. A 3rd Level Cleric earns the title "Holy Fist" and an additional +15
Religion, +7 Blades; +5 Strength, Endurance, Agility. This is not a Prestige
Class but gets you the Top of the Class Achivement.
- A Monk Level here earns you +10 Agility & Unarmed, +5 Strength & Religion, +7
Endurance. 4th Level Monks are now "Enlightened Monks" and get an additional
+20 Perception. This is not a Prestige Class but gets you the Top of the Class
Achivement.
- Taking a first-time Wizard Level is free of prerequisites and prompts you to
study with Archmage Cumari. You earn -10 Relations with him for this if you
already have a Spellbook (um... not stolen, Royal Heir's Prized
Possession...?), and +3 if he has to give you one. It's a bit good that Cumari
Relations won't matter much for the rest of the game! This doesn't happen if
you already have a Wizard Level- you get +5 Cumari Relations per pre-existing
Wizard Level in this case. He still provides a free Spellbook if needed.
Studying with Cumari earns Wizards +15 Magic, +10 History & Arcana. Level 3
Wizards are now 'Master Wizards' and get an additional +15 to Magic & Arcana.
This is not a Prestige Class but gets you the Top of the Class Achivement.
Cumari can also provide Familiars if you don't already have one. Cats and
Ravens are the choices here. A Cat can follow you anywhere, whereas a Raven is
a flying Scout and can be of use in multiple future game combat situations.
- Druids can train further in that Class with at least one pre-existing Druid
Level. A new Druid Level earns them +7 Magic, Stealth, Perception; +10 Nature;
+5 Geography & Endurance. 3rd Level Druids earn the title 'Archdruid', +15
Nature, +10 Stealth & Magic. They also gain immunity to disease, poison, and
aging. They can shapechange into animals now too. :) This is not a Prestige
Class but gets you the Top of the Class Achivement.
If you still need an Animal Companion as a Druid, you can also grab one in
Ludd. Foxes and Bobcats (Bobcats only appear for 3rd Level Druids/Rangers
without Animal Companions) are Hunters able to help find food for you and
occasionally help in combat. Hawks are Hunters, combat aids, and flying Scouts.
- Rangers can also continue their training in Ludd. A new Ranger Level here
earns a free Bow (if needed), +5 Blades; +10 Nature, Stealth, Archery,
Geography. You can also pick up one of the Animal Companions mentioned under
Druid above if you don't have one already. 3rd Level Rangers are now 'Horizon
Walkers' with an additional +20 Perception and +10 Army Food. This is not a
Prestige Class but gets you the Top of the Class Achivement.
- One pre-existing Assassin Level here earns you the chance to grab another.
This gets you 300 Gold; +10 to Stealth, Nature, Devices, & Blades. A 4th Level
'Top Assassin' gets an additional +10 Devices, +15 Stealth, and 200 Gold. This
is not a Prestige Class but gets you the Top of the Class Achivement.
- A Sage Level requires 40 Arcana to take as usual. Grabbing one earns you +10
to Arcana, History, Geography, & Nature, along with Gold depending on your
preexisting Sage Levels- 0/1/2 equals 200/250/350. 3rd Level Sages earn the
title 'Master Sage', an additional 200 Gold, and +20 Perception. This is not a
Prestige Class but gets you the Top of the Class Achivement.
- A Thug Level requires 30 Strength to take. You can pick up +10 Blades, +15
Strength & Unarmed, and Gold based on preexisting Thug Levels- 0/1/2/3 earns
you 50/75/100/200 Gold. 4th Level Thugs earn the title 'Intimidator' and an
additional +25 Strength. This is not a Prestige Class but gets you the Top of
the Class Achivement.
- There is also a new Class with its own related Achievement in Ludd- Demon
Summoner. If you have been practicing Demon Summoning already and yearn to
truly master it, this is the Class for you. It earns an additional +10
Willpower and +30 Arcana. 70 Willpower here earns you the title 'Iron-Willed
Demon Summoner' and the 'Know Thine Enemy' Achievement. This gets you an
additional +25 Endurance. Demon Summoners, whatever their Willpower at this
point, should be able to master and command all the Demons from Lost Heir 1
other than Tyborr (Brahl might still have trouble in some situations with
Willpower below 70 but he's the exception, there are easier combat aid Demons
to grab next game).
Demon Summoners can also pick up a new Demon here named Gaa'bon, which appears
after you practice Summoning those already acquired ("Summon Demons from the
Demonstones that Zusak has flooded your kingdom with"). This Demon is
transparent and can walk through walls to unlock doors for you- he is very
useful. You need 65 Willpower to fully control Gaa'bon.
Some optional events may happen after you get your Class Level. First, if you
have the Circlet of Daria, some Ludd horse-traders offer you the chance to buy
a good number of their stock. You can buy these extra Horses for 250 Gold or
seize them for +10 Evil, -25 Citizen Reputation, and +15 Citizen Fear. Offering
promissory notes also works if you have at least 75 Citizen Reputation (no
charge or stat adjustments here). Once you get the Horses by whatever means,
they provide an additional +15 to Army Power or Food, your choice.
Next up, if you sent the Orphan to the Academy of Wizards, you learn they're
doing well there and get +20 Orphan Relations (a reversal of the earlier
penalty). You still won't see the Orphan again until Lost Heir 3.
Some Class-related events follow this.
A Priest who hasn't already faced the Morality test mentioned earlier under new
Priest Levels (60+ Good/Evil) faces it now. Fail, you lose your Holy Symbol and
all Priest & Cleric Levels. This only happens if you have a Priest Level and
fail the test. A Priest of the Unknown has nothing to worry about.
Knights with dishonest Squires also have trouble here. Remember how you had to
spend 200 Gold to get an honest Squire (Remus or Raquel) better equipment back
in Act 5? Well, now the dishonest Squires who already had good equipment (Marla
or Gordon) are in need of 200 Gold too. Pay them and they stick around,
otherwise they will quit your employ.
The next event varies depending on pre-existing sexual relations. If you lack a
lover, or have a lover but are not sleeping with them, nothing happens. If you
are asexual, Archmage Cumari approaches and offers to magically create a child
for you. This spell is best described by the game's own text- it has different
described effects for men and women. You can choose or not to have it cast.
Male homosexuals also get the choice to have it cast or not (pre-existing male
lover required).
Female homosexuals with a female lover get pregnant with no choice- coin flip
whether it's them or their partner who carries the baby. I always see my
partner do it, but other players may have had a different experience. Archmage
Cumari explains the situation either way- gotta love the sexism in fantasy
medieval kingdoms, huh? Characters in heterosexual relationships get pregnancy
here in the natural way- the woman carries the baby.
Don't worry, pregnancy won't affect your Stats in any way, nor is there ever a
check to avoid a miscarriage later in the game. Your child won't be born till
Lost Heir 3, but there are some intense experiences ahead in Act 9, so it's
good miscarriage is not a concern.
In all cases, there is a choice to reveal the baby's gender now through Magic
or wait till it's born (the gender is random and hidden). Knowing the gender
now requires a Priest Level or 40 Magic. You can't officially name your child
until Act 2 of Lost Heir 3.
Regardless of source or gender, concieving a child here earns you +5 to Citizen
Reputation and Army Morale.
Next mandatory event- your army is ready to march again. Your citizens react to
your existing levels of Citizen Fear, Citizen Reputation, and Morality in that
order. The reaction is flavor text. All of your allies with you at this point
stay in your Army except Tovor. He stays in Ludd and won't be seen again till
Lost Heir 3. If the Orphan is training as a Page, the Orphan also stays with
Tovor. If the Orphan's working in the kitchens or alone yet still in your camp,
they travel with the Army as usaul and will get a new job later on.
Dark Knights can also pick up their Hellbeast Mount upon leaving Ludd (random
gender, you pick the name). Grabbing it earns you an additional +50 Citizen
Fear. This is the last chance to get the Sweet Ride Achievement.
Your Army march has one more stop on the way to Tornassa- Elmvale, the village
where you spent your teenage years in Lost Heir 1. Like the rest of Daria, it
has been savaged by Demons, as you can learn in bonus dialogue ("ask what
happened"). "Treat Elmvale no differently than any other place" allows you to
get bonus +5 Army Food here if you are taking food from people as General Vale
suggested back in Act 6. Otherwise, the other Options at the first choice in
Elmvale are just flavor text.
You have some mandated events in Elmvale to address. First, if K is in the
party they ask to visit their parents. Go with them and be nice to earn bonus
+3 K Relations. Going and being impatient, or not going along, earns -3 K
Relations and this can increase to -5 if K is your Romance and you don't go. If</pre><pre id="faqspan-6">
K is dead (Lost Heir 1, Act 9) or presumed dead (captured by Selina and still
missing as of Act 3), you get an Option to tell their parents this. Doing it
earns you +10 Citizen Reputation and +3 Good.
Following is a choice to visit the place where your foster parent raised you.
This is where you can pick up the "Life of Regret" Achivement. Go to the
prompted place (tavern, temple, farm, or store) and someone there will give you
a letter from your foster parent that unlocks a sidequest to acquire a Mystic
Artifact in Lost Heir 3. You need 70 Relations with your foster parent (Amos,
Sir Grady, Sister Geri, or Lady Emaline) to get the letter and the Achievement
per the game script, so a character imported from Lost Heir 1 is probably
necessary.
If you were raised by Amos, you need to tell the person you meet in the tavern
Amos is dead to get the letter. Characters raised by Amos can pick up a Spider
Statue (needs sidequest in Lost Heir 3 to awaken full powers) and 150 Gold in
addition to the letter. Insufficent Amos Relations (see above), you just get 50
Gold.
Characters raised by Sir Grady just get the letter. Raised by Sister Geri, you
get the letter and a Gold Ring (needs sidequest in Lost Heir 3 to power up).
Lady Emaline gives you 200 Gold in addition to the letter (save it for the
Artifact, you'll need to buy it). Characters with insufficient Relations (see
above) get nada.
The next event for sure needs a character imported from Lost Heir 1. It depends
on your reaction to a sheep farmer named Master Jett you worked for in Lost
Heir 1, Act 3. If you fulfilled his contract and did not kill him (Sheep Health
is not a factor, just whether Master Jett lived or died), you run into him
before leaving Elmvale. Shake his hand and you are tested for 70+ Citizen
Reputation and <50 Citizen Fear. Pass, Master Jett offers you the chance to
acquire some sheep (+15 Army Food). You can buy them for 200 Gold or just take
them (+10 Evil, -15 Citizen Reputation). They can also be declined. If you fail
the check or don't shake Master Jett's hand, no offer of sheep sale is made.
If you killed Master Jett, his grieving widow appears instead. Speak to her if
you want. Option 1 for a response earns +2 Good (white lie). Option 2 is +5
Evil (mocking lie). Option 3 (chuckling confession) is +10 Evil, +10 Citizen
Fear.
Finally, if you gave the Giant Kratog sheep and let him go during Act 5, Part
1, you will meet him again just after leaving Elmvale. There are some new
Options regarding him now. To recruit Kratog, tell your soldiers to stand down
and then ask Kratog to fight for you (+10 Army Power, -10 Army Food). Any other
Options have the soldiers kill him or leave him be. You need Army Food of at
least 10 to recruit Kratog here.
If you have less than 20 Army Food, it is also possible to have the soldiers
kill poor Kratog and butcher him. Say nothing to your soldiers and let them
kill him, or tell them to stand down and then order the kill. You can get +15
extra Army Food for this.
If you burn Kratog's body instead of butcher it (possible if Food under 20 and
you say nothing to the soldiers) and P is with you, an extra +5 Religion can
also be acquired here.
Following Kratog, there is another random "Marching Banter" event involving
your Adventuring Companions. Here are the events and choice results for each.
Jace/Jess- J yells at a bigot wagon driver. Tell J to back off for -5 J
Relations and +3 Citizen Reputation. Having the driver shamed earns +5 J
Relations, -2 Citizen Reputation, +5 Evil. Or say nothing for -3 Morale.
Peter/Petra- P wants to stop marching on a religous holiday and Vale disagrees.
Agreeing with them here earns +5 P Relations and +10 Morale, but you also get
+1 Army Delay and -5 Vale Relations. If you want to debate with P using Option
2 ('Marching isn't work'), you need 50 Religion for best results here. Pass the
check, you get +3 P Relations and Religion. Otherwise -5 P Relations result.
Agree with Vale for -10 P Relations and +10 Vale Relations.
Gill/Gale- G is playing dice with the soldiers. Join them if you like- less
than 45 Charm, the game breaks up and you get +5 Army Power. 45+ Charm, you
earn +3 Charm for game entry. Then you can play normally (earns +3 G Relations
& Army Morale, 75 Gold; win or loss is random and you either get 75 or lose up
to 75 Gold); cheat alongside G (+5 G Relations & Evil, 135 Gold, +3 Morale); or
lose on purpose (pay 80 Gold, G Relations +5, Morale +10). Scold the soldiers
and shut the game down for +5 Army Power, -3 G Relations & Morale. You can also
just not attend the game for +3 Morale.
Theo/Thea- T is getting into boxing matches with the soldiers. Ending things
earns +10 Army Power but incurs -5 T Relations. You can also attend and simply
watch or cheer for T (+5 T Relations & Morale, +5 Army Power) or ask to join in
(fight shuts down, +5 Citizen Reputation and T Relations). I personally would
have enjoyed joining in as a Monk or Thug character. :(
Karl/Karla- K has a culinary issue the cooks won't support. Agree with the
cooks ('just eat it') for -3 K Relations. Or speak to the cooks for a 60 Charm
check. Fail, you get +3 K Relations but -3 Morale. Pass, you get +3 K Relations
and +2 Charm. The other Options are just flavor text.
There is no event for Bran/Brinn.
After this event, you arrive in Tornassa and it's time for the grandest battle
of the game.
Act 9- The Siege of Tornassa
As mentioned earlier, Tornassa is the largest city in Daria and was once its
capital. Now you must battle Duchess Selina and the Tornassa Army for it. The
Tornassa Army's Health Level is a factor in this Act, but winning the game or
losing (each has an ending with unique results) depends on how you defeat the
two Bosses of this Act- Selina and the Red.
You are drained 15 Army Food upon arrival in this Act. As before, if you lack
this, you lose the remaining amount in Army Size and Morale.
Part 1- Preparations
The Act starts with an automatic War Council event. Unlike Ludd, you have a set
progression of battle scenes to go through here. There will never be a chance
for a parley or sneaking into the city to damage the enemy Army like there was
in Ludd. You do, however, get more chances to improve your Army in exchange.
The War Council scene has a lot of bonus dialogue depending on which Allies you
acquired in Act 6. Read all you want, then you can progress the game with the
the final Option. Next you have a choice of three ways to get past the walls of
Tornassa. Each has unique advantages and a trouble event that needs to be
bypassed in various ways. I'll address them below. The choices are Siege
Machines, Tunnel Entry, and using The Ram. Pick your choice (look below if you
need details of each method's advantages) to progress.
The events of the Act will proceed as follows- War Council, Pick Entry Method,
Army Buildup, Choice to Raid or Siege City, Sabotage, Army Micromanagement,
Final Siege Night, Ingress. After Ingress completes (unique for each method of
entry), you have one event in the City common to all Ingress scenes (the IED),
followed by the Boss Fight and either Victory or Defeat. In the Boss Fight, you
face what's left of the Tornassa Army and two major foes- Selina and the Red.
Either can be taken out early, but this does not win you the game. Both must be
defeated to win.
I will note hints about each entry method's unique Sabotage or Ingress events
under their own section below. The common events will be covered afterwards. Be
aware that any Class can use any entry method effectively in various ways, it
just depends on your Stats which is best suited to you. If a certain method
seems like fun, you can also pick it for that reason. If you don't have the
Stats to overcome the Sabotage event, the worst thing that can happen is more
Army Delays.
Part 2- Siege Machines
Gnome Engineers favor this if you have them. There are unique ways to bypass
the Sabotage Delays for Seers, Thugs, Thieves, Rangers, Sages, and Dragon
Riders. Outside those Classes, high Devices help. You want good combat Skills
(Magic, Unarmed, Blades, Archery, Dragon) to handle the Ingress events.
Part 3- Tunnel Entry
Dwarves are in favor of this method if you have extra Dwarf help (Act 5, Part
1). There are unique ways to bypass the Sabotage for Monks, Wizards, Demon
Summoners (Class Level, not just generic, Gaa'bon is required), Alchemists,
Seers, and Druids/Rangers. Outside those Classes, good Stats in Geography are
helpful. You want good combat and utility (Strength or Agility) Stats to handle
the Ingress events.
Part 4- The Ram
The Half-Orc Berserkers like this method. There are unique ways to bypass the
Sabotage for Alchemists, Druids, Sages, Rangers, and those with Soulburner
Knowledge. Outside those Classes, good Stats in Nature are helpful. You want
good utility Skills (Magic, Strength, Endurance, Nature), the Demon Xi'atta, or
Levels in Monk/Alchemist/Wizard to handle the Ingress events.
Whatever your method, you want high Stats for your Army. There are three ways
to get more of that here- all part of the Army Buildup event, which comes after
you pick your Entry Method.
- Building Siege Towers costs 1 Army Delay and 10 Army Food. It gives you +15
Army Power and will make climbing the walls easier in the raid event (see
below). Vale recommends this at the War Council. If you lack the necessary Army
Food, you lose Size & Morale doing this.
- Building Defenses is important to prevent later losses against an enemy
attack. It costs 1 Army Delay and 10 Army Food. Naistalan recommends this at
the War Council.
- Gathering Food around you gets 10 Army Food at the cost of 1 Army Delay.
I usually do all three of these free actions no matter my Army Stats, then move
on. There will be another chance to improve your Army later with Army
Micromanagement.
After you move on from the first Army Buildup event, there is mention of your
Camp's Followers. An Optional event happens here that is an interesting game
secret.
If you rescued the prisoners from the Half-Orcs earlier and don't have any
Half-Orc Alliance, the prisoners now approach your camp. They are an
Adventuring Party called the Silver Blades and willing to work for you. Hire
them for 300 Gold and you get +10 Army Power. It is also possible to hire them
for free if you have at least 2 Bard Levels (immortalize them in song), 60
Charm (passed check earns +2 Charm, say you'll reward them handsomely after the
battle), or 60 History (earns +2 History, "opportunity to become very
powerful"). You can also bribe them with a Demon Stone (lose the Demon Stone,
but get +15 Army Power in exchange, any Demon Stone works). Fail a check to
hire them, you can still try something else or decline the hiring and move on.
Part 5- Raiding and Sabotage
This part starts with a choice to raid the city ("send waves of attackers
against the wall") or "continue holding Tornassa at siege". The latter Option
skips ahead with no raid, leaving your Army intact for later. It may thus be
favored by players with small or weak Armies. However it also leaves the enemy
Army intact for later, so you may prefer the former Option (as do your Dwarf &
Half-Orc Allies and General Vale).
If you decide to raid, you have a choice here to participate yourself or just
send the army in to fight (watch from a distance). If you do the former, it may
hurt the enemy more depending on your Stats, but it will get you -20 Health
damage except in one specific situation (see below, Dragon Rider flyby) and
possibly more if Stat checks are failed. I'll cover both courses of action.
Participating in the attack yourself earns -5 Vale Relations and +10 Army
Morale on the spot. You can then join the archers (long range attack) or those
on foot (close combat, other Options). K if present will join the archers, your
other Adventuring Companions are present and stay with you.
At the start of the raid, your Elven and human archers inflict 3 damage on the
Tornassa Army. This increases to 5 damage if you have a Halfling Alliance to
aid them (Halfling slingers). Wizards also do 3 or 5 damage at this point
depending on how many were recruited back near the end of Act 5.
If you are with the archers, you have several Options to do additional damage.
J automatically does 2 extra damage to the Tornassa Army here if they are with
you.
- If you have a Bow, you can contribute your own Archery here. Elemental Archer
gets instant success- +3 Archery and 10 damage on the Tornassa Army. Otherwise
damage is determined by your Archery skill- less than 30 is 2 damage. Below 60,
4 damage. Below 90, 6 damage. 90+ Archery, 8 damage and you get +3 Archery.
- Magic can also be used at long range. Using it here equals 2 (<30 Magic), 4
(30-60), 7 (60-90), or 10 (90+) damage to the Tornassa Army, the latter earning
+3 Magic.
- A Priest can bless the archers to enable them to do extra damage. This does
2/4/7/10 damage to the Tornassa Army based on Priest Level.
- A Bard can inspire troops same as a Priest using their music. No Lute is
required.
If you 'join those on foot', you have other attack methods. A Dragon Rider does
10 damage automatically and gets +3 Agility through strafing the enemy- no
Health loss incurred. Any other character joining the infrantry must choose to
ascend the wall or stay on the ground directing soldiers.
Climbing the wall requires one of the following- Siege Towers provide instant
success. 40 Agility can climb if you have a Rope (Agility +2, Failure inflicts
20 damage). 60 Magic can also levitate you up the wall (Magic +2). Less than 40
Magic fails without damage. Less than 60 inflicts 20 damage. Both Rope and
Thief Harness, 4 Monk Levels to levitate, or the Cloak of Spiders give instant
success. You can still direct troops from the ground after a fail.
From the ground, you can do several things-
- Use Priest Levels to bless soldiers for extra damage as noted under archer
Options above. This does 1/2/4/5 damage based on Priest Level. Bards can do the
same damage by inspiring the soldiers with song.
- Demons can be Summoned from the ground to join in the battle. Xi'atta does 5
damage on the enemy, Brahl does 10 (70 Willpower required), Zon'ch also does 5
(50 Willpower required). Other Demons are ineffective.
- Shouting encouragement does no extra damage but earns +3 Army Morale.
You will take 20 Health damage after you attack the enemy at range or after
charging them on foot and deciding to encourage soldiers from the base of the
wall. The game then proceeds to the Army Size damage check (see below).
If you ascend the walls on foot, you have other attack Options. You get -20
Health damage at the start of an attack standing on the wall. Afterwards you
can use one of the following Skills-
- Blades- Blademasters have a special Option ('fall into the forms') to do 10
damage and get +3 Blades. Otherwise a Sword attack does damage based on Blades
Stat. <30, 2. 30-60, 4. 60-90 6. 90+, 8 damage and you get +3 Blades. Daggers
can't be used.
- Magic- Damage based on Magic Stat. <30, 2. 30-60, 4. 60-90 6. 90+, 8 damage
and you get +3 Magic.
- Unarmed- Throw people off the wall. Below 70 Unarmed, this does 2 damage.
70-90, 5 damage. 90+ earns +3 Unarmed and 8 damage.
- The Belt of Speed can be used to inflict 10 damage straight up.
After attacking Tornassa in a raid, you do damage to the Tornassa Army based on
your Army Size. Less than 15 Size, you do no damage. This drops you to 0 Army
Size and costs you 10 Army Morale. If you have more than 15 Army Size, you can
do damage. It earns you +10 Army Morale and you inflict a base 5 damage on the
enemy plus 2 damage for each of the following Alliances- T's Norgan tribe,
Half-Orcs, Half-Orc Berserkers, and Dwarves. If you built Siege Towers, they
inflict 10 extra damage also. A War Master adds 10 damage to this via their
tactical advice.
If you choose to stay back from a raid and watch it from a distance, you get +5
Vale Relations and don't need to worry about wounds. The game then inflicts the
mandated Army damage on the enemy listed above from all the Alliances you have
with Demi-Humans, Wizards, etc. Your own Skills don't contribute. Then the game
proceeds.
After a raid concludes, your Army takes damage based on Army Power. 70+ Power,
you lose -3 Power & Size. 50-70, -7 each. 30-50, -10 each. Less than 30, -15
each.
If you are a Necromancer, you have an Option to counter this damage a bit.
Raising dead soldiers as zombies earns you -75 Cumari Relations, -50 Citizen
Reputation, and -10 Army Morale. The gains are +20 Army Size, +30 Evil, +50
Citizen Fear. It ain't necessary, but it can be fun.
Choosing Siege instead of Raid averts the above damage to both sides. After
choosing either, you may take more casualties based on an Army Delays check.
4+, you get -3 to Size & Power from winter weather. Less than 50 Army Morale
raises this to -7 per Stat. 3 or less Delays, no damage.
Then comes the Sabotage event, which is different based on Entry Method. Here
are the the events and the responses possible in the game.
Siege Machines- A vital design book is stolen from your engineers. You need to
either recreate the book or expose the people who took it.
- A Thug with three or more Levels can instantly earn +3 Perception and find
the traitors by questioning the victims. Beating up the first traitor you
expose or threatening him (torture earns +3 Evil and also works) after this
exposes the rest- afterwards you can hang the traitors at once for +3 Morale.
Imprisoning them to await trial instead earns the same bonus to Morale and +5
Good.
- A Seer can also find the traitors by examining the lock boxes that held the
stolen books (Vision), as can a 2nd Level Ranger (tracking). No Stats are
earned by either Class for this, but it locates the traitors as above.
- a 4th Level Thief who speaks to the Guild can also find the traitors
immediately. Any other Class or lower level Thieves don't get help through this
method and will need to try something else.
- If you want to help re-create the book, you need to be a 3rd Level Sage or
have 80+ Devices. The latter method earns +2 Devices and 1 Delay. 60 Devices, 2
Delays. Less Devices, fail.
- A Dragon Rider can solve the issue in a special way for +3 Geography and 1
Delay.
- No special way to solve the problem earns 3 Delays.
Tunnel- There's flooding underground and your tunnel needs to go around it.
- An Alchemist can instantly solve the problem, earning +2 Nature with no
Delays incurred.
- The Demon Gaa'bon, an Earth Elemental Familiar, or a Giant Worm Mount can
also provide help here, earning 1 Delay and no Stat adjustment. Zon'ch and
Water Elementals are not helpful.
- A Seer Level can also solve the problem, 1 Delay.
- A 4th Level Monk can mitigate things somewhat with astral projection- earns
+2 Perception and 1 Delay.
- Passing an 80 Geography check earns +2 Geography and 1 Delay for any Class.
- No special way to solve the problem earns 3 Delays.
Ram- The tree you're using gets warped by enemy Magic.
- A Druid can fix the problem for +3 Nature. You incur 2 Delays for 1st Level
Druid, 1 for 2nd Level, none for 3rd.
- A Sage with 40 Devices can fix the problem for +3 Devices and 1 Delay. Fail
the Devices check, you must try something else.
- 70 Nature means you can find a new tree fast (+3 Nature, 1 Delay). A Hawk,
Owl, or Raven Familiar/Animal Companion provides the same benefit with no
Nature bonus.
- J can fix the problem if you have the Soulburner Knowledge from their
sidequest in Act 1, Part 2. You earn no Delays, but get +10 Evil for this. If
you tell J no at the "are you sure?" check, you get +5 Good and J Relations.
You can then try something else.
- No special way to solve the problem earns 3 Delays.
After the Sabotage event, you get an event where Selina sends an Assassin to
kill you. Your Lover is absent here. However the Orphan can help if they are on
the Weapon Master job path. If they are on the Priest job path, you also learn
that is progressing here.
The event starts with a noise in your tent.
- Roll quickly out of bed and the Orphan instantly solves the problem if
present and not a Priest. This earns you +7 Orphan Relations and they then get
their Weapon Master training from your soldiers (no actual Weapon Masters
needed, I just call this Orphan job path Weapon Master because the Orphan
carries and masters lots of weapons). Otherwise, you need 60 Agility to avoid
20 damage from the Assassin's initial strike (earns +2 Agility).
- A Spider, Mouse, or Toad Familiar provides instant warning. The Orphan now
solves the problem as above or you need to fight (see below).
- Reaching out and grabbing changes the Stat check to 60 Strength or Unarmed,
success earns +1 to both Stats. Failure incurs damage.
- Looking around changes the Stat check to 60 Perception (+2 bonus for success)
as far as avoiding damage.
After you detect the Assassin, if the Orphan isn't around, you must fight.
Using Sword or Dagger here is instant success and +2 Blades. Punching gets +2
Unarmed, Magic +2 Magic. Calling out to your Guards is also instant success.
The Sabotage event concludes when the Assassin is dead.
After the Sabotage event concludes, you have Army Micromanagement to deal with.
This is your last chance to positively modify your Army's Stats before the
final battle of the game. All Options are free to be used before moving ahead
(last Option).
- Option 1 is possible if you have 30+ Army Size. It exchanges -10 Army Size
for +10 Food.
- Option 2 provides the same bonus at the cost of 10 Army Power, if you have
more than 30 Army Power to begin with. There is an "Are you sure?" check for
this Option.
- Increasing food rations (Option 3) costs -10 Food but earns you +10 Morale.
- Option 4 exchanges -10 Army Power for +10 Morale.
- Option 5 (send home those with a bad attitude) exchanges -10 Army Size for
+10 Morale. Less than 20 Army Size, you just earn +2 Morale.
- Option 6 (sell soldiers' belongings for food) needs 30 Morale to work. It
exchanges -10 Army Morale for +10 Food.
- You need 300 Gold for the next 4 Options, and they can be picked multiple
times if your Gold holds out. Each increases your Army Morale, Food, Power, or
Size +10.
You can consult your advisers at any time during this. After Micromanagement is
finished, you get a possible -1 Army Delay reduction based on Entry Method-
Machines, you need Gnome Engineers for the bonus; Tunnel, you need Dwarf
Miners; Ram, you need Half-Orc Berserkers. After this, the game checks if you
built defenses for your camp earlier. If you didn't, Selina attacks you and you
lose -5 Size & Morale. If you have no defenses, no attack occurs.
Following this is the last check for Army Delays- you take damage here based on
Delays incurred thus far. 7-11 Delays (max), you take -5 to Size & Power. Less
than 50 Morale raises this damage to -7 Size & Power. 4-6 Delays, same damage
with alternate flavor text. Otherwise, no damage.
After that is the last check for Army Food. The game multiplies your Delays by
3 here and then adds 10- that's the Food you need to pass- 10-43 altogether. As
always, if you have less Food than you need, your Size and Morale are reduced
by the differences. If you have Food left over after this check, you can get a
Morale bonus by using it as a Heroes' Feast before the battle- this earns 10
Army Morale for 10 Food and more than 10 Food increases your Morale to max.
After this, you have a chance to heal yourself some before the final fight if
needed (earlier damage from Raid or Assassin). If you have 4 Priest, 3 Cleric,
or 1 Paladin Levels, ask the Army's High Priests for help and you get +20
Health. Otherwise, they won't help unless the Orphan is on the Priest Job Path
(the Orphan intercedes and they help you). A Level 3 Priest can also heal
themselves +20 Health here. Otherwise, you need to complete the final battle at
your current Health Level.
Now it's finally time for Ingress!
Part 6- Ingress
Each Entry method provides different events here.
Machines- You first need to protect the largest catapult in your artillery from
an enemy cavalry attack. This attack costs you -5 Army Size damage, the enemy
takes 3 damage in response. To avoid taking -20 Health damage in the attack
yourself, you need to pass a check for a Sword and 80 Blades, 80 Unarmed, 80
Magic, or 80 Archery. Success avoids damage and earns +2 to Stat used. A War
Master and a Dragon Rider have special Options to inflict 3 damage on the enemy
and incur no damage to Health or Army Size automatically. Commanding troops
works with 20+ Army Size, 40+ Power, and 50+ Morale. Fail this check, you take
-20 Health and -10 Army Size damage while a success only incurs -5 Army Size.
Next, you have a choice to lead your soldiers through a hole in the wall or
keep smashing the walls. Entering the hole moves you straight to the Courtyard
event (see below). Continuing to smash the walls does another -10 damage to
both your Army Size and the Tornassa Army before moving to that event. Less
than 20 Army Size drops this to -5 damage to both sides.
Tunnel- First scene here, you need to decide who emerges from the tunnel first,
you or your soldiers. Sending out your soldiers is most effective if you have
at least 20 Army Size and 40 Power. This does 7 damage to the enemy at the cost
of -3 Army Size. Failing the check only does 3 damage to the Tornassa Army.
If you are the first to climb out of the tunnel, you will need to dodge or
block a collapsing cobblestone to avoid Health damage. 50 Strength, 50 Agility,
or 80 Magic can be used to avoid the obstacle (success earns +2 to Stat used).
T (Theo/Thea) can also block the stone without trouble if they are with you (no
Relations check needed). Success or failure at any of these checks earns +7
Army Morale and also does 7 damage to the enemy Tornassa Army at the cost of -3
Army Size. This falls to 3 damage if you lack 20+ Army Size & 40+ Power to
begin with. A failure also gets you 20 Health damage.
After you exit the Tunnel, you will need to open Tornassa's gate from inside to
let your main force in. Here are the Options checks for this part.
- Using a Sword to fight your way to the gate needs 80 Blades to win. You do 3
damage to the Tornassa Army, earn +2 Blades, and suffer -5 Army Size. Fail the
Blades check, you also take -20 Health damage.
- Pushing forward to the gate needs 80 Strength or Unarmed. Success earns +2 to
both Stats. You take and inflict damage as above under the Sword Option.
- Using Magic needs 80 Magic to win. Succeed, +2 Magic, -5 Army Size, 3 damage
to enemy. Fail, you lose 3 Army Size and need to try something else.
- A Bow works with 80 Archery, earning +2 Archery and damage as above under
Sword or Push.
- A War Master can use a special strategic Option to charge the gate, doing 3
damage to the enemy with no losses incurred.
- Commanding soldiers to charge succeeds and does the above damage if you have
20+ Army Size, 40+ Power, 50+ Morale. Fail this, you take -10 Army Size damage
instead of -5 as you do 3 damage to the enemy.
After opening the gate, you advance further into the city and enter the
Courtyard event (see below).
Ram- First comes the gate-smashing. Taking hold of the Ram yourself here is
only of benefit if you have at least 35 Strength. Succeed for +3 Morale. 60
Strength raises this bonus to +5 Morale. 80 Strength, you get +3 Strength, +10
Morale. Failure earns -3 Morale.
Holding the Ram or not, following the choice to hold it you get an event where
the enemy attacks with flaming arrows. This does you -5 damage to Army Size.
You then need to put out the fire with one of the following methods- Using an
Alchemist Level succeeds instantly, as does a Fire or Water Elemental, or the
Demon Xi'atta. Otherwise you need 80 Magic to get +2 Magic and put out the fire
(if you need to let go of the Ram to cast this spell, you incur -3 Morale). If
the fire is not extinguished quickly, you take -5 damage to Army Size and Power
and -20 Health. 65+ Nature can mitigate this to -3, no Health loss. 2 Monk
Levels or 70 Endurance get -5 Size & Power (+2 Endurance for Endurance use) but
no Health loss. Fail all checks, you get -5 Size & Power, -20 Health. If you
lose all Health here, it's Defeat in the Final Battle (see below after Part 7).
If you survive the flaming arrow attack, the Ram breaks down the enemy gate (-3
damage to Tornassa Army). You then advance into the city Courtyard.
After all the above events conclude, your Army advances through Tornassa and
runs into a suspicous Courtyard area with deserted buildings. There is an
Improvised Explosive Device (IED) trap set by Selina here but it's not
immediately obvious.
If you spent spies to Tornassa in Act 5, they show up here and give warning.
Hold up your hand to get their report and you'll learn of the IED, then take no
damage from it since it was disarmed (+3 Morale). You can also kill the spies
for a free +2 Blades, Archery, Unarmed, or Magic if you like. You'll just never
learn about the IED they defused.
If you didn't send spies to Tornassa, you're going to take damage here. You can
reduce it with a Seer vision, the Demon Gaa'bon, a Tanuki Animal Companion, or
advancing cautiously with 60 Perception (success earns +2 Perception). Sending
in scouts does not help at first, but does allow you to find a locked door that
opens with 70 Devices (pass check to expose IED and reduce damage, earn +2
Devices). Reduced damage incurs -5 Size & Power. Fail the checks, you lose -7
Size & Power, also -20 Health.
Going around the suspicious area earns straight -7 Size & Power, but you take
no Health damage.
After the Courtyard event, you reach the base of Tornassa Castle and Selina
offers you a chance to surrender. You can do so here to automatically lose
(Defeat cutscene). Saying "Never!" starts the Act Boss Battle.
Part 7- Boss Battle
You have three targets here- Selina, her mysterious Chief Minion the Red, and
the main force of the Tornassa Army (what's left of it after your prior actions
this Act).
At the start of this event, you need to pass checks for 20 Army Morale and then
30 Army Size. Failing either means automatic unconsciousness and Defeat.
Succeed, you do damage to the Tornassa Army- base 17 + 3 each for various
Alliances (Elves, Half-Orcs, Dwarves, Norgan tribe, Wizards). Halflings add an
additional +4, extra Wizard help and Half-Orc Berserkers add +2 more each.
After this, you must pass a 30 Army Power check to stay on your feet. Fail, you
are unconscious- Defeat.
If you have 30+ Army Power, the scene progresses. You next need to have the
Tornassa Army below 20 Health to automatically advance to fighting the Red (see
below). If the enemy Army is still over 20 Health , you have a choice of
Options for targets as Selina and the Red take refuge behind Selina's soldiers.
- Try to take out Selina first if you like. Success will make fighting the Red
slightly easier later but you lose some plot information if you take Selina out
this soon. Taking her out does 15 damage to the Tornassa Army also and moves
you to Round 2 of fighting them (see below). Failure does only 5 damage to the
Tornassa Army, Selina's still conscious, and you advance to Round 2.
The Infinity Arrow and an Elemental Archer's Astral Bow auto-succeed in taking
out Selina. Otherwise you need 90 Archery or 90 Magic (success earns +2 to Stat
used).
- You can also try to kill the Red first. This will do them 35 damage before
you fight and inflict 5 damage on the Tornassa Army. Fail, you still inflict 5
damage on the Tornassa Army, but none on the Red. The Infinity Arrow is instant
success. 90 Archery or 90 Magic succeeds as above.
- You can also just attack the enemy soldiers if you want. Elemental Archers
have a special Option to do 15 damage to the Tornassa Army here. A Bow does 10
damage with 90 Archery (earns +2 Archery also), 7 damage with 60, 5 with less.
Magic does 12 damage with 90 Magic (+2 Magic), 7 with 60, 5 with less.
Swords-wise, a Blademaster can do 12 damage. Other Classes, 90 Blades earns +2
Blades and does 10 damage, 60 does 7 damage, less does 5 damage and you take
-20 Health. Daggers don't help here.
Using the Belt of Speed here if you have it does 15 damage to the Tornassa Army
and may get you a free Sword.
Unarmed attacks do 8 damage at 90 Unarmed, earning +2 Unarmed. Less than 90
Unarmed does only 4 damage to the enemy and you take -20 Health.
An Alchemist has a special Option to do 12 damage with smoke bombs.
Demons can be used also. Xi'atta or Zon'ch does 5 damage to the enemy. Brahl
does 15 (70 Willpower needed). Other Demons (Gaa'bon or Daan'da) do no damage
to the enemy and waste your turn.
- "Support your troops" is a special series of Options to help your troops
fight here instead of fighting yourself. This is similar to supporting the
soldiers during a raid. A War Master has a special Option to do 15 damage with
special tactics. A Priest can bless the soldiers- 5 damage to enemy at Level 1,
7 at 2, 10 at 3, 12 at 4. A Bard can inspire the troops for the same damage at
various levels.
The Alchemy Option mentioned above under attacking the enemy soldiers can also
be used to support your troops, as can the Demon Summoning Options. A
Necromancer has a special Option to do 12 damage by raising zombies, this also
earns +5 Army Size. If you didn't already raise zombies before now, you also
get +20 Evil, +50 Citizen Fear, and -50 Citizen Reputation.
Shouting encouragement does damage to the enemy based on Charm. 90 Charm does
10 damage and earns +2 Charm. Otherwise you just do 5 damage.
On Round 2 here, the game again checks if the Tornassa Army is under 20 Health
yet. Yes, you proceed to fighting the Red. No, you need to do some more damage.
You can send in certain Familiars or Animal Companions here to fight- it does
damage but gets them injured. Fire, Air, or Earth Elementals do 5 damage, Water
Elementals 3. Wolf or Firedrake also do 5 damage, Shade or various birds (Hawk,
Owl, Raven) do 3. Griffin, Owlbear, or Bear do 10. Keeping your Companion back
does no damage but keeps them safe. You advance to Round 3 after either
decision. No Familiar, you advance to Round 3 with no decision to make. There
are no other special ways to damage the enemy Army this round.
On Round 3, if the Tornassa Army is still over 20 Health, you lose 10 Army Size
& Power. If this drops you to below 30 either Stat, you earn Defeat. Pass the
check, the enemy takes 10 damage and you keep fighting. The game checks again
if the enemy Army is below 20 Health. Yes, they're beaten and you move on to
fighting the Red (see below). No, you're on Round 4.
Round 4, you are in trouble and need to avoid damage from two enemy arrows. The
Magic Shield can block the arrows. The Tornassa Army then incurs 10 damage.
Adventuring Companions (T, P, G, K, J, B) can also take the hits for you if you
have 90+ Relations, putting them out of the fight (this earns +2 Relations with
the blocking Companion). The enemy Army takes the above damage afterwards.
Failure earns you 20 Health damage.
After Round 4, you again incur -10 damage to Army Size & Power. You still have
30 or more of both Stats, you advance to fight the Red. Otherwise, it's Defeat.
Fighting the Red is the decisive event of the game. Yeah, Selina's been an
established enemy longer, but the Red is the one who takes more than one hit to
kill. Their survival also determines your ending more than Selina's or the
enemy Army's. And their identity is revealed here too. I said I'd spoil it,
but... I'm going to encourage you to play the game yourself here instead. The
big twist here is part of what made this game so memorable for me and many
players. I'll give hints below as to exactly who the Red is, and I fully reveal
things in the playthrus section, but I still encourage you to play the game for
full effect.
Anyway, when the Red first attacks you, they charge and try to strike at close
range. There are three Options-
- Screaming "It's me!" may distract the Red. If you have 75 Relations with them
(from pre-existing meetings in Lost Heir 1, play that game to achieve this,
your actual Relations Level is hidden at this time and needs to be remembered),
doing this Option lets the enemy suffer a hit from a soldier on your side (35
damage on Red). Otherwise, no distraction, you take 20 Health damage.
- Ducking the Red's attack succeeds with 50+ Agility, earning +2 Agility.
Otherwise you're damaged for 20 Health.
- Attacking moves you straight to Round 2, enemy blow automatically blocked.
On Round 2 against the Red, you need to hit them to avoid taking damage. A
Sword or Dagger & 85 Blades, 85 Unarmed (grab), or 85 Magic all earn +2 to Stat
used upon success and inflict 35 damage on the Red. Failure means -20 Health
for you. Archery is not an Option. Victory or Defeat can be achieved here- note
that if you defeat the Red here, you miss having to deal with their later
attacks including the Limit Break (see below). If Selina is still standing,
though, you still need to deal with her (see below).
A 2nd Level Priest, Good or Evil, or a Paladin can also use their God's Power
on the Red here to get a free hit on them (35 damage).
Asking the Red what's going on is an Option too, one you may want to try if you
were at all close to them in the first game or curious about the plot
development of them being your enemy here. Invoking this Option here gives you
+5 Relations with the Red and prompts Selina to explain things if she's still
conscious. You can then choose to continue the battle or surrender and not
fight (Defeat). Selina already down, you automatically continue the battle with
no explanation for the Red changing sides but still get the Relations bonus.
Continuing the battle moves you to Round 3.
First, though, if you talk to the Red as above, the game tests you for 55 Red
Relations or 85 Charm. Success means the Red fights their mind control and
takes 35 damage as a result. They collapse, you just have Selina left as a
threat. If she's already gone, victory. Failure, you advance with no damage on
the Red.
Outside that, if the fight continues to Round 3 you have a choice to attack the
Red or Selina (if she's still up). Now you can hit Selina and make the future
fight against the Red easier without worrying about first-time player plot
confusion. It earns you -20 Health damage from the Red hitting you
automatically, but may be helpful (and satisfying). A Sword is a free hit and
takes down Selina, a shoulder slam needs 30 Strength (+2 Strength, fail and she
dodges), a stone spike spell needs 40 Magic (+2 Magic, fail and she dodges).
Succeed in taking out Selina here (only takes one hit on her), the Red is
distracted and you can get a free 35 damage hit on them next round with 40
Blades (Sword or Dagger), 40 Magic, or 40 Unarmed (jump on their back). Fail to
hit Selina or keep your attention on the Red, this opportune attack Option does
not occur. You move straight to Round 4. Same thing if Selina is already beaten
here and the Red still stands. Fail the check, no damage to the Red and you
move on.
On Round 4, if the Red is still up, you can call your soldiers to help you. 50
Citizen Reputation is needed to pass the check to get help from two soldiers.
Selina also needs to be down- otherwise she intercepts and kills the soldiers
before they can help you. No Selina, the Red takes 35 damage from the soldiers'
attacks before killing them. If the Red's still up after this, Round 5. It is
also possible to wave your soldiers back and fight the Red honorably one on
one- this earns +10 Citizen Reputation and Good, then it's Round 5.
Round 5 is when the fight gets serious. The Red uses a Limit Break to attack
you. Evading this requires different Stats depending on the Red's Character
Class.
- If it's the Red Warrior you're facing, they try a bear hug. You need 50
Strength and 50 Endurance to break free- success earns +2 to both Stats, fail
incurs you 20 Health damage. The Jekyll Potion provides free success here if
you were exposed to it in Act 1, Part 4 during G's sidequest. An Infected
Vampire can also get out of the hold in a special way. Playing dead earns you
damage and moves you to defeat or Round 6 (if still alive).
- The Red Priest or Priestess intones a powerful curse as their Limit Break.
You need 50 Endurance and 50 Religion to resist damage- success earns +2 to
both Stats and avoids damage as above under Red Warrior. A Holy Symbol can also
help you here- Unknown worship means instant success whereas invoking Good or
Evil needs 55 of the corresponding Morality. Fail, you lose the Symbol and all
corresponding Priest & Cleric Levels. Success earns +2 Religion & Endurance,
also +5 Good or Evil. You just get +2 Religion for invoking the Unknown.
- The Red Archer will shoot several arrows at you. You need 50 Perception &
Agility to dodge, earning +2 to both Stats as above. The Belt of Speed earns
instant success with no Stat bonuses. You can also use the Magic Shield to
block the arrows. Running into the crowd means no Health damage, but you lose
-5 Citizen Reputation.
- The Red Wizard blasts a pulse wave at you. 50 Arcana & Perception is needed
to dodge. You can also escape with the Magic Shield or Belt of Speed. Running
into the crowd works as above.
- The Red Assassin's attack is the most unique. You can feint either direction
to avoid it, this doesn't matter. 50 Charm and Agility, you dodge and earn Stat
bonuses. Fail this check and you take damage.
On Round 6, the Red starts at a disadvantage after their Limit Break leaves
their guard open. They may have also dropped their weapons. You can get a free
hit on them here with Blades, Unarmed, Magic, or Archery (finally!), doing 35
damage. They're still up, Round 7 begins and it really gets tough. It is also
an Option to say "I won't fight you" a la Return of the Jedi Luke vs. Vader-
this earns you +15 Red Relations and no damage. Round 7 still begins, though.
On Round 7, either the Red or Selina slashes you with a poison blade. There are
several ways to avoid damage. Alchemists have an antidote they can use. Druid
or Monk, you need 3 Levels to use the immunity Option successfully. Less
Levels, using the Option is a fail. Healing Magic succeeds with 3 Priest Levels
or 90 Magic (+2 Magic for success). Gritting your teeth succeeds with 60
Endurance (+2 Endurance). A failure incurs -20 damage- then it's either Defeat
or Round 8. Note that a fail here may kill you instantly regardless of previous
Health.
Round 8, you have to struggle as Selina and/or the Red keep attacking you.
Success against either needs the Red already at 35 Health or below to be
possible. Then you need to use 70 Unarmed (turn the enemy blade aside), 70
Magic, or 70 Blades. Succeed, +3 to Stat used, Victory. Fail, go to the Last
Chance Round below. If the Red had more than 35 Health, success does them 35
damage but you still move to the Last Chance Round.
On the Last Chance Round, you are out of Options to resist other than giving in
or trying to beg for mercy. Any Option here prompts an 85 Relations test with
the Red. Succeed, they kill themselves and Selina instead of you. Fail, they
hit you or let Selina hit you- Defeat.
It is possible to kill the Red before knocking out Selina or getting the Red to
unleash the Limit Break attack that makes them vulnerable. If that happens, you
still need to take Selina out last. Any Option- Sword / Dagger (Blades), punch
(Unarmed), Magic, or push (Strength)- here is instant success and +2 to Stat
used. She dies, Victory.
Victory earns you +10 Citizen Reputation and wins the game. Defeat destroys
your Army (Size, Power, Morale all fall to 0). Each ending puts you in a unique
series of false choice cutscenes that set up plot for the next game. The
difference? In Victory, you get the "A Kingdom Reunited" Achievement and lose
an Adventuring Companion (the person who turned into the Red) but win the game.
Defeat, you get the "A Friend in Need" Achievement as the Red comes back to
your side and helps you survive. They live, but you lose the game. Vale and
Cumari die in exchange for getting the Red back.
Either way, Selina and Duke Bandar die. Zusak also gets back his K'Girr Demon
Stone and becomes very powerful. He then decimates your Army with a Demon Army
he Summons, starting the next game's titular Demon War. A Demon named Bozar
prevents you from hurting Zusak here by creating a Plot Shield. The game
concludes with you retreating and determined to fight back in Lost Heir 3,
somehow, some way.
I hope you enjoyed this game. Please send feedback on my FAQ if so inclined
(see Afterword or Foreword for email). Some additional specific help is in the
below sections.
Game Achievements- Here are the Game Achievements and how to get each one.
Friends in All Places: You have allied with all five demi-human races. (100
points) To get this, you need to ally with the elves, gnomes, dwarves,
half-orcs, and halflings successfully. Check Act 5 for specifics as to how to
get each demi-human race on your side.
Sweet Ride: You have found a legendary mount. (100 points) Get an Epic Mount.
Either the Giant Forest Worm, Dire Crocodile (available to Druids or Rangers in
Act 5 and 6), Dreadhorse (Act 6, available to any character who can obtain and
use the Book of the Dead), Celestial Warhorse, Hellbeast, or Dragon (attain the
Prestige Class Paladin, Dark Knight, or Dragon Rider in Act 8).
Know Thine Enemy: You have become a Demon Summoner with ironclad willpower.
(100 points) Import a Demon-Summoning character with 50 Willpower from Lost
Heir 1. Become a Demon Summoner in Act 8 and gain 70 Willpower along with the
new Demon Gaa'bon.
Top of the Class: You have become a master in your class. (100 points) Get to
the top level of a base class from Lost Heir 1- either four levels in Priest,
Guard, Thief, Thug, Bard, Monk, or Assassin or three in Cleric, Druid, Ranger,
Sage, or Wizard. You'll start with one or two Levels, get the second or third
Level in Act 1, and the final Level in Act 8. Knights can also attain this
achievement by getting two Levels of Knight- one in Act 2 and another in Act 8.
Squires don't count, as that Class stops gaining Levels after Level 3.
Prestigious Position: You have learned a prestige class. (100 points) Become an
Arcane Tattooist, Alchemist, Seer, Blademaster, Paladin, Dark Knight, War
Master, Elemental Archer, Dragon Rider, or Necromancer in Act 8. See the
walkthru or Class Listing for specifics on what stats are needed for each Class.
A Life of Regret: You have learned of your foster parent's great regret. (100
points) See Act 8. Visit Elmvale and the place where your foster parent raised
you, then collect their letter. The side quest detailed therein will play out
further in Lost Heir 3.
A Kingdom Reunited: You have reunited Daria. (100 points) Win the Siege of
Tornassa. See Act 9 for specifics on how to do this. Having a strong Army built
up in Act 5 and maintained during Acts 6-8 helps, as does high Skills in
various areas and a high Relationship with the character from Lost Heir 1 who
becomes the Red. Make sure you defeat the Red when you fight them, not vice
versa.
A Friend in Need: You have saved a friend from a terrible fate. (100 points)
This is the opposite Achievement of the above. Lose the Siege of Tornassa.
Surrender to Selina, let your Army be destroyed in Act 9, or be defeated by the
Red in combat. Why would you want to do this? Well, read the walkthru. I
spoiled it there. Or play the game.
Romance Summary
Here I will list the game characters you can Romance and how to achieve this.
First, we have five Romances you can carry over from Lost Heir 1- Peter/Petra,
the highly moral Cleric; Gill/Gale, the playful Thief, Karl/Karla, the shy
Archer; Theo/Thea the tough hard-drinking Fighter; and Jace/Jess, the dark
broody Soulburner Wizard. Any of these characters can still be Romanced in Lost
Heir 2, it's as easy as starting it with your newly created or imported from
Lost Heir 1 character and then choosing to keep the Romance going as you
progress. Don't break up with the character, name them your Royal Consort, and
be sure to please and make love, not war, with them when the occasion arises
(one of the first three responses for the scenario, the fourth is a possible
breakup). You can't start a new Romance with these characters in this game, so
refer to my guide for Lost Heir 1 if you want to do the initial challenging
courtship.
The only new Romance is your new party member, Guard Captain Bran/Brinn (B).
This character is a noble, a loyal subject of the Crown, and a brilliant mind
in both political and military matters. Your advisers are highly in favor of
them as your Royal Consort, although it is also possible to reject the idea if
you prefer. To Romance B, you will want as high Relationship with them as
possible (70+ at the time of the love-scene). See the walkthru for specific
pitfalls to avoid and opportunities to gain Relationship points. It is
relatively easy to gain the Romance if you keep it political at first, then let
attraction develop naturally between you and B through time spent while
avoiding making them upset. To do the latter, act like a Good person and a just
ruler, someone they'd be proud to both serve and wed.
If the Romance continues throughout this game and is consummated sexually, you
should have a child in the process of birth by Act 9. This child will become
your Heir in Lost Heir 3. There will also be a chance to actually marry your
Royal Consort in that game. :) If you adopted the Orphan in Lost Heir 2, they
will also still be around and become the best big sibling ever to your natural
child. To see what I mean, check out Lost Heir 3.
Playthrus-
In this section I will cover how to do various things in the game specifically.</pre><pre id="faqspan-7">
I don't have the time or energy to cover everything that is possible to do,
though, so you will need to try out the game yourself for anything not covered.
Many suggestions appear above. Note that I am a bit more open on spoilers in
the character playthrus than I was in the walkthru. All these characters will
continue their playthrus in my FAQs for Lost Heir 3.
Character# 1. Renata, Neutral Princess. Monk & Druid.
Companions- Sister Geri, Gale, Karla, Theo, Jess, Bran.
Romance- Theo.
Mount- Healthy Riding Horse, then Worm.
Ending- Defeat. A Friend in Need.
High Stats- Magic, Unarmed, Charm, Nature, Religion. Perception, Agility &
Strength are secondary priorities.
Play Summary- For those that don't already know, Renata is a Slavic name which
means "Rebirth". She is attempting to revive the Kingdom of Daria and seek
vengeance for the deaths of her parents. She starts as a Monk, then becomes a
Druid, and continues developing both talents. Theo is her Romance. Her passions
are magic, balancing her emotions, and martial arts. In this game, Renata gets
her throne back and defeats Selina, but then loses the Battle of Tornassa when
she learns winning would cost her a friend.
Starting Stats- Renata the Druid.
Health: 75%
Specialized Training: Monk Levels: 1,Druid Levels: 1
MORALITY: Good: 71% Evil: 29%
ABILITIES:
Agility: 38%
Charm: 82%
Endurance: 23%
Perception: 64%
Strength: 46%
Willpower: 23%
SKILLS:
Archery: 3%
Devices: 9%
Magic: 83%
Blades: 3%
Stealth: 6%
Unarmed: 93%
KNOWLEDGE:
Arcana: 63%
Geography: 23%
History: 33%
Nature: 76%
Religion: 59%
RELATIONSHIPS:
Theo: 100%
Gale: 100%
Karla: 96%
Jess: 55%
INVENTORY
Your mount, a healthy riding horse named Checkers.
- a pouch on your belt containing 414 Gold
- a spellbook
- a sword on your belt
A backpack containing:
- a black runebag with 3 glowing stones and 1 unglowing stone in it
- a water skin
- flint and steel
- a sleeping roll
You are wearing:
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
- your family signet ring, on a chain, around your neck (+3 to All)
Act 1- Renata starts off in the Norgan Mountains with Theo. She unlocked his
sidequest last game. I can pass any of the three checks to escape the
avalanche, but I need to be mindful of my physical Attributes most, so I pick
Ride Away Fast for the Agility bonus (Agility 41).
For my 3rd Class Level, I choose to further increase my Druid Powers. The Monk
Ki Strike at the Eye of Heaven is tempting, but Druid will be more helpful in
the long run because in Lost Heir 3 you need 4 or even 5 Monk Levels to use the
Ki Strike against tough obstacles. So I am now a 1st Level Monk / 2nd Level
Druid and tundra explorer- Endurance 38, Magic 93, Blades 8, Geography 33,
Nature 86. I also pick up Snowy, my Owl Familiar.
Theo's sidequest ahoy! I let Theo confront his foe- only proper- then play the
coach and call out an opening in enemy defenses. Theo wins, Perception 67!
Renata doesn't like to leave enemies behind her, so we kill the enemy (Evil
34). Theo is Chief now thanks to us (T Relations above Max). Theo and Renata
have kept up their relationship together while in the Norgan, it's been a fun
time. But now we need to go back to Daria and rescue our friends in Selina's
jail.
Act 2- We visit Dobbton. Renata skips shopping, then responds to the
disturbance at the local bar. She asks about Demon Summoning (Perception 69),
then sides with Bill- you reap what your mistakes sow, Sherman! Sherman tries
to Summon a Demon, Renata objects, this looks bad (Good 69). We offer to help
cut the wood with Sherman instead, good exercise (Good 73, Strength 48, Gold
449). We leave Dobbton very concerned about Demon Summoning's effect on the
land and its people. We need to take back over the government and stop this.
Act 3- We meet Karla at the Siren and discuss the planned jailbreak to rescue
our captured friends Gale and Jess. Karla hopes they're not being tortured, we
remind her we had no choice but to delay rescue (K Relations 99). Renata
exercises her Charm to research the jail- she makes friends with the guards in
the bar and chats with them. She gets some info from the guards and more from a
local pimp- the Charm bonus here is worth getting even if you don't sneak into
the jail as a prostitute (Charm 86, Gold 439). Renata then discards the
subterfuge idea and goes to the jail door normally. Our enhanced Perception
allows us to find the hidden key (Perception 71).
Entering the jail, we find and attack Bunta. Renata reacts like a Monk, trying
to punch while staying back. We hit Bunta once (Unarmed 95, Bunta half Health
left). We try to hit him again, but he blocks us. Theo, help! Theo takes out
Bunta. We get the Cape of Shadows (Stealth 26) and adopt the Orphan we just
rescued (Good 78).
Searching the jail, we meet another new friend- Bran- and rescue Gale. Jess is
missing.
Act 4- Bran wants to help us take back our Throne. We flash our Signet Ring at
him and agree this is a good idea (Charm 88, B Relations 65). We adopt the
Orphan- named Annie for homage- and spend a day settling into our suite, then
start politicking. Renata visits Tovor first and is disappointed he can't teach
her Magic. We discuss war spending, promising to cut it seems an easy win here.
We also look at the books but don't need to examine them further (spending 0
days), Tovor's a lock already. (Nature 87, Arcana 66, Tovor Relations 77)
General Vale is a bit harder to crack. We agree with him we may need to fight,
then confess we may have to cut war spending. Minimal points earned for
honesty. We have to make up the difference in troop inspection time. At least
Vale likes our Unarmed Stat. We spend 4 days on troop inspections- don't need
more and still other people to address. (Strength 51, Vale Relations 72)
9 days left, traveling to Cumari only costs us 4 due to our good Horse. We meet
Cumari. We decline to cooperate with his agenda- Renata wasn't born yesterday.
Regarding the Staff, we check it out and find we can remove it from the cursed
pedestal via high Agility- thanks Monk training! Cumari is happy, so we head
back to Brightwater. (Devices 12, Agility 44, Cumari Relations 80)
We spend the last 5 days addressing the other Lords and Ladies. Renata
exercises her Perception to find the opposition, then threatens them a little-
nothing physical yet even though we could totally rough them up some, that
ain't necessary, just show of force. (Perception 73, Charm 91, Evil 27) We
spend the last two days visiting lords and ladies just to get out the vote.
The Grand Council arrives and Weslo challenges us. We remind the public they
have a murderess in charge at the moment and then we win unanimous. (Vale
Relations 74, Tovor 79, Cumari 82, Perception 75, Charm 94) The Circlet of
Daria is ours!
Act 5- Renata starts things off with her inagural address. She promises to
serve faithfully and is believed (Charm 97, Citizen Rep 75). Next we speak to
Bran, who is glad we only killed Bunta in the prison break. Renata allows the
deserters to go, she's not a bad ruler (Army Morale 40, Citizen Rep 80). Renata
then confirms she has Vale's respect, and as promised cuts the war spending.
She hopes things will still work out well. (Army Power 28, Morale 33, Size 25,
Food 45, Tovor Relations 84, Citizen Rep 100+ max) Cumari helps out with his
plan to recruit Demi-Human Allies. Renata grabs a Rope from the quartermaster,
then starts gathering allies.
Renata starts off with the Halflings. She visits them with Bran (lowest
Relations, B now 68). We talk to the Halflings and agree to help with the
undead problem. Immediately, we get doubts about the problem actually being a
Ghost. We examine Lomi's home carefully, then enter. (History 35, Arcana 68,
Perception 77) We confront Lomi, yell at him to reveal himself, then listen to
his story. He gives us Auriel's Grief, but we say no, can't help you, sorry. He
flees with our stolen Gold (Gold 389). Later we use the Artifact on ourselves
to become stronger (Strength 54, Agility 49). We leave with a Halfling Alliance
in place. (Army Size 32, Power 35)
Between quests, we send Orphan Annie to the Academy of Wizards. That worked for
at least one famous Orphan! (Harry Potter, if you didn't know. Orphan Relations
60 for now.)
Next up, the Dwarves. I'm taking Theo with me for this. We meet the Dwarf King
and agree to help with the Giant problem. We get some Dwarf help, then try to
negotiate with the Giant and catch him off guard (Charm Max). He refuses to
leave, so we say 'time to die' and hit him with lightning (Magic 95). Bye
Kratog! We spend time listening to Dwarf songs (History 40), then cement our
Dwarf Alliance with max help due to the Circlet of Daria (Army Size & Power 42).
Back in Brighwater, our advisers express displeasure about our dating Theo and
suggest Bran. Renata loves Theo, so she asks him about it and he wants to stay
with us. We tell the advisers he's staying and that's that. (Tovor Relations
86, Vale 76, Cumari 84, Army Morale 36)
Next, we visit the Elves alongside Karla (K Relations Max). After the
navigation problem, we climb a tree (no Stat bonus, Cloak of Spiders) and find
which way is south. Advancing in that direction, we encounter the Forest Worm!
Renata immediately uses her Druid Power to soothe the Worm and then rides it
(Perception 79, Nature 89, new Mount named Tremor- Sweet Ride Achieved!).
We meet Naistalan. He agrees to help us. Elf Alliance brings us to Army Power
47, Size 49, Morale 41. Naistalan tells us about Auriel's Grief- we think we
might have it but aren't sure we should give it to him, so we say "I hope you
find it." We spend time with Elf Elders (History 45, Geography 38), then head
back to Brightwater and sell our old Horse (Gold 539).
Back in Brighwater, we have a Monk sidequest. We are lucky due to our Good
deeds- we find Gold in a fallen bird nest and get more during a meeting with
Tovor (Gold 580). We look up info regarding this at the local library, then
analyze our day so far (Perception check, pass, no bonus). Renata focuses the
Harmonic Wave into her inner being and gains Stats. (Good-Evil 50-50, Agility
56, Endurance 45, Strength 61)
We now hear Duke Uddo is dead, killed by Selina so she can seize his power. We
need more Army Power! Off to see the Gnomes with Bran! (B Relations 71)
Sneaky Man following us? Speak to him! What's up, you? Oh phew, he's our Gnome
contact. Renata follows him to see the Gnomes, examining their security en
route (Perception 81). Snarflan wants to help us, but is unsure, we beg with
our max Charm and he confesses there's a problem with a local banking family.
We agree to help and use Nature to burn down the troublesome building (Nature
91). Full Gnome Alliance Achieved! Good, because back in Brightwater, our Army
is struggling with the decreased budget. (Army Power 49, Size 51, Morale 31,
Food 40)
We next seek to ally with the Half-Orcs. Bran is again our companion (B
Relations 74). Renata and Bran are confronted by Half-Orcs. Renata Percieves
that letting them tie her up is bad (Perception 83), so she resists that
passively and then goes to meet the Half-Orc Leader.
We tell Gurstwin of our need for an Alliance and agree to let her people join
us if they follow the law. Then there's a problem- the Half-Orcs expect us to
kill their prisoners in return for the Alliance. Renata talks Gurstwin into
letting the prisoners go free instead. Full Half-Orc Alliance achieved! (Army
Size 61, Power 59)
Back in Brighwater, what am I forgetting? Oh yes, the spies. Keep them here,
General. Probably too late to send them elsewhere. (B Relations 76) We then
relax a bit, until we learn Theo is drunk and passed out in Gale's bed! What
the heck? Ok, Gale, we'll move him to our room. (Relations still Max with both,
Theo is our lover, Gale is also our good friend.) Theo Relations are high, so
no trouble here.
Allies start to gather in Brightwater. We see Naistalan and consider telling
him about Auriel's Grief, then do so. We get a monetary reward of 120 Gold
after giving it back to him. Too bad we can't use it again. (Gold 700) Our
allies mingle and we take a Morale hit for Half-Orcs, then get some extra Size
& Power bonuses from Theo's tribe joining us. (Army Size 75, Power 78, Morale
26, Friends in All Places Achieved.) We get more Size and Power from suggesting
to Cumari that Wizards help out too.
Army looks Strong but Morale is suffering. Renata tries to help out by healing
training injuries. Nature helps here. (Army Power 78, Morale 31, Nature 96)
Morale still could be higher, but we'll work on that. Theo wants to relax, so
we go with him to the docks and have a tavern brawl. (Unarmed Max, who was dumb
enough to mess with a big Barbarian and a skilled Monk?) Afterwards we get some
loving from Theo.
Winter wears on. Suddenly there is an event- our Food storage is under attack!
Phew, our spies caught on soon enough, not much destroyed. Renata has soldiers
put out the fire. The Red Wizard is a worrisome new enemy. Renata wipes out the
Red Wizard's strike force with Magic (Magic now 98) as she escapes. Fire out
(35 Food left), Gold gained along with a Package of Poison we'll never use (no
spies in Ludd, low Stealth). We get paid and leave Brightwater (Gold 1050).
Act 6- We start our march with a Delay to gather Food in case we need surplus.
Morale improves as we start out (Morale 38, Food 55). Trouble arises as we burn
trees at night for fire and Elves disapprove. We use Nature to help out here
(Nature 99, Morale 43). Later we settle a dispute between Dwarves and Half-Orcs
via our Charm, then we correct the cooks on how much Halfings should eat after
considering it, then we inspect the Gnome Camp and have them reveal their
Illusion Magic to the Army. (History 47, Morale 53, Magic Max 100+)
Our Food goes down some at the first stop (Food 40), Vale wants to appropriate
more. No, Vale, that won't be necessary, my Citizen Rep takes precedence (Tovor
Relations 91). We stop in Opal Cove and recruit the Weapon Masters for free via
our alliance with Suno earned in LH1 (Army Size 78, Power 93).
Next we encounter the Beggar with the Book of the Dead. Renata recognizes his
sign (Religion 61), so we give him some food and then talk to him in private.
He wants to sell the Book of the Dead, we arrest him in response. (Good 60,
Cumari Relations 89, not playing Evil so the Book is best destroyed, Religion
66)
Following this event, river crossing! Druid Power alters the landscape and we
advance. (Nature Max, Morale 58) In Dobbton, we accept Sherman's Food Donation
and don't recruit refugees (Food 50). Onwards!
In the Swamp, we learn of Sophie the Arcane Tattooist and go to visit her. Theo
is attacked by a Crocodile! Renata percieves the beast's location underwater
and does some wrestling to defeat it (Perception 85, Strength 64). Meeting
Sophie, we get a Strength Face Tattoo- the idea of a Monk Druid Queen with that
Tattoo amuses me and the bonus is nice too. We could give it to our friends and
the Army also, but our Army Power is high already and our Relations are max
with all but Bran. No need to drop the bonus. People are a little unnerved by
Renata's new Mystic Tattoo. (Strength 71, Citizen Fear 15)
Act 7- Now we're in Ludd fighting Duke Eddan. We lose some Food from our march
and are hit badly by Eddan's unexpected ambush. We build up our defenses and
gather food (Army Power 93, Food 45, Size 71, Morale 51, Delays 3). Let's start
fighting Duke Eddan with a raid!
Our calvary charges! Renata hangs back, safe in the middle, and launches Magic
fire bolts to help out. The enemy charges, and our hungry Worm breaks the line.
Feed, Tremor! We burst into Ludd and find chaos. Renata keeps her troops under
control, killing only enemy soldiers (Good 65. Max Citizen Rep maintained). The
raid is a success (Ludd Army 70 Health left, Army Size 66, Power 88, Morale
59). Renata now feels confident about a parley with Duke Eddan.
We send word for parley. Eddan is hesitant, but we invite him to our camp. Upon
his arrival, Renata is getting testy thanks to her new Tattoo. Eddan's smugness
pisses her off, so we have our Army kill him! Take that, jerk! (Evil 55, Army
Morale 64, Citizen Fear 30) Anyone else want to negotiate? No? Ok, Ludd, time
for a full-out assault!
Cautious approach preserves our Army Size & Power when the enemy attacks (Size
61, Power 83, Ludd Army 65/100). We enter Ludd safely riding Tremor, then storm
the Keep with Karla and Cumari at our side. Renata helps batter down the Keep
Door (Strength 74) and confronts the enemy Commander. We kill him with a
chokehold (Health down to 75, but Act over, never mind that, role-playing). The
Battle of Ludd is won!
Act 8- Renata improves her Army some after taking Ludd. Only the fit can join
us as far as civilians (Army Size 71, Power 93). We also consider recruiting
our POWs, but Renata is worried about traitors and 71 Army Size is pretty good,
so we execute the POWs instead (Evil 75, Morale 74, Citizen Fear 45). Our
social rep is mitigated somewhat by restricted celebration on Victory Night
(Morale 84, Good 30). We get some extra Food from Ludd (Food 55), but not much
due to Selina's machinations. Tovor alerts us to the Dragon Duke Eddan found,
but we can't interpret the map to its lair due to low Geography & History. Oh
well.
We improve ourselves during winter with another Monk Level. Renata wants more
Strength and other Attributes. (Now 2nd Level Monk/2nd Level Druid, Endurance
52, Strength 79, Agility 66, Religion 71). A local merchant offers to sell the
Army horses because of our Circlet of Daria. We max our Army Power with
improved Calvary after offering promissory notes. Annie also sends a letter
from the Academy, she's doing fine (Annie Relations back to 80).
Renata is pregnant. It's a boy! The Army is enthused by the news (Morale 89).
We set out on the road once again. In Elmvale, we visit Karla's family and then
the Temple where Sister Geri raised us. "A Life of Regret" is Achieved when we
get Sister Geri's letter and Gold Ring. We also meet Master Jett on the
outskirts and get more Food from him (Army Food 70, Gold 850).
Leaving Elmvale, Karla has a small problem with the Army Cooks. We speak to the
Cooks on her behalf (no Stat changes, K Relations and Charm Max). Onwards to
Tornassa!
Act 9- Tornassa stands tall, but our Ram will break down the gates! We settle
in and consume Food, build up our defenses, gather Food, and build siege towers
(Army Power Max, Food 45, Delays 6). After that, we raid Tornassa!
Renata leads the way! (Morale 99, Vale Relations 71) Renata joins her
infantry's charge as the archers attack (Tornassa Army down to 67/100 Health).
We dismount Tremor and climb the city wall- once atop it we are attacked
(Health 80/100), then activate our Belt of Speed and fight enthusiastically.
Raid success! (Tornassa Army 57/100, our Army Size down to 65 after casualties
and Delays but Power & Morale still max.)
Delays hurt us a little but we're still strong. Enemy Magic bends the Ram, but
we are a Druid and we coax it straight again (Delays 7). We also get attacked
by an enemy Assassin, but spot him early and grab him with our Strength
(Strength 80), then punch him unconscious.
Army Micromanagement- We have Food 45. Power is Max, so we can do double-shifts
to get more Food. This makes Food 55, Power is still Max with surplus from
siege towers. We drop our Size to 55 sending home weaker soldiers and get 10
more Food (now 65). Renata thinks that's probably fine, so we move ahead. Final
Army Delays 6 after Half-Orc Berserkers help finish the Ram ahead of schedule,
after Final Army Food used we have 37 left and Morale stays Max with a Heroes'
Feast before our final attack. (Final Food 27 left) No way to improve our
Health before the battle, so it stays 80/100.
The final attack on Tornassa begins! Renata takes a Ram handle and bangs the
gate (Strength 83). Morale falters a bit as the enemy shoots flaming arrows and
Renata has to let go the Ram to put out the fire with Magic. But we stay strong
and burst into Tornassa, hitting the enemy hard. We spot a suspicious area and
continue forward cautiously, taking a little more damage from an IED we
Percieve just before it hits. (Tornassa Army 54/100 Health, Army Size 45, Power
& Morale still Max, Perception 87)
You want me to surrender, Selina? Never! Let's fight! We hit the enemy Army for
40 damage on the first round thanks to our many Alliances and they fall at once
(14 Tornassa Army Health left, our Army Size drops to 30). Now it's time for
Renata to fight the Red Wizard... augh, it's our mind-controlled friend Jess!
She's attacking! We duck and roll (Agility 68), dodging the first blow. Why are
you doing this? We were friends! Selina laughs and explains as Jess struggles
with the mind control (J Relations 60, Jess falls to Health 65/100). We growl
and attack Selina with a Stone Spike spell, taking her out. We get hit by Jess
as we do this, but then we hit her back with a choke hold (Jess Health 30 left,
our Health 60). Soldiers offer to help, we wave them back, we can finish this
honorably (Good 40).
The Red Wizard Jess activates her Limit Break! We dodge the attack (Perception
89, Arcana 73). We tell the exhausted Jess we won't kill her (J Relations 75).
She can't overcome the mind control and attacks us with Selina's poisoned
sword! Renata depends on her Druid ability to resist poison but it is too weak.
Oh no, we're unconscious! The Battle of Tornassa is lost!
Army destroyed! We wake up at 10 Health, captured by the recovered Selina.
Spoilers for Defeat Event- Selina shackles us to inhibit our resistance. Zusak
takes back the K'Girr Demon Stone via Necromancy, killing Duke Bandar in the
process. He then storms off to wreak havoc with a Demon Lord and Demon Army at
his command. We can't beat him due to the Demon Bozar's Plot Shield (and our
shackles). Selina now prepares to turn Renata into her next Red Minion, but
Jess breaks free of the mind control at last and saves our lives! Selina is
dead, Jess is on our side again! Game complete with A Friend in Need Achieved!
Final Stats-
Renata, the Monk.
Health: 10%
Specialized Training: Monk Levels: 2 ; Druid Levels: 2
MORALITY: Good: 40% Evil: 60%
ABILITIES:
Agility: 68%
Charm: 100%
Endurance: 52%
Perception: 89%
Strength: 83%
Willpower: 23%
SKILLS:
Archery: 3%
Devices: 12%
Magic: 100%
Blades: 8%
Stealth: 26%
Unarmed: 100%
KNOWLEDGE:
Arcana: 73%
Geography: 38%
History: 47%
Nature: 100%
Religion: 71%
RELATIONSHIPS: (all hidden since we don't know if people are dead or not).
Your mount: a wild forest worm named Tremor.
Snowy, your owl companion.
KINGDOM
Citizen Reputation: 100%
Citizen Fear: 45%
TATTOOS
- a full-face tattoo of black swirls and runes
INVENTORY
- a pouch on your belt containing 850 gold
- a spellbook
- a sword on your belt
A backpack containing:
- a pair of black shackles with glowing white runes
- a rope
- a water skin
- flint and steel
- a sleeping roll
- a package of poison
- a golden ring from Sister Geri, your foster mother
You are wearing:
- your clothing
- the Circlet of Daria, resting on your head
- the Cape of Shadows over your back (+20 Bonus to Stealth)
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Cloak of Spiders over your shoulders and down your back
- Thuja's Belt of Speed around your waist
- your family signet ring (+3 to All)
**
Character #2. Alec, Evil Prince. Priest, Wizard, Priest, then Necromancer.
Companions- Lady Emaline, Peter, Karla, Thea, Jace, Bran.
Romance- Karla.
Mount- None, Healthy Riding Horse, then Dreadhorse.
Ending- Victory, A Kingdom Reunited.
High Stats- Magic, Religion, Arcana, Charm. Blades and Stealth will be
secondary priorities.
Play Summary- Alec is a follower of the Dark Goddess Shadi, an Evil Priest and
later a Wizard. He wants to regain his throne to bring glory to himself and his
goddess. Karla is his Romance, although he won't mind wooing other people while
she can't see him do it. He is a Grade A Jerk in many ways. In this game, he
coldly takes back his Kingdom through Evil actions and even kills his former
lover Thea to win.
Starting Stats- Alec the apprentice wizard.
Health: 50%
Specialized Training: Priest Levels: 1 ; Wizard Levels: 1
MORALITY: Good: 0% Evil: 100%
ABILITIES:
Agility: 31%
Charm: 89%
Endurance: 26%
Perception: 51%
Strength: 23%
Willpower: 23%
SKILLS:
Archery: 3%
Devices: 3%
Magic: 78%
Blades: 50%
Stealth: 55%
Unarmed: 3%
KNOWLEDGE:
Arcana: 80%
Geography: 36%
History: 43%
Nature: 49%
Religion: 100%
RELATIONSHIPS:
Thea: 93%
Peter: 91%
Karla: 100%
Jace: 37%
INVENTORY
- a pouch on your belt containing 760 Gold
- a spellbook
- a sword on your belt
- a holy symbol secretly dedicated to the Goddess Shadi hangs around your neck
- a dagger in your sleeve
A backpack containing:
- a black runebag with 3 glowing stones and 1 unglowing stone in it
- a rope
- a water skin
- flint and steel
- a sleeping roll
- a strange amulet to an unknown god
- a textbook from the Academy of Wizards
You are wearing:
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Feather of Glibness in your hat (+20 Bonus to Charm)
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
- your family signet ring, on a chain, around your neck (+3 to All)
When last we left Alec at the end of LH1, his girlfriend Karla the Archer and
ex-girlfriend Thea the Fighter were captured by Selina, the woman who killed
his parents. Alec went into hiding from Zusak, Selina's Demon Summoning ally,
journeying into the Wilderness alongside his Cleric friend Peter. Alec is
suffering, but he believes in the teachings of his Goddess Shadi- if you get
strong despite suffering and make others suffer, you have power and your life
is fulfilling. This doctrine molds his life.
Act 1- Alec and Peter are attacked by a Bear! Alec slashes it with his Sword to
drive it back (Blades 55). He then reflects on how he and Peter have been
living in the wilderness all this time. Alec's high Nature Stat (49) has helped
them survive (P Relations 94) and he even has established his own Temple to
Shadi in the Wilderness near a loggers' camp (2nd Level Priest, Religion Max,
Charm 94, Arcana 90, History 53, Magic 88, Gold 840). Peter is a Cleric of Good
Gods, but becoming corrupted. Now they are in danger, outside that Temple's
safety.
The Bear is killed by an arrow right after Alec stabs it. Bandits surround Alec
and Peter! They demand money, but Alec strikes out with his Sword- he is trying
to develop Max Blades in addition to Magic and is on his way (Blades 58). Alec
defeats the Bandits and takes all the coins from their money pouches- Peter
doesn't like this but Alec is selfish (Gold 910, P Relations 89).
They move on to their next goal, the lair of the Vampire who killed Peter's
parents. Alec locates the Vampire with a divination spell (Magic 91) and they
get a room in a nearby inn, then wait for the Vampire to find them as Alec's
divination says it will. When it comes, Alec deceives it into drinking from
him- he is overcome by the creature's compulsion- and even though Peter kills
the Vampire, Alec is infected! He feels the change begin to come. Peter doesn't
notice, he's just glad the Vampire is defeated. (Agility 36, Perception 56,
Strength 28, Endurance 31, P Relations 99) Next Act!
Act 2- Guided by Shadi and given growing new power, Alec heads to rescue Karla
& Thea alongside Peter. They voyage through Dobbton, where Alec buys a Healthy
Riding Horse at a local shop (Gold 610). He also steps into a dispute at a
local tavern and asks about Demon Summoning (Perception 58). Siding with
Sherman (human behavior can't be blamed on Demon possession, pity the weak),
Alec then encourages Sherman to be strong on his own and settle his own
mistakes- no more Demon Summoning. Shadi doesn't entirely approve of this
action from Alec, but his Evil is still Max and Sherman's Army Food Donation
will be helpful later. Sherman is saved through Charm (Charm 96). On to
Brightwater!
Act 3- Alec and Peter arrive at the Siren and meet up with Jace, a Soulburner
Alec considers not a great friend, but useful. They start their plan to rescue
their comrades. Peter wants to say a prayer first, Alec agrees as a fellow
Priest (P Relations Max). They then research the jail at the local Tavern
through Charm, getting further info at the Pimp's alley (Charm Max, Gold 600
left).
Alec decides to enter the jail quietly with his comrades. He casts a Silence
spell on the door, then they break it down. They find Bunta and Alec hits him
with a fireblast. The Half-Ogre is damaged, but blocks Alec's next spell.
"Help, Peter!" Peter finishes off Bunta. We get the Cape of Shadows and adopt
the Orphan. (Magic 95, Stealth 75)
We then meet Bran and rescue Karla. Alec embraces her at once, glad she's safe.
Thea is missing, presumed dead.
Act 4- Bran and Alec plan to take back Alec's Throne after considering
historical precedents. (History 55, B Relations 62). I start with Cumari, need
to get him on my side. Alec does not cooperate with Cumari's agenda, then
retrieves his Staff via Infected Vampire Power and hands it over. Cumari vote
secured! (Cumari Relations 80, 10 days left).
Next Alec goes after Tovor. He discusses Magic, looks at the Books for 3 days,
and promises to keep military spending the same. Alec isn't playing the same
way as Renata did, though it was tempting. (Nature 50, Arcana 93, Tovor
Relations 71)
Alec spends a day adopting Timmy the mute Orphan, then approaches General Vale.
Alec agrees with Vale, again promises to keep military spending the same, then
inspects the soldiers for 3 days (Strength 31, Vale Relations 72).
For the Independent Faction, Alec has Bran identify the opposition, then hires
some Thugs to beat sense into them. Bran doesn't like us much now, but never
mind. He'll come around. (B Relations 42, Gold 560, Citizen Fear 10). Alec
spends the last three days of his campaign talking to other lords and ladies.
Then it's time for the vote.
Alec challenges Weslo with History (History 57). He is then unanimously elected
(Cumari Relations 82, Vale 74, Tovor 73). We are King!
Act 5- Alec blatantly lies to the public in his inaugural address, promising to
serve faithfully (excess Citizen Reputation is always best)- Citizen Rep 80.
With Bran, he lets the deserters go, then records their names. He chats with
Vale, confirming he has the General's respect, then confirms his stance on war
spending with Tovor (Citizen Rep 90, Army Morale 38, Power 33). Cumari will
help make our Army stronger too- the Demi-Humans shall serve us or die! (flavor
text)
Getting ready for war, Alec sends spies to Ludd (Vale Relations 76). He then
goes after the Elves first alongside Bran (B Relations 45). In the forest, Alec
exercises his Nature (Nature 53) to navigate and then starts walking. He and
Bran encounter the Giant Worm! Alec doesn't have the Stats to kill it, so he
evades its first attack via Agility (Agility 38), then moves on after the Worm
leaves.
We easily get our Elf Alliance (Army Size 42, Power 38, Morale 43). Alec learns
of Auriel's Grief from Naistalan, then spends time with the Elven warriors
before leaving. (Blades 61, Archery 6, Morale 46, B Relations 48)
Back in Brightwater, we send Timmy to work in the kitchens. We get the Dwarves
next, Bran coming along. Alec uses his Stealth to get close to Kratog and kill
him in his sleep with his Sword. He spends time drinking with the Dwarves, then
leaves. (B Relations 51, Army Size 52, Power 45, Blades 62, Endurance 36)
Alec's advisers want him to court Bran, he declines and insists on marrying
Karla, his gentle Archer. (Cumari 84, Vale 76, Tovor 75, Morale 49, Citizen Rep
93) He then goes to the Gnomes with Bran, speaks to the sneaky man, and gets
the Perception bonus like Renata did (Perception 60). Alec begs for further
Gnome aid, then uses Magic to burn down the troublesome building. Full Gnome
Alliance secured! (Magic 97, B Relations 54, Army Size 59, Power 52)
Next up, Half-Orcs! Bran comes again, Relations up to 57. They surround us and
attempt to bind us. Our History recognizes binding is a problem, but Alec
doesn't care and draws his Sword (I want Bran injured to improve Relations
later). Alec agrees to welcome the Half-Orcs as citizens, then kills their
Prisoners (playing Evil, Army Size 69, Power 62 with Berserkers). Our unchanged
taxes leave the population unhappy, but at least the Army doesn't suffer
(Morale 47, Citizen Rep 88).
Bran is healed and we go to the Halflings. (B Relations 63, can we convert him
to worship Shadi yet?) We inspect Lomi's home and invoke our power, learning he
is definitely not a Ghost. (History 61, Perception 62, Arcana 95, Magic 99)
Alec enters Lomi's home, slashes him, then kills him. (Gold 735, Agility 40) We
get Auriel's Grief and Alec uses it for more Army Power (Gold 969). We then
cement the Halfling Alliance (Army Size 76, Power 69, Friends in All Places
Achieved!).
Back in Brightwater, Alec gives in to his Vampire blood and feeds on the
soldiers in his Army (Agility 43, Strength 34, Endurance 39, Army Size 73,
Morale 44). Something dark is growing within him! He also learns Orphan Timmy
was fighting, but lets him off with "Boys will be Boys" (Timmy Relations 85).
Then Jace is hit with a rotten egg. Alec is warming to Jace a little, so he
supports Jace- can't have people throwing eggs in the street after all. Our low
J Relations means Jace gets us extra Army Food here. (J Relations 47, P 92,
Army Food 65) Nice to have this hidden bonus for one character. :)
Our allies gather in Brightwater. We sell Auriel's Grief for extra Gold, not
mentioning it to Naistalan (Gold 1369 now). Alec suggests Cumari put Wizards in
the Army and Cumari agrees. Alec then helps heal training injuries among the
Soldiers to keep them strong. Morale suffers but Power improves with his Evil
Priest teachings (Army Morale 37, Power 91, Size 80). Alec and Karla have fun
hunting game in the woods, then get physical (Nature 65).
Before we leave Brightwater, there is a devestating attack on our Food stores
by Selina's Red Warrior! Alec directs his Soldiers to fight the fire and fights
the enemy off with his Sword. That Red Warrior's weapon looked familiar, hmm.
Timmy is coming with us to battle. We get our Royal salary, then set out to
conquer Daria bloody but unbowed! (Blades 66, Army Food 35, Morale 34, Gold
1695, got Poison Package, Orphan Relations 90)
Act 6- Alec delays his march to gather extra Food in case it's needed, then
sets out with a Morale boost (Morale 44, Food 55, 1 Delay). He keeps the Army
strong through his Nature stat to please the Elves (Nature 68, Morale 49). When
the Dwarf and Half-Orc have issues, Alec has them both whipped (Citizen Fear
20, Army Power 94, Citizen Rep 83). Alec confirms Halflings shouldn't eat more
than anyone else via History and gets the Gnomes to enhance Morale after
recognizing their Illusion Magic (Magic Max, History 63, Morale 51). What next?
We need more Food, Vale? Ok, take whatever you need! Tovor, I don't care about
Citizen Rep much now that we're on the march, I'll get it back later okay? We
take more Food in Opal Cove and hire the Weapon Masters. (Tovor Relations 65,
Citizen Rep 53, Citizen Fear 30, Army Food 70, Size 83, Power Max, 1295 Gold
left)
The Beggar brings Alec the Book of the Dead, we get a little Citizen Rep back
by giving him a bed for the night (Citizen Rep 56). Alec then feeds upon the
Beggar as a Vampire, kills him, and takes the Book. He reads it, pleased by the
power within, and does the ritual to make a DreadHorse. Selling our old Horse
for economic money gain, we ride the new one. (Gold 1325, Strength 31,
Endurance 36 after rite, gained Sweet Ride DreadHorse, Citizen Fear 55)
We cross the river with help from Gnome Engineers (Morale 54, Delays 2). In
Dobbton, we accept Sherman's Food Donation (Food now 80), then march on. Alec
goes into the swamp to meet the Arcane Tattooist next. He spots the Crocodile
underwater, then stabs it with his Sword. We spend two Delays to give our Army
the Endurance Tattoo. (Perception 64, Blades 69, Endurance 41, Army Morale 57,
Delays 4) We arrive in Ludd ready to fight!
Act 7- We consume some Food upon arrival (Food 60). Spies report Duke Eddan's
ambush and we counter it with the Poison Package using our high Stealth stat
(Stealth 78, Army Morale 67, Ludd Army 75 Health left). Alec builds his
defenses and gathers food (Food 70, Delays 5), then raids Ludd.
Alec uses a Magic Wall of Force, then his Dreadhorse, to damage the enemy Army
during the Raid. He prudently keeps the casualties at the end to only enemy
soldiers. (Citizen Rep 61, Army Morale 75, Size 78, Ludd Army 45/100 Health
left) Alec calls for parley next, and when he doesn't like Duke Eddan's terms,
he sends back the Messenger's head! (Citizen Fear 65). We then sneak into Ludd
at night to kill Duke Eddan! (Stealth 80)
Alec gets into the Duke's room via Charm and kills him with his Sword (Blades
71). What, they still won't surrender? Ok, time for all out attack!
A quick charge damages us and our Army some, but we hit the Ludd Army hard!
(Ludd Army down to 20, 75 Health left, Army Size 63, Power 97) We have Cumari
blast open the door of the City Keep, then kill the Commander with our Sword
(Blades 73). Act complete!
Act 8- We secure Ludd, absorbing the POWs and as many citizens as we can into
our Army. Alec lets Morale suffer a bit as he insists on no victory
celebrations- we aren't done yet!- then gathers Food from Ludd. (Army Size &
Power Maxed, Food 82, Morale 61, Citizen Rep 56)
During the downtime in Ludd, Alec studies the Book of the Dead and becomes a
Necromancer. Prestigous Position Achieved! We improve History to 73, and max
out Citizen Fear. We gain our Shade Familiar too. Alec buys, then butchers
Horses for more Army Food before leaving Ludd. (Food 97, Gold 1225) Karla's
pregnant! It's a girl! (Citizen Rep 61, Army Morale 66)
We head on to Elmvale and gather more Food there (Army Food 102). Karla goes to
visit her parents alone, Alec has above max K Relations- you tell them you're
pregnant without me, Karla! You'll be my Dark Queen one day! We also gain Lady
Emaline's Letter and 200 Gold from her flower shop. Alec ignores a woman
yelling at him as he leaves, our Citizen Fear and Evil are maxed, I don't need
anything from Master Jett's widow. Leaving Elmvale, Jace has issues with a
wagon driver. Alec says let the poor fellow go. (J Relations 42, Citizen Rep
64) I'll worry about J Relations next game, maybe.
Act 9- Arriving in Tornassa, we lose some Food (Food 87). Alec decides to use
the Siege Machines to enter Ludd. We build Siege Towers and Defenses, raid for
Food too (Food 77, Delays 8). Alec sends his Army to attack Tornassa, but stays
out of it himself (Vale Relations 83, Tornassa Army down to 69, our Size &
Power still Max, Morale 76). Alec does not raise zombie soldiers as a
Necromancer, we don't need that causing problems.
Sabotage on the Machines! We have no way out of this, so delays are unavoidable
(Delays 11). Oh well. Alec thwarts Selina's Assassin through enhanced
Perception and Blades (Perception 66, Blades 75). At Army Micromanagement, I
send home the weak, then make no further changes other than a Heroes' Feast on
the last night (Army Size 82, Food 37 after all use, Morale 86, Power still
Max).
We attack Tornassa! Defend the catapaults with chain lightning Magic! Army Size
down to 72, but they're down to 63! Into the city! Suspcious street? Continue
forward cautiously! IED Perceieved in time! (Perception 68, Army Size 67 left.)
Advance! No, Selina, I will not surrender!
We hit the enemy Army down to 26 on the first round. Need to beat them down
some more! Alec supports his troops with a Priest Blessing. This gets the enemy
Army down to 19, they're beat! Now it's time to fight the Red Warrior! Oh
Shadi, it's Thea! I knew that hammer looked familiar! Wait, it's me! She fights
the mind control and is damaged! Alec hits her with his Priest power and
damages her more! Thea Health down to 30. Alec is concerned about Thea and
focuses on her, what has Selina done? He waves his soldiers back when they try
to help (Citizen Rep 74).
Thea bear-hugs Alec! He bares his Vampire fangs and bites her to throw her off!
Realizing he can't overcome the Mind Control on Thea, Alec stabs her dead! We
then stab Selina dead too! The battle is won, A Kingdom Reunited! Achieved
(Blades 77, Citizen Reputation 84) Thea is dead, but we are a Necromancer, so
maybe we can bring her back in some form next game. Dun dun dun!
Zusak kills Duke Bandar and steals our K'Girr Demon Stone, becomes
all-powerful, but we'll get him next game too.
Final Stats-
Alec, the Necromancer.
Health: 100%
Specialized Training: Priest Levels: 2 ; Wizard Levels: 1 ; Prestige Class:
Necromancer
MORALITY: Good: 0% Evil: 100%
ABILITIES:
Agility: 43%
Charm: 100%
Endurance: 41%
Perception: 68%
Strength: 31%
Willpower: 23%
SKILLS:
Archery: 6%
Devices: 3%
Magic: 100%
Blades: 77%
Stealth: 80%
Unarmed: 3%
KNOWLEDGE:
Arcana: 95%
Geography: 36%
History: 73%
Nature: 68%
Religion: 100%
RELATIONSHIPS:
Peter: 92%
Jace: 42%
Karla: 100%
Bran: 63%
Lord Vale: 83%
Lord Tovor: 65%
Archmage Cumari: 84%
Timmy: 90%
Your mount: an undead Dreadhorse named Felicity.
Beggar, your Shade familiar.
KINGDOM
Army Surplus Size: 52%
Army Power: 100%
Army Morale: 86%
Army Food: 37%
Citizen Reputation: 84%
Citizen Fear: 100%
Army Delays: 10
TATTOOS
- a white circle on your shoulder-blade
INVENTORY
- a pouch on your belt containing 1425 gold
- a spellbook
- a sword on your belt
- a holy symbol secretly dedicated to the goddess Shadi hangs around your neck
- a dagger on your belt
A backpack containing:
- a rope
- a water skin
- flint and steel
- a sleeping roll
- a strange amulet to an unknown God
- a textbook from the Academy of Wizards
- the Book of the Dead bound in human skin
- a letter from Lady Emaline, your foster mother
You are wearing:
- your clothing
- the Circlet of Daria, resting on your head
- the Cape of Shadows over your back (+20 Bonus to Stealth)
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Feather of Glibness in your hat (+20 Bonus to Charm)
- the Cloak of Spiders over your shoulders and down your back
- Thuja's Belt of Speed around your waist
- your family signet ring (+3 to All)
**
Character #3. Bernie, Good Prince. Bard, then Thief. Demon Summoner.
Companions- Amos, Petra, Karla, Thea, Jess, Brinn.
Romance- Brinn.
Mount- Lump.
Ending- Defeat.
High Stats- Archery, Devices, Agility, Charm, Willpower.
Play Summary- Bernie starts out Evil but he will become Good when all is said
and done. Think of him as an Anti-Hero. Devices and Archery are his key skills.
He loves many women, but ultimately forsakes most. He is brave enough to try
Demon Summoning and hopes it works out for the best. In this game, he regains
his Kingdom through Charm, minimalist approach, and shifting from Evil to Good.
At the end, he is defeated but saves his oldest friend from dark fate.
Starting Stats- Bernie the thief.
Health: 75%
Specialized Training: Bard Levels: 1 ; Thief Levels: 1
MORALITY: Good: 30% Evil: 70%
ABILITIES:
Agility: 85%
Charm: 88%
Endurance: 30%
Perception: 43%
Strength: 30%
Willpower: 50%
SKILLS:
Archery: 83%
Devices: 73%
Magic: 3%
Blades: 5%
Stealth: 38%
Unarmed: 0%
KNOWLEDGE:
Arcana: 45%
Geography: 20%
History: 35%
Nature: 45%
Religion: 31%
RELATIONSHIPS:
Thea: 75%
Petra: 63%
Karla: 81%
Jess: 100%
INVENTORY
Your mount, a stubborn mule named Lump.
- a pouch on your belt containing 179 Gold
- a sword on your belt
- a dagger in your sleeve
- a bow strung over your back
- a lute strung over your back
A black runebag containing:
- an unknown unglowing Demonstone
- a Demonstone glowing a soft blue inscribed with the name "Xi'atta"
- a Demonstone glowing a greyish brown inscribed with the name "Zon'ch"
- a Demonstone glowing a dull green inscribed with the name "Brahl"
- a Demonstone glowing many colours inscribed with the name "Tyborr"
A backpack containing:
- a lockpick set
- a rope
- an unusable dull magic dagger covered in jewels
- a lantern
- a water skin
- flint and steel
- a sleeping roll
You are wearing:
- the Gloves of Archery on your hands (+20 Bonus to Archery)
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Magic Shield on your back
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
Bernie the Bard starts the game at the Academy of Wizards with Jess. He got
close to her in LH1, but it didn't last for various reasons. We'll get close to
someone else in this game- Brinn, and that will last a while. Your own
characters can be different of course. Anyway, let's take back our Kingdom with
this Tragic Demon Summoning Bard...
Act 1- Bernie is facing an out of control Iron Golem! He fires arrows, but they
bounce off the automaton without result (Archery 85). Bernie grimaces and
questions the sanity of the Academy once again- he's been here several months
and the place still drives him bonkers on occasion. At least he got a second
Bard Level out of it (Bernie's now a Level 2 Bard ; Level 1 Thief- Charm 93,
History 45, Geography 30, Magic 23, Blades 10, Agility 90, Gold 289). Bernie
hides behind his Magic Shield as the Golem pummels it, then relaxes once a
Master Wizard shuts it down.
Bernie wants to get out of the Academy as soon as he can. Before he leaves,
though, his amicable ex-lover Jess wants to discover some forbidden Soulburning
Knowledge. Bernie shrugs and helps out by picking the lock on the Restricted
Section for her (Devices 76). When Jess is disturbed by the book she reads,
Bernie tells her "Promise me you won't use it" (Good 35). He's feeling like he
should atone for his past Evil Karma in LH1 and be a better person.
Related to that, Bernie decides to go to Brightwater and rescue his imprisoned
friends Karla and Petra. Thea has told him in letters they're still alive, but
need help. So he makes a few final improvements to himself before leaving the
Academy- pays a Wizard to enchant his Flawed Dagger into a Thief Token (Agility
93, Devices 79, Stealth 41, Gold 89) and practices some Demon Summoning
(Willpower 60, Arcana 50). Then he departs with Jess.
Act 2- Bernie & Jess stop in Dobbton. Bernie, hoping for forgiveness, wants to
buy a Holy Symbol in the local Temple for the Good Goddess Auriel but finds out
he needs at least 50 Good for that. He decides to delay till later and prove he
is a better person first. His opportunity comes with a dispute in a local bar.
Bernie asks about Demon Summoning for Perception (Perception 45), then sides
with the bar owner Bill. Sherman tries to Summon a Demon, Bernie talks him down
and Summons it for him instead (Good 42). Bernie has saved Sherman's life and
realized Demon Summoning needs regulation for a reason. He hasn't quite atoned
for his past yet, but he's on his way.
Act 3- Arriving in Brightwater, Jess and Bernie meet Thea at the Siren and plan
their jailbreak. "Jess, they were caught helping me! We have to save them!"
(Good 45). Bernie uses his Charm to befriend the local Guards and Pimp (Charm
97), but is repulsed by the idea of pimp subterfuge infiltration (Malcolm below
will do it, if anyone's curious how it works out), so he goes to the jail door
and picks the lock instead (Devices 81).
Entering the jail, Bernie's party finds Bunta. Bernie shoots him with arrows
(Archery 87), then gets grabbed. Help, Jess! Jess kills Bunta quickly. Bernie
gains the Cape of Shadows and adopts the Orphan, whom he will later name Roland
(Good 50). He then saves Karla from the jail and meets a good-looking female
Guard Captain named Brinn- a new ally. Bernie asks after Petra, but she has
vanished.
Act 4- Brinn wants to help Bernie take back his Throne. Bernie agrees with her,
insisting that History is on their side (History 47, B Relations 62). Bernie
then visits the local shops before his diplomacy and buys a Holy Symbol of
Auriel (Gold 54 left). Atonement remains on his mind. He prays for hope, then
leaves (Religion 32, Good 51).
Bernie has disadvantages in diplomacy. He has no close-range melee skills to
impress General Vale and is riding Lump the Mule, so visiting Cumari will eat
10 of his 14 days. Recognizing that he will not have time to court anyone else
if he goes after Cumari, Bernie decides to proceed without him. I only need 3
Factions for the Circlet of Daria, and Bernie is going minimalist to some
degree.
First we adopt the Orphan Roland (Good 56), then we visit Vale and agree with
him about the oncoming war and promise to increase war spending (Vale Relations
73). We discuss Magic with Tovor and study his books 5 days (Nature 46, Arcana
53, Tovor Relations 72). Bernie spends 5 more days campaigning (we need the
Independent vote) and plans to meet Cumari when he arrives in Brightwater
(Cumari Relations ). Bernie does not discuss war spending with Tovor, we'll
deal with it later. Bernie spends his last three days further studying Tovor's</pre><pre id="faqspan-8">
books to keep Relations high there (Tovor Relations 81).
Bernie meets Cumari on the day of the Grand Council (Cumari Relations 53), then
the debate begins. Bernie uses his faith in Auriel to cast down Weslo (Religion
34). Bernie's Charm is maxed as he gains all votes but Cumari (Vale Relations
75, Tovor 83). Go King Bernie!
Act 5- Bernie takes power. He chats with Jess about Soulburning (History 52, we
have Soulburner Knowledge), then confirms he has Vale's respect and is
increasing war spending (Army Power 43, Morale 48, Size 40, Food 60). Cumari
pledges help with Demi-Human alliances. Our Citizen Rep is restored with a
speech to serve the public faithfully wearing the Circlet of Daria. We also
agree to let the deserters from the Guard go, helping them on their way. When
we reunite Daria, they will still be our people! (Citizen Rep 70, Army Size 35,
Good 61)
Bernie now must gather alliances. We get the Elves first, Brinn is with us.
Bernie feels he should get to know her, she's single (B Relations 65). Bernie
uses his Nature Stat for navigation (Nature 49), then advances. He and Brinn
are attacked by the Giant Worm! Bernie hits it with some Arrows, Brinn hits it
too, but it's not dead. Bernie sets a trap and finishes it off when it returns,
we get some Gold! (Archery 89, Devices 83, Gold 321)
In the Elf City, Bernie meets with Naistalan, cements his alliance (Army Size
42, Power 48, Morale 53), then promises to find Auriel's Grief if he can. He
spends the remaining time in the Elf City learning more about Auriel with
Naistalan. (Religion 41, History 57, Geography 35, Arcana 58)
Returning to Brightwater, Bernie tells Samuel to leave Roland alone, putting
the Orphan on the path to become a Weapon Master. He then goes to see the
Halflings, Brinn at his side once again (B Relations 68). Bernie is scared when
he is told to handle the Lomi Ghost Problem- his Perception, History, and
Arcana are not able to help him determine that Lomi is not a Ghost. He enters
the Halfling's home anyway, and his Gold is stolen! Before he can stop himself,
he shoots Lomi dead with his Bow! (Agility 95) He feels Auriel's disapproval
(Evil 54)- oh no, something else to atone for! He finds Gold (Gold 496) and
Auriel's Grief on Lomi's corpse, uses the Necklace for a Religion bonus by
confirming it contacts a trickster God, not Auriel, when used untrained
(Religion 51). He then leaves for Brightwater, Hafling Alliance cemented (Army
Size 49, Power 55).
Bernie's advisers want him to court Brinn as Royal Consort. Sure, I was
planning to do that anyway! (Army Morale 58, Citizen Rep 80, Tovor Relations
88, Vale 80, Cumari 58) Brinn, let's keep our spies in Brightwater, then go see
the gnomes together! (B Relations 73) Bernie speaks to the sneaky Gnome
burgomaster, gets a Devices bonus by checking out his complex's entrance
sliding door (Devices 85), then chats about Gnome ingenuity and burns down a
troublesome building afterwards to cement his Gnome Alliance (Army Size 56,
Power 62, Nature 51, History 59). That went well!
Now we need to put on a Bard Concert! Bernie has lots of Gold to be his own
Patron, he decides to honor Auriel by making the concert free. The event is sad
and emotional but a success (Citizen Rep 95, Gold 146 after investment). Bernie
continues his alliance gathering, he goes with Brinn to visit the Half-Orcs (B
Relations 76).
Ambush by Half-Orc Warriors! Recognizing History is against letting them bind
him, Bernie refuses to be bound. The Half-Orcs take him prisoner. Bernie speaks
to their leader, but does not want their alliance after they insist on becoming
Daria Citizens- this could be a problem. (I want the Silver Blades with Bernie,
not Half-Orcs, showing them off.) He lets the Half-orcs put him in the pit and
uses his Devices Skill to help everyone escape (History 61, Devices 87). Back
in Brightwater, our Army grows strong even without the Half-Orcs thanks to
increased taxes (Army Size 66, Power 67, Morale 68, Food 65, Citizen Rep 75).
Bernie has one last Alliance to get- the Dwarves. He goes with Thea for this
one, need to boast those Relations some. We are a bit nervous about Kratog, so
we use our Charm to bargain him into leaving and convince the Dwarves it was
worth the cost of a few sheep. Bernie then spends time drinking in the halls
with Thea and the Dwarves, growing his Endurance (Endurance 35, T Relations
81). Dwarf Alliance cemented (Army Power 74, Size 76).
Back in Brightwater, Bernie further prepares for war. He does some Demon
Summoning (Willpower 65, Citizen Rep 70, Citizen Fear 5), scolds Roland for
fighting (Orphan Relations 70), then lets Thea sleep off a drunk night in
Jess's bed (T Relations 91, calm down Jess!, J still maxed due to pre-existing
broken Romance). We watch the Army gather and return Auriel's Grief to
Naistalan, asking for nothing in return (Good 56). Some Wizards also join us,
though not as many as would have if we had gotten Cumari back his Staff (Army
Size 83, Power 81).
To motivate the troops, Bernie talks about Auriel on his side- he is getting
into Religion in hopes of becoming a hymn-writer next game (Religion 61, Morale
71). He also asks Brinn out to dinner and confirms they have something! He
doesn't try to sleep with her yet, though. (Type check passed, B Relations 86)
Just before leaving Brightwater, the Red Priestess strikes and we barely save
our Army Food from her with spies' early warning, buckets to put out the fire,
and arrows to kill the arsonists. We got a religious adversary too, great!
(Army Food 60, Archery 92, Gold 266) We get paid and confirm Roland will come
with us to war (Orphan Relations 75, Gold 436). Let's pray to Auriel on our
last market visit (Religion 62, Good 57), then start marching!
Act 6- Worried about food, General Vale? Okay, we'll get a surplus before
leaving (Food 80, Delays 1). Let's march, everyone! Elves, don't complain about
trees, the Gods gave us trees for a reason! Halflings, History says you really
don't need to eat that much! Gnomes, I percieve your illusions, please share
them with the rest of the Army! (Army Morale 83, Religion 65, History 63, Magic
26) Can't we all just get along?
Still worried about Food after the first leg, General? Well, I don't want you
taking any without paying for it, we'll be fine! (Food 65, Tovor Relations 93)
We don't need Weapon Masters, I'm ok without them. Hmm, that Beggar is giving a
sign that says he follows an Evil God! Better give him a bed for the night, try
to talk about Auriel instead. Oh, he has an Evil Book too? Arrest the fool and
destroy it in Auriel's name! No Epic Mount for Bernie, we're fine with Lump.
(Good 67, Religion 72, Citizen Rep 73, Cumari Relations 63)
This raging river is a problem... No, Jess, we aren't using Soulburning to
cross it. Gnome Engineers can help. (Army Delays 2, Morale 86) In Dobbton, we
meet Sherman again and allow him to keep his Food donation (Good 77, Citizen
Rep 93). Bernie marches on without recruits. Afterwards, we make love with
Brinn in the river and earn that Romance (B Relations 96, Morale 91). Yeah,
King Bernie and Queen Brinn!
In the Swamps, Bernie goes to meet the Arcane Tattooist. Perception helps us
get his location from Cumari and find Jess when she gets grabbed by the Croc
(Delays 3, Perception 49). We shoot the Croc with our Bow to get it to release
Jess (Archery ). From Sophus, we get an Endurance Tattoo for us and all our
Adventuring Companions (Endurance 40, T Relations 96, K 86, B and J Maxed). On
to Ludd!
Act 7- We are hit hard upon arrival by the need for Food and Duke Eddan's
ambush (Army Food 50, Power 76, Morale 84, Size 76). Bernie builds up defenses
and gathers Food (Delays 4, Food 60, Power 81), then sends a raid at Ludd. His
plan is to scare Duke Eddan into surrender by giving as good as he gets.
On the raid, Bernie stays safely in the middle of his troops on a borrowed
horse, shooting with his Bow. He breaks the enemy line with Halfling Cavalry
when they charge and then makes sure only soldiers are killed (Archery 98, Good
82, Citizen Rep 98, Army Size 71, Power 76, Morale 92, Ludd Army Health left).
We then invite Duke Eddan to parley at our camp. You need to surrender Ludd to
me, I'll take it before Selina can stop me, yeah you can live. Ludd Battle won
without a further fight!
Act 8- We take over Ludd, banishing POWs and recruiting fit civilians. We
gather Food, can't interpret the Dragon Map (low Geography), and have a
restricted celebration victory night. (Good 87, Army Size 81, Power 86, Morale
100+ Max, Food 70, Citizen Rep Max, Vale Relations 85). Bernie becomes a Master
Demon Summoner over the winter (got Gaa'bon, Willpower 75, Arcana 88, Endurance
65). Know Thine Enemy Achieved! We get Horses through promissory notes before
leaving Ludd and Max our Army Power. Brinn is pregnant too, won't find out the
child gender till next game due to low Stats. Onwards!
In Elmvale we visit Karla's parents and are polite. We also get Amos's letter
and Spider Statue (A Life of Regret Achieved). Amos comforts Master Jett's
grieving widow and recruits Kratog with Food, then moves on. Thea is
bare-knuckle fighting and we cheer for her. (T Relations Max, K 89, Good 89,
Army Food 60, Gold 586).
Act 9- Food is consumed as we reach Tornassa (Food 45 left). We need to enter
quickly via the Tunnel. Gaa'bon will help when sabotage hits. Build up our
Defenses, gather Food. No Siege Towers, I don't want to hit the city early with
Bernie. No, wait, I do, but I'll keep the Army un-Delayed as much as I can. No
Towers. (Delays 6) Hello Silver Blades! Join my Army and you'll be immortalized
in History! (History 65)
We raid Tornassa and Bernie uses his Bard Music to inspire the Archers (Vale
Relations 80, 80 Health left, Tornassa Army 79 Health left, Army Size 75 left,
Morale and Power still Max). Gaa'bon helps with the Tunnel as promised (Delays
6 after Dwarves help too). Bernie thwarts the Assassin through rolling quickly
out of bed, then watching his new bodyguard Orphan Roland handle things
(Agility 95, Roland Relations 82).
Army Micromanagement time. Sacrifice 10 points each from our excess Power and
Morale to get more Food, General. Power & Morale still Max, Food 65? That'll
do. Final Army Food 27 after the Heroes' Feast on the last night before our
attack. Then we attack!
Through the Tunnel! Bernie leads! Dodge that Boulder, then cover the soldiers
with our Bow as they advance and open the City Gate. (Agility 97, Archery Max,
Army Size 67, Tornassa Army 69 Health left after all this). I search the
buildings with the IED and unlock one door myself, then advance after spotting
the explosives and taking reduced damage (Devices 89, Army Size 62).
Now we're at the Castle. I will not surrender, Selina! We lose 15 Army Size on
the first round battling what's left of the Tornassa Army, 47 left. They are
down to 39 Health. Bernie hastens the job by shooting Selina with an arrow and
putting her out of the fight. Next round, the enemy Army drops to 14 Health and
is defeated (we have 37 Size left). Now it's time to fight the Red Priestess!
Oh no, it's Petra and she's apparently swapped sides to worship Evil Gods!
Bernie ducks Petra's initial attack (Agility 99). Since we have no high close
combat Skills and can't Summon Demons, asking why she's attacking us is the
only Option that won't get us hurt. This gains us 5 P Relations (68 now) and
drops her to 65 Health left as she fights the mind control. Bernie isn't sure
what's going on and doesn't like his chances, so he waves at his soldiers to
help him. Two charge at the Red Priestess and are killed, but drop her to 30
Health left. Now we face her Limit Break!
Bernie's Holy Symbol and Faith in Auriel sustain him against the dark divine
Magic (Endurance 67, Religion 74, Good 94). He now has the chance to kill Petra
but... he can't. She was once his first kiss and his friend. So he shakes his
head, tries to get through to her again. Petra slashes us with Selina's poison
sword and we grit our teeth (Endurance 69). She charges and we raise our sword,
sighing as we hope for the best. We fail the Blades check and are knocked out,
Defeat!
Bernie is imprisoned, but Petra comes back to his side at the end and saves
him. Together they stand against Zusak as the game ends with A Friend in Need
Achieved!
Final Stats- Bernie, the iron-willed demon summoner.
Health: 10%
Specialized Training: Bard Levels: 2 ; Thief Levels: 1
MORALITY: Good: 94% Evil: 6%
ABILITIES:
Agility: 99%
Charm: 100%
Endurance: 69%
Perception: 49%
Strength: 30%
Willpower: 75%
SKILLS:
Archery: 100%
Devices: 89%
Magic: 26%
Blades: 10%
Stealth: 61%
Unarmed: 0%
KNOWLEDGE:
Arcana: 88%
Geography: 35%
History: 65%
Nature: 51%
Religion: 74%
RELATIONSHIPS: All hidden.
Your mount: a stubborn mule named Lump.
KINGDOM
Citizen Reputation: 100%
Citizen Fear: 5%
TATTOOS
- a white circle on your shoulder-blade
INVENTORY
- a pouch on your belt containing 586 gold
- a sword on your belt
- a holy symbol dedicated to the Goddess Auriel hangs around your neck
- a dagger on your belt
- a bow strung over your back
- a lute strung over your back
The torn remains of a runebag which used to contain:
- a Demonstone glowing a soft blue inscribed with the name "Xi'atta"
- a Demonstone glowing a greyish brown inscribed with the name "Zon'ch"
- a Demonstone glowing a dull green inscribed with the name "Brahl"
- a Demonstone glowing many colours inscribed with the name "Tyborr"
- a Demonstone glowing a shimmering silver inscribed with the name "Gaa'bon"
A backpack containing:
- a pair of black shackles with glowing white runes
- a lockpick set
- a rope
- a lantern
- a water skin
- flint and steel
- a sleeping roll
- a package of poison
- a statue of a spider stolen from the wizard Luimar by Amos, your foster father
You are wearing:
- your clothing
- the Circlet of Daria, resting on your head
- the Cape of Shadows over your back (+20 Bonus to Stealth)
- the Gloves of Archery on your hands (+20 Bonus to Archery)
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Magic Shield on your back
- the Cloak of Spiders over your shoulders and down your back
- Thuja's Belt of Speed around your waist
- the Thief Token, an amulet the shape of a dagger, on a chain around your neck
(+3 bonus to Stealth, Devices and Agility)
**
Character #4. Emily, Good Princess. Squire, then Priestess, Cleric, Knight,
Paladin. Demon Summoner.
Companions- Sir Grady, Gill, Karl, Thea, Jace, Bran.
Romance- Gill, then None (need to stay single for Romance next game).
Mount- Tournament Horse, then Celestial Warhorse.
Ending- Victory.
High Stats- Blades, Strength, Religion, Charm. Perception, Archery, and
Endurance are secondary priorities.
Play Summary- Emily will become a Knight and then a Paladin of Auriel. She will
become incredibly skilled in martial combat, a passion matched only by her
dedication to Good. Demon Summoning is something she will practice but not
master- it's just a desperate tactic for her. In this game, Emily gets her
crown back through good deeds and inspiring the public. She then wins the final
battle at great cost.
Starting Stats-
Emily the priestess.
Health: 50%
Specialized Training: Squire Levels: 1 ; Priest Levels: 1
MORALITY: Good: 97% Evil: 3%
ABILITIES:
Agility: 34%
Charm: 78%
Endurance: 53%
Perception: 52%
Strength: 74%
Willpower: 35%
SKILLS:
Archery: 56%
Devices: 6%
Magic: 25%
Blades: 90%
Stealth: 0%
Unarmed: 0%
KNOWLEDGE:
Arcana: 63%
Geography: 20%
History: 40%
Nature: 50%
Religion: 56%
RELATIONSHIPS:
Thea: 100%
Gill: 100%
Karl: 83%
Jace: 90%
INVENTORY
Your mount, a poorly trained tournament horse named Spirit.
- a pouch on your belt containing 207 Gold
- a sword on your belt
- a holy symbol dedicated to the Goddess Auriel hangs around your neck
- a dagger in your sleeve
- a bow strung over your back
A black runebag containing:
- an unknown unglowing Demonstone
- a Demonstone glowing a soft blue inscribed with the name "Xi'atta"
- a Demonstone glowing a greyish brown inscribed with the name "Zon'ch"
- a Demonstone glowing a dull green inscribed with the name "Brahl"
- a Demonstone glowing a dim grey inscribed with the name "Daan'da"
A backpack containing:
- a rope
- a lantern
- a water skin
- flint and steel
- a sleeping roll
You are wearing:
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
Act 1- Emily starts off in the Wilderness alongside Gill, her mischievious
Thief friend. We are fighting a Bear! Emily shoots it with an arrow (Archery
61), then reminsices on her past year in exile. She and Gill have survived,
staying at a logger's camp. Emily has continued her vocation as a Priestess of
Auriel, becoming a Cleric to hone her combat ability (Squire 1 / Priestess 1 /
Cleric 1, Charm 81, Strength 84, Archery 66, Blades Max, Religion 66, Gold
287). Next thing we know, we face some Bandits! Emily brooks no guff from these
fools and lays waste to them with her Bow, then splits their money with Gill
after victory (Archery 69, Gold 322).
Now Gill & Emily need to rescue Gill's mother from Mazrim in what will prove to
be a fateful meeting for our heroine. Emily snoops around the estate some, asks
to see Mazrim and notes a servant's injured foot (Perception 54), then heads
for the kitchens. After chatting with Freda, she and Gill go to find Mazrim.
His door is locked, so Emily smashes it open and then confronts Mazrim. We then
smash his Jekyll Potion, exposing Emily to the effects. (Perception 51,
Strength 87, Endurance 56, Agility 37) Emily has anger issues now, though she
has yet to fully learn about them.
Emily has grown up some during her year in exile. She has stronger Demon
Summoning ability (Willpower 45, Arcana 68) but still can't fully control
Zon'ch or Brahl. She used to date Gill, but has grown apart from him due to
their opposing views on stealing. They still remain comrades and Gill will help
us as we go to rescue our captured friends Karl and Jace.
Act 2- We head for Brightwater, stopping briefly in Dobbton. Emily forgoes
shopping, enters the bar calmly, asks the tavern people about Demon Summoning
(Perception 53), then agrees with Sherman. She knows how easily one can lose
control with Demon Summoning. She convinces Sherman to cut his own wood (Charm
83), then leaves the village.
Further on, we stop at Opal Cove and enter the Knight Tournament. We borrow our
entry fee from Gill. Emily does well in the first two events- high Archery and
her Horse is now Fully Trained for combat. We let one of our enemies defeat the
other in the Grand Melee, then face off with the victor and win (Knight Level
1, Perception 58, Archery 72, Strength 90, Agility 40, Endurance 59, Gold 622).
On to Brightwater.
Act 3- We rejoin Thea at the Siren, then plan our jailbreak. Yes, Thea, we'll
break some bones. Gill, you sneak into the Clerk's Office and help us research.
We learn what we can about Bunta, and ask the pimp to sneak us into the jail
(Charm 85) but have no disguise, so we change our minds. Emily gets the hidden
key to enter the jail (Perception 60), then goes in and confronts Bunta. We hit
him once with our sword, then he grabs us. Emily is suddenly full of rage
(Jekyll Potion) and beats the warden to death! Augh! We get the Cape of Shadows
(Stealth 20) and adopt the Orphan Gwen. Then we meet Bran and rescue Jace. Ok,
we finished this Act, but where is Karl?
Act 4- Emily and Bran plan their scheme, thinking about historical precedents
(History 42, B Relations 62). Emily then begins meeting with Nobles. We set up
a room for Gwen, then go see Cumari first. This takes us 5 days total. With
Cumari, I don't cooperate with his agenda and use Auriel's power to get his
Staff back (Religion 71, Cumari Relations 80). I then speak to Tovor, asking
about Magic and studying the books as usual, then agreeing to decrease war
spending (Arcana 71, Nature 51, Tovor Relations 77). With Vale, I agree with
him, inspect his troops for two days and train with them, being honest about
the spending decrease (Vale Relations 71, Archery 74, Strength 93, Endurance
61). I spend the last 7 days courting Independents.
At the Grand Council, Emily reminds the public and Weslo their current ruler is
a murderess (Perception 62), then is elected to replace her by unanimous
decision (Charm 88, Vale Relations 73, Tovor 79, Cumari 82).
Act 5- Circlet on her brow, Emily speaks to the citizens and promises to serve
faithfully (going for minimal Citizen Fear, Charm 91, Citizen Rep 80). As in
the previous game, we are good to the extreme and help scared deserters on
their way while reuniting Daria and gain Vale's respect (Army Morale 43, Power
38, Size 30, Citizen Rep 90). I also will cut the war budget as promised (Tovor
Relations 84, Citizen Rep 115, Army Power 28, Morale 33, Size 20, Food 45),
only this time I am winning the war. :)
Emily sends spies to Tornassa (Vale Relations 75). She then recruits the
Gnomes, followed by the Dwarves, alongside Bran (B Relations 68). With the
Gnomes, we speak to the sneaky man and walk next to him through the complex,
then beg him for aid (Charm 95). Following the destruction of the building
scaffold (Magic 27), we have full Gnome aid. With the Dwarves, I agree to help
the King, recruit some Dwarf Warriors, then let Kratog leave with sheep and
tell the Dwarves it was worthwhile (Charm Max). Full Dwarf help earned thanks
to Circlet of Daria, I also study Dwarf Religion (Religion 76). This brings my
Army to Size 37, Power 42. Between quests, I make Gwen a Royal Page (50 Gold
spent because I have extra, Gold 572 left).
To keep my Citizen Rep and other stats high, Emily agrees to date Bran
politically. She'll break it off with him later, and the advisers will say "Oh
well" (Tovor Relations 89, Cumari 87, Vale 78, Citizen Rep 125, Morale 33). We
next recruit the Halflings, spotting Lomi as a non-Ghost via Perception &
Priestess Power, then helping him as Emily does. Again Bran is with us here. (B
Relations 71, History 44, Arcana 73, Perception 64, Religion 78, Magic 29, Army
Size 44, Power 49) We pick a kindred spirit in Raquel as our Squire, equip and
train her (Gold 372 left).
I then get the Half-Orcs with Bran (B Relations 74), again refusing to be bond.
We let Mazrim's Jekyll Potion provide us free win against Gurstwin's
manipulations. (Perception 66, Army Size 54, Power 59). Tax cuts hurt the Army
some (Food 40, Power 54, Size 49, Morale 28) but we will survive.
I get the Elf Alliance last with Jace, asking him to climb a tree for
navigation (J Relations Max). This gets us both injured, but the Act is nearly
over. We use Perception and Agility to bypass the Worm and let our Elf rescuers
kill it- wanted to use Brahl, but we need to have 50 Willpower for his basic
commands, so I can't do that yet (Agility 44, Perception 68, Gold 639). After
spending time with Elf Spellweavers and getting this Alliance, we are at Army
Size 61, Power 59, Morale 33, Perception 70, Magic 32, Arcana 78.
Back in Brightwater, we further study Demon Summoning (Citizen Fear 5, Arcana
88, Willpower 50). We master Brahl now, although Emily still can't use him in
every situation. We let Gwen off from fighting with "Girls will be girls"
(Orphan Relations 85), mandate peace between Gill and Jace, then give Naistalan
back his necklace when he arrives and get a small payment as reward (Gold 759).
After Half-Orc mingling, suggesting to Cumari that we need Wizard help, and Pep
Talking the soldiers, we are at Army Morale 38, Size 73, Power 71. I'll get the
Morale up during the March.
We call Bran into our study and get together politically, realizing we aren't
attracted but resolving to deal with it when we can (Captain offered a choice
about being Royal Consort, he does it for now). Following this, the Red Archer
attacks our Food Stores and damn near wipes them out even though we kill his
troops with our own Archery while the soldiers form a bucket line (Archery 77,
Food 10, Morale 35, Gold 1109). This is why I have excess Citizen Rep. We get
paid and agree to take Gwen with us as a Page (wish she could be Squire but oh
well, Gwen Relations 90). Off to war!
Act 6- We delay the march to gather Food (Food 30, Delays 1), then advance.
Nature helps us with the Elf trouble (teach how to not hurt trees), Charm with
the Dwarf & Half-Orc one (ask both sides what happened, then explain cultural
differences), History with the Halfling trouble (consider how much Halflings
should eat), and Perception with the Gnome one (inspect Gnome camp, ask to show
off Magic). (Nature 54, History 46, Magic 35, Morale 57)
We are down to 15 Food at the first checkpoint, so I agree to let Vale
appropriate more undocumented (Tovor Relations 79, Citizen Rep still Maxed,
Fear 15, Food 35). We'll keep our Food on the edge. I take more from the Weapon
Masters of Opal Cove (Food 45) and recruit them through having helped Suna last
game (Army Power 81, Size 76). I recognize the Beggar's sign, give him a place
to rest, then arrest him once he reveals his Evil Book (Religion 85, Cumari
Relations 92). A Gnome Bridge gets us across the raging river again (Delays 2,
Morale 60). I get Sherman's food donation in Dobbton (Food 55), dump Bran at
the River by rejecting his advances (B Relations 64), then bypass the Arcane
Tattooist this time (Delays 2, Vale Relations 83). We arrive in Ludd soon
enough.
Act 7- Ok, we are in Ludd now. Emily's Army is hit hard by the opening ambush.
We take 1 Delay to build defenses (Food 50, Size 69, Power 81, Morale 56,
Delays 3), then launch a raid. Emily stays in the middle of her troops and
fires her Bow (Archery 80), has the Halflings break the enemy line, then kills
only soldiers (Army Size 64, Power 76, Morale 64, Ludd Army 70 Health left
after success). I could negotiate with Duke Eddan now, but I'll do the full out
fight instead for challenge.
Cautious approach preserves numbers (Army Size 59, Power 71, Ludd Army 65
Health left after blunting enemy charge). Our high level Mount gets us through
the opening fight, then we help batter down the Keep door and kill Eddan with
an arrow (Strength 96, Archery 82). Our Squire survives the fight too and this
increases Morale to 67.
Act 8- I fold the POWs into my Army and also recruit fit civilians and gather
food (Army Size 89, Power 86, Food 62, Morale 60). My Citizen Reputation is
still Max, but hit constantly by food appropriations, so I keep victory
celebrations restricted ('no stealing/raping', Morale 70). Following this,
Emily takes her Paladin Level (Prestigous Postion & Sweet Ride as I get the
Celestial Warhorse, Strength Max Religion 95, Endurance 68). I could also
qualify for Top of the Class Knight, Elemental Archer, or a number of other
Classes if I wanted them, but becoming a Paladin was my plan from the
beginning, so it proceeds.
We buy Horses before leaving Ludd with promissory notes and butcher them for
extra Food. I then proceed to Elmvale and have my Army gather Food there while
I break the news of Karl's death to his parents. I also pick up Sir Grady's
letter and shake hands with Master Jett, then buy his neigbor's sheep (Army
Food 97, Gold 909). I recruit Kratog on the way out of town for extra Army
Power (Food 87, Power 96). Emily avoids gambling with Gill and her soldiers
(Morale 73) to finish the Act.
Act 9- We arrive in Tornassa at last (Food 72). Our position is strong, so I
select Ram Entry, gather Food & Defenses (Food 72, Delays 5), then hold
Tornassa at Siege. I want to test out the full length fight against the enemy
Army this go-round. We pick up extra Delays as I have no special way to thwart
Selina's Ram Sabotage, but it's fine (Delays 8, Size 86, Power 93). Emily uses
Perception & Magic to thwart Selina's Assassin (Perception 72, Magic 37), then
foregoes any Army Micromanagement. On the night before our attack after the
Heroes' Feast we stand at Size 81, Power 88, Morale 83, Food 31.
Emily takes a Ram handle and smashes the enemy gate open, pausing only to
Summon Xi'atta for firefighting (Army Size 76, Tornassa Army 97 left). Our
spies defused the IED, so no losses there (Morale 96). Now it's time to fight
Selina. No, we won't surrender. I attack troops with my Belt of Speed on the
first round and with my Army's help have the Tornassa Army down to 35 Health by
Round 3. My Army is at Size 51, Power 78 after casualties. I have to dodge two
enemy arrows since the battle is overly long but Gill protects me and we keep
up. Army Size falls to 41, Power 68 as the fight ends. Now it's Boss Battle
against the Red Archer... Karl?
Emily feels rage inside her at Karl's betrayal and Selina's corruption of her
onetime friend. She lashes out with her Sword and wounds Karl, kills Selina
while taking a hit, then tries to subdue Karl with a choke hold (Unarmed low, I
know, keeping him alive for story reasons). We wave our soldiers back, then
dodge Karl's Limit Break thanks to our Belt of Speed (Agility 46, Perception
74). Emily doesn't want to kill Karl, something is going on here. She endures
his poison attack (Endurance 70) and knocks him back with her Sword... must she
fight? Don't kill me, Karl! No, Karl breaks the mind control and kills himself
instead! We won with A Kingdom Reunited, but did it have to end like this?
Victory is made further hollow when Zusak unleashes the Demon Lord K'Girr. Next
game he is so going down!
Final Stats-
Emily, the paladin of Auriel.
Health: 100%
Specialized Training: Squire Levels: 1 ; Priestess Levels: 1 ; Cleric Levels:
1 ; Knight Levels: 1 ;
Prestige Class: Paladin
MORALITY: Good: 100% Evil: 0%
ABILITIES:
Agility: 46%
Charm: 100%
Endurance: 70%
Perception: 74%
Strength: 100%
Willpower: 50%
SKILLS:
Archery: 82%
Devices: 6%
Magic: 37%
Blades: 100%
Stealth: 20%
Unarmed: 0%
KNOWLEDGE:
Arcana: 88%
Geography: 20%
History: 46%
Nature: 54%
Religion: 95%
RELATIONSHIPS:
Gill: 100%
Thea: 100%
Jace: 100%
Bran: 64%
Lord Vale: 83%
Lord Tovor: 79%
Archmage Cumari: 92%
Gwen: 90%
Your mount: a divine warhorse named Spirit.
KINGDOM
Army Surplus Size: 100%
Army Power: 100%
Army Morale: 100%
Army Food: 31%
Citizen Reputation: 100%
Citizen Fear: 15%
Army Delays: 7
INVENTORY
- a pouch on your belt containing 909 gold
- a sword on your belt
- a holy symbol dedicated to the goddess Auriel hangs around your neck
- a dagger on your belt
- a bow strung over your back
The torn remains of a runebag which used to contain:
- a Demonstone glowing a soft blue inscribed with the name "Xi'atta"
- a Demonstone glowing a greyish brown inscribed with the name "Zon'ch"
- a Demonstone glowing a dull green inscribed with the name "Brahl"
- a Demonstone glowing a dim grey inscribed with the name "Daan'da"
A backpack containing:
- a rope
- a lantern
- a water skin
- flint and steel
- a sleeping roll
- a package of poison
- a letter from Sir Grady, your foster father
You are wearing:
- your clothing
- the Circlet of Daria, resting on your head
- the Cape of Shadows over your back (+20 Bonus to Stealth)
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Cloak of Spiders over your shoulders and down your back
- Thuja's Belt of Speed around your waist
**
Character #5. Malcolm. Evil Prince. Guard, Sage, Priest, then Dragon Rider.
Companions- Sir Grady, Gale, Karl, Theo, Jess, Bran.
Romance- Jess.
Mount- Healthy Riding Horse, then Dragon.
Ending- Victory, A Kingdom Reunited.
High Stats- Arcana, Blades, Endurance, History, Geography, Charm. Secondary
priorities Nature, Agility & Gold.
Play Summary- Malcolm is an expert in Blades and the Art of War, a real
Machiavelli type. His goal is duality- proficient in both war and knowledge,
rule a kingdom with both respect and fear.
Starting Stats- Malcolm the librarian.
Health: 75%
Specialized Training: Guard Levels: 1 ; Sage Levels: 1
MORALITY: Good: 35% Evil: 65%
ABILITIES:
Agility: 55%
Charm: 100%
Endurance: 57%
Perception: 43%
Strength: 51%
Willpower: 23%
SKILLS:
Archery: 3%
Devices: 6%
Magic: 13%
Blades: 91%
Stealth: 14%
Unarmed: 3%
KNOWLEDGE:
Arcana: 98%
Geography: 86%
History: 76%
Nature: 66%
Religion: 62%
RELATIONSHIPS:
Theo: 100%
Gale: 73%
Karl: 99%
Jess: 100%
INVENTORY
- a pouch on your belt containing 650 Gold
- a sword on your belt
- a dagger in your sleeve
A backpack containing:
- a black runebag with 3 glowing stones and 1 unglowing stone in it
- a rope
- a lantern
- a water skin
- flint and steel
- a sleeping roll
You are wearing:
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Feather of Glibness in your hat (+20 Bonus to Persuasion)
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
- your family signet ring, on a chain, around your neck (+3 to All)
Act 1- We start off with our buddy Karl in Tornassa surrounded by Guards.
Malcolm's guilty of something, but he's not going down without a fight! Malcolm
hid in the Church of Custom Evil God Niccolo during his exile- I'd like to max
all Knowledge Stats with him if I can, and Religion needs the most work. Nature
too, but I can't get much Nature from Class Levels without Druid or Ranger-
have to keep using my Stat. Anyway, Malcolm now has Religion 82, Blades 96,
History 86, Magic 33, Gold 710. To further please our new Evil God, we attack
the Guards with our Sword and win (Evil 80, Blades 99). Malcolm splits his
earned money with Karl, he's not a complete dick (Gold 745).
Malcolm next helps Karl craft the Infinity Arrow. We sculpt the Arrowhead
(Agility 58), exercise our knowledge of trees for the shaft (Nature 69), then
Charm a merchant to give us phoenix feathers. Success! I'll use the Arrow next
game if ever.
Act 2- Ok, time to go rescue Gale and Jess from Selina. Malcolm especially
wants to be back with his dark lady love Jess. We pass through Dobbton, where
Malcolm buys a Fully Trained Warhorse (Gold 245 left). Religon 83, Evil 81
after a prayer at the local Temple, we move on. Malcolm bursts into the local
Tavern at the sounds of disturbance, asks about Demon Summoning (Perception
45), then sides with Bill in the dispute. We save Sherman (always useful)
through letting him Summon the Demon, then killing it with our sword (Evil 80,
Good 20 for intervention). Gotta do something about all this Demon Summoning...
On to Brightwater.
Act 3- Malcolm and Karl meet Theo at the Siren Tavern and plan to rescue their
comrades. Yes, Karl, I too hope they're not being tortured. Malcolm could use
some excess Evil to please his new God, so to research the jail we visit local
taverns buying Guards drinks (Gold 235), capture one, and torture him to death
(Evil 100 Max). Malcolm also learns what he can about Bunta and Charms the pimp
into sending him in disguised with the Feather of Glibness. Bunta is in for a
surprise. :)
We send Karl and Theo away, then attack Bunta. Two quick Dagger stabs- Blades
Max and Enemy Dead! We get the Cape of Shadows (Stealth 34) and adopt the
Orphan (Good 5)- we'll make him a Wizard again later. We make another new
friend- Bran- then embrace Jess and renew our Romance. Gale is missing... I'm
sure she's ok.
Act 4- With Bran's aid, we plan political conquest of Brightwater. Malcolm
knows of other countries that have changed rulership via Grand Council, surely
it will work here too (Geography 88, B Relations 62). We spend a day adopting
Orphan Enzo (Good 10), then start diplomacy. I secure the Independents first-
spend four days investigating, then beat up the dissenters (Evil 100, Strength
53, Unarmed 5, Citizen Fear 10). 9 days left.
Malcolm will cut taxes for Citizen Reputation, so we court Tovor first. Ask
about Magic, promise to cut taxes, and check the books- Nature 70, Arcana Max,
Tovor Relations 77. Next we meet Vale and agree with him, then be honest about
cutting taxes. Afterwards we inspect the troops 2 days, then train with them
(Strength 56, Endurance 59, Archery 5, Vale Relations 71). 7 days remain.
Let's go see Cumari now. That will take us 4 days, but we have time. Malcolm
does not cooperate with Cumari's agenda- instead he gives up the Cape of
Shadows- Stealth back to 14 but since I'm not a Thief or Assassin that's no big
deal. Before depature, we steal the Archmage's Staff- ask about how we can
help, tell me the problem, spend a day studying the enchantment, exercise
Agility- yoink! Agility 61, Devices 9, Magic 53, gained Staff of the Archmagi!
Cumari Relations 75 upon departure.
Back in Brightwater, we spend 1 day inspecting troops and 1 day studying
Tovor's books, then the Grand Council begins. Malcolm reminds Weslo his claim
to the throne supercedes Selina's (History 88), then is elected by Tovor, Vale,
and the independents (Tovor Relations 82, Vale 76). Cumari didn't vote for us
(forgot I needed 80 Relations, not 75), but that's fine, we only needed 3 votes
to win the Circlet of Daria.
Act 5- King Malcolm takes office with a Dictator's speech (Citizen Fear 15,
recall what Machiavelli said about fear vs. respect). We confirm Vale's
respect, then let deserters go and cut taxes to keep our Citizen Rep high
(Citizen Rep 100+, Tovor Relations 87, Army Morale 33, Size 25, Power 28, Food
45). Cumari, how do you plan to make up for not voting in my favor? Ah,
Demi-Human Alliances, that will do.
Malcolm will keep spies in Brightwater to prevent Food losses later. He will
take Bran with him to secure all alliances- everyone else has Max Relations
already. B Relations will be 79 after this is done. We get the Gnomes first-
speak to the sneaky man, examine his security, share stories of Gnome
ingenuity, look at the building site, set building on fire with flint and
steel- Nature 72, History 90, Perception 47, Gnome Alliance brings us to Army
Size 32 & Power 35. We return to Brightwater, then send Enzo to the Academy of
Wizards (Orphan Relations 60 temporarily).
Elves are up next. Malcolm examines moss for navigation (Nature 75), then
fights the Giant Worm. We use a spell to move out of harm's way on its initial
lunge, then wait for it to return and let the friendly Elves kill it (Magic 55,
Agility 63, Perception 49, Gold 502 after looting Worm). We then meet Naistalan
in the Elf City and gain our Elf Alliance (Army Power 40, Size 39, Morale 38).
We talk to Naistalan about Auriel's Grief and Auriel (Religion 88, History 93,
Geography 91), then head back to Brightwater where we insist on marrying Jess
over Bran (Tovor Relations 89, Cumari 77, Vale 78, Army Morale 41).
We get Half-Orcs next. Malcolm refuses to be bound (History 95), allows
Gurstwin's warriors to become citizens, then talks her into letting the
prisoners go free for extra Citizen Rep. We are now at Army Size 49, Power 50.
Selina killed Duke Uddo? Ok, let's keep gathering allies.
Halflings are second to last. We seek an alliance, then agree to help with the
Ghost problem. After examining Lomi's home (have History for check, lack
Perception by 1 point) and calling upon our Evil God's power, we know he is not
a Ghost. So we enter the home, attack him with our sword, and kill him.
Halfling Alliance secured! We get extra Gold for asking Auriel's Grief for Army
Power. This gets us to History 97, Magic 57, Religion 90, Gold 911, Agility 65;
Army Size 51, Power 52, Food 40, Morale 31 after further tax cuts.
Only Dwarf Alliance left. Malcolm goes to speak to the Dwarf King, introduces
himself, and agrees to help with Kratog. We Charm him into turning his back,
then kill the Giant with Magic (Magic 60). I'll miss having him in the Army
later, but I'm thinking maybe I can max Magic with Malcolm if I have enough low
checks- worth it? We'll see. We drink with the Dwarves for Endurance 64, then
secure our Alliance (Army Size 61, Power 59, Friends in All Places Achieved).
Back in Brightwater, we have some social events to finish the Act. Malcolm says
nothing when learning from Karl that Jess got hit with a rotten egg (J and K
Relations both Max, no changes), sell Auriel's Grief instead of giving it to
Naistalan (Gold 1311), then let our soldiers mingle (Morale 26, damn
Half-Orcs). We suggest Cumari provide wizards and get some help, then aid the
soldiers with training injuries as an Evil Priest (Religion 95, Nature 80, Army
Power 73, Size 68). Hmm, we still need to deal with the people making fun of
Jess. Let's go stargazing to calm her down (Nature 85), then remind her we love
her. People will get used to her being Royal Consort, it will just take time.
Before leaving Brightwater, the Red Assassin attacks our Food stores (Food 35
left). We have our soldiers put out the fire and use Magic to eliminate the
arsonist mooks while the Red Assassin escapes (Magic 63, Gold 1661 after Royal
Salary). You'll pay for this, Selina! One last prayer at the Markets for
Religion 96, then we start the next Act.
Act 6- We start with a Delay to gather extra Food (Food 55, Delays 1). Morale
improves with the march as we deal with troubles. Nature helps with Elves
teaching soldiers about trees, History with how much Halflings should eat
(Nature 88, History 99). With the Dwarves and Half-Orcs' dispute, we whip both
complainers to instill discipline (Citizen Fear 25, Army Power 76). With the
Gnomes, we detect their illusions (Magic 66, Morale 43 after all this).
Food falls to 40 by the first stop. I have excess Tovor Relations and Citizen
Rep, so we'll seize Food now as Vale requests (Food 60, Citizen Fear 35, Tovor
Relations 79). We don't do anything in Opal Cove and let Sherman keep his Food
donation to maintain Citizen Rep (still Max). With the Beggar, we recognize his
sign (Religion 98), give him a bed for the night, kill him and take the Book of
the Dead, then sell the Book (Gold 1861). I could get Malcolm a Dreadhorse, but
it's not his style. No need to give up the Strength & Endurance when selling
the Book of the Dead helps more with my planned Prestige Class next game
(you'll see). We cross the raging river via map study (Delays 1, Geography 94).
Malcolm goes to meet the Arcane Tattooist when prompted (Delays 2). The Croc
attacks Karl, we cast divine Magic (Magic 69) to locate him and then drive off
the beast with our Sword. Sophie gives us and our Army Circle Tattoos after we
incur another Delay helping her pack up (Delays 3, Army Morale 39, Power 74,
Endurance 69).
Act 7- Arriving in Ludd, we use some Food and are hit by the ambush (Army Size
61, Morale 39). After a Delay to build defenses, we are at Power 79, Food 55,
Delays 4). Time to raid!
Malcolm leads his calvary charge with his Sword, pushes forward on his Warhorse
to break the enemy line, then has his soldiers kill anything that moves to keep
losses down (Citizen Rep still Max, Army Morale 49, Ludd Army down to 80/100).
We invite a messenger to parley and fail a magic compulsion check for Citizen
Fear 50. Malcolm must now attack Ludd full on.
Cautious approach to preserve Army Stats, then our Mount gets us into the city.
We lack the Stats to help break down the Keep door, so we incur some losses
waiting on the Ram (Army Size 46, Power 64). Because we have the Staff of the
Archmagi, we finish Duke Eddan off with Magic (Magic 71) and win.
Act 8- We improve the Army with POWs and all civilians who will join us (Size
86, Power 69, Morale 42). We gather Food (Food 67), then allow unrestricted
celebration to improve our Morale (Morale 62, Citizen Reputaton drops to 84).
Consulting Tovor about the ledgers leads us to a Dragon's Cave! (Passed Tovor
Relations, History/Geography/Arcana checks) This looks interesting!
Malcolm goes to the Dragon Cave for his 4th Class Level and becomes a Dragon
Rider (Strength 71, Agility 80, Endurance 84, Gold 2136, Citizen Fear 60,
Morale 72, Prestigous Position and Sweet Ride Achieved!). We improve our
calvary by securing extra horses with promissory notes (Army Power 84). Then we
learn Jess is pregnant and it's a girl (Army Morale 77, Citizen Rep 89). Let's
start marching!
In Elmvale, we treat it differently than no other place (seize Food!- Food 57),
visit Karl's family politely, then visit the farm for Sir Grady's letter (A
Life of Regret Achieved). Hmm, Master Jett gave us no sheep due to high Citizen
Fear. Damn, I should have killed you last game! :( Moving on, we cheer for Theo
in boxing with the Army (Power 89, Morale 82). Next Act!
Act 9- Time to besiege Tornassa! Malcolm is going in with Siege Machines. Food
drops to 42 as we settle in. We build up defenses and Siege Towers, raid for
Food, then attack the city (Food 47, Army Power Max, Delays 9). Malcolm
participates in the attack himself, joins those on foot, and does a Dragon
Flyby to attack the walls of Tornassa (Agility 83, Vale Relations 73, Morale
Max, Army Size 80, Power 98, Tornassa Army 61 Health left after attack).
Now we have to deal with Sabotage. Our master engineers' books were stolen. Oh
well, fly our Dragon back to Ludd and get more books! (Geography 97, Delays 9
after Gnomes help finish the Siege Machines) We thwart Selina's Assassin
through rolling quickly out of bed and throwing him across the tent with a
spell (Agility 85, Magic 73). Army Micromanagement now? Okay we do
double-shifts for extra Food (Power 88, Food 57). No more changes. Heroes'
Feast before the attack leaves us at Army Food 16, Size 70, Power 83, Morale
Max.
Attack! Enemy calvary charging our catapults? Don't mess with my Dragon!
Tornassa Army down to 55, we advance into the city! We avoid the IED (low
Perception) and incur some losses (Army Size 63, Power 76), but preserve our
Health. We will not surrender, Selina, and we knock your Army below 20 Health
first round, they're out of the fight! (Army Size 48 left)
Now to fight the Red Assassin... Gale? Duck and roll! Agility 87. We now ask
Gale why she's doing this and learn Selina brainwashed her. Damn you, Selina!
I'll use the distraction to kill you with a Magic Stone Spike! Gale is still
fighting? Spray her with fire after she fought the mind control (Gale has 30
Health left). Come on, Gale, it's me, Malcolm! Stay back, friend soldiers
(Citizen Rep 99)! Malcolm feints successfully to avoid Gale's Limit Break
(Agility 89).
I won't kill you, Gale! She slashes us with Selina's poison blade, but we grit
our teeth and endure the attack (Endurance 86). We then cast a spell to stop
the blade from reaching us again (Magic 78) and Gale is dead! Oh well, at least
we won the Siege (Citizen Rep Maxed again). RIP Gale. Zusak attacks and makes
our victory hollow with his Demon Army. Next game, we will take him down.
Final Stats-
Malcolm, the dragon-rider.
Health: 100%
Specialized Training: Priest Levels: 1 ; Guard Levels: 1 ; Sage Levels: 1 ;
Prestige Class: Dragonrider
MORALITY: Good: 0% Evil: 100%
ABILITIES:
Agility: 89%
Charm: 100%
Endurance: 86%
Perception: 49%
Strength: 71%
Willpower: 23%
SKILLS:
Archery: 5%
Devices: 9%
Magic: 78%
Blades: 100%
Stealth: 14%
Unarmed: 5%
KNOWLEDGE:
Arcana: 100%
Geography: 97%
History: 99%
Nature: 88%
Religion: 98%
RELATIONSHIPS:
Karl: 100%
Theo: 100%
Jess: 100%
Bran: 79%
Lord Vale: 73%
Lord Tovor: 79%
Archmage Cumari: 77%
Enzo: 80%
Your mount: a mighty dragon named Parnaxxus.
KINGDOM
Army Surplus Size: 100%
Army Power: 100%
Army Morale: 100%
Army Food: 16%
Citizen Reputation: 100%
Citizen Fear: 60%
Army Delays: 7
TATTOOS
- a white circle on your shoulder-blade
INVENTORY
- a pouch on your belt containing 2136 gold
- a sword on your belt
- a holy symbol secretly dedicated to the God Niccolo hangs around your neck
- a dagger on your belt
A backpack containing:
- a rope
- a lantern
- a water skin
- flint and steel
- a sleeping roll
- a package of poison
- a letter from Sir Grady, your foster father
You are wearing:
- your clothing
- the Circlet of Daria, resting on your head
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Feather of Glibness in your hat (+20 Bonus to Charm)
- the Cloak of Spiders over your shoulders and down your back
- Thuja's Belt of Speed around your waist
- your family signet ring (+3 to All)
- the Staff of the Archmagi in your hand (+20 Bonus to Magic)
**
Afterword.
I hope you enjoyed playing Lost Heir 2 and my FAQ was of assistance. Please
send feedback to
[email protected] if inclined. I'll have a FAQ for Lost
Heir 3 out soon if it's not already published. See you again with it.