Walkthrough for The Lost Heir 3: Demon War,  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 3:
Demon War' 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 games in
the trilogy "The Lost Heir 1: The Fall of Daria" and "The Lost Heir 2: Forging
a Kingdom". 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
Character Creation.
Act 1- Recovery.
Part 1- Securing Tornassa (Victory in the Siege).
Part 2- Escaping Tornassa (Defeat in the Siege).
Act 2- Journey to Vernex.
Act 3- Consortium University.
Act 4- Final Class Level.
Act 5- To Brightwater!
Act 6- Waiting on a Boat.
The Grand Tournament.
Act 7- Sea Voyage.
Act 8- Som'Reth Island.
Act 9- Voyage Home.
Final Mission- The Demon Realm.
Final Boss Fight- Zusak & K'Girr.
Game Wrap-Up
Game Achievements
Game Endings
Romance Summary
Playthrus-
1. Renata, Neutral Princess. Monk & Druid.
2. Alec, Evil Prince. Priest, Wizard, Priest, Necromancer, Vampire Lord.
3. Bernie, Good Prince. Bard, Thief, Bard, Iron-Willed Demon Summoner, Demon
Master.
4. Emily, Good Princess. Squire, Priestess, Cleric, Knight, Paladin; Demon
Summoner on the side.
5. Malcolm, Evil Prince. Guard, Sage, Priest, Dragon Rider, Tycoon.

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 King or Queen 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 ten 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 then went into hiding again.

In the second game, you emerged from hiding and took back your throne from the
enemy Nobles- Uddo, Eddan, Bandar, and Selina. This happened through a series
of political alliances with both allied Nobles and Demi-Human Races- Elves,
Dwarves, Halflings, Gnomes, and Half-Orcs were all possible. Maybe you even
recruited a Giant and a Dragon! Then came war against your enemy Nobles, which
they did not ultimately survive. Maybe you defeated them, maybe you didn't-
either way you survived and they did not.

You got back one ally who was captured in Lost Heir 1 while the other ally was
turned against you through mind-control brainwashing. You had to face your
brainwashed ally in combat at the climax of Lost Heir 2- if you made it that
far. If you were defeated, your ally turned back to your side in the end and
saved you. Otherwise, they perished by their own hand or yours. Either way,
your ultimate enemy- Zusak the Demon Summoner- then seized control of great
power and started a conflict you must now address in Lost Heir 3.

In this game, you will challenge various Demons and other dangers, uncover
Zusak's true motives and how you may thwart them, then undertake a great quest
to gain the weapon that can slay the Demon Lord K'Girr. After that, you must
venture into the Demons' own Realm to use the weapon and defeat Zusak- if you
can!

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 two games, you can
bring in one of six types of Horses or a Mule. Or maybe you will be walking.
You also may have acquired one of several possible Epic Mounts in the second
game- a Necromantic Dreadhorse, a Paladin's Celestial Warhorse, a Dark Knight's
Hellbeast, a Giant Worm, a Dire Crocodile, or even a Dragon. There is at least
one additional possible Mount to gain in this game.

Your Familiars and Animal Companions- Wizard, Druid, and Ranger characters can
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.

Introduced 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 Final Mission of
Lost Heir 3.

Gaa'bon- A transparent Demon who can walk through walls.

New in Lost Heir 3-

Demons-

Moff & Lez'eret- Flying Combat Demons.

Mythor- Demon Steed.

Za'bin- Demon Familiar.

Non-Demons-

Pope/Poppy (Pop) & Synden/Syndi (Syn)- A pair of Demon Summoning students,
members of Zusak's Consortium of Planewalkers. One becomes your ally, the other
your enemy. Pop is a hyperactive lone wolf, while Syn is a social stoic. Both
are possible Romance Characters if you can get them to join your party.

Captain Dura- The master of the Epiphany, a ship on which you will be sailing
mid-game. A boisterous female Half-Orc who knows the ways of the sea.

Lacey- a Gypsy Dancer, also a possible Romance (one night stand).

Lane/Lana- a Merman or Mermaid, also a possible Romance (one night stand).

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.

K'Girr- an enormous Demon Lord enslaved to the will of Zusak.

Bozar- an Imp Demon who has created a Plot Shield that makes Zusak invincible.

Kut'Seen- a Reflective Mirror-skinned Demon, K'Girr's Guardian. (Note- I gave
this Demon and the next one mentioned their Custom Names.)

Rale'Run- an Invisible Demon Zusak uses as a spy.

Porter- a prominent teacher working with the Consortium of Planewalkers, a
group of Demon Summoners allied with Zusak.

Saul/Sally Bennett- a Merchant Tycoon in Brightwater who unscrupulously engages
in war profiteering.

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.

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.

Various other Stats will become unlocked as the game progresses. These include-

The Epiphany- This is a Ship you will be piloting in Acts 7 and 8. It will be
necessary to keep the Ship alive and loyal for end of game bonuses. To do so,
you must manage three Stats.

Ship Health- The general condition of the Epiphany.

Ship Food- The amount of Provisions the Epiphany carries to sustain itself on
its journey.

Ship Crew Morale- How much the Epiphany's crew likes you.

In the Final Mission another Stat also becomes important-

Humanity- This is how much your character is human and how much they are...
something else. Look to the Final Mission for spoilers.

Game Character Classes-

Here are the Classes (character professions) in Lost Heir and Descriptions of
their abilities-

Priest- An agent of the Gods using their divine power. Only characters who
failed to keep their Morality requirements as a Priest in Lost Heir 1 or 2 are
excluded from this Class. 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
or 2.

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.

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. Requires 30 Strength to start
the path here.

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.

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- A specialist in the art of Magic. Wizards get bonuses to Magic and
Arcana.

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.

Ranger- High level Hunters with special training in Archery, Nature, Geography,
Perception, and Stealth.

Knight- Knights are lone valiant heroes, what Squires are training to become.
They have high bonuses to Blades, Archery, Strength, Endurance, and Charm among
other Stats.

The following Prestige Classes were introduced in Lost Heir 2.

Alchemist- A brewer of mystical potions. Experts in Magic & Nature.

Seer- An expert in Divination Magic. Experts in magic & Perception.

Paladin- A holy warrior dedicated to the service of a Good God. High Stats in
Religion, Blades, Endurance, Strength.

Dark Knight- The Evil Gods' counterpart to a Paladin. High Stats in Religion,
Blades, Endurance, Strength.

Arcane Tattooist- An artist who can create mystical tattoos for various stat
bonuses. High Stats in Arcana and various other Stats depending on Tattoos.

Necromancer- A magic user with power to raise undead creatures and command them
as servants. High Stats in Magic, Arcana, and Evil are required.

Blademaster- An expert in sword and dagger, a swashbuckler type. High Blades &
Agility.

Demon Summoner- A character who specializes in Summoning and Controlling
Demons. High Willpower & Arcana.

Elemental Archer- An archer who can create a mystic Astral Bow and imbue their
arrows with the powers of Earth, Air, Fire, and Water. High Magic & Archery.

War Master- A military commander & strategist. High Blades, Endurance, History,
Geography.

Dragon Rider- A Rider of a Dragon! High Stats in Strength, Endurance, Agility.

The following New Prestige Classes are introduced in Lost Heir 3 during Act 4.
Note that most of these require importing characters from previous games with
certain accomplishments.

Druid of Decay- These Evil Druids explore the rotting side of nature and have
special magic related to encouraging it. Requires 3 Druid Levels and 100 Evil.

Demon Master- An expert in Demon Summoning. Requires 65 Willpower and
Mentorship with Pop or Syn.

Vampire Lord- Dracula, basically. Requires importing a Vampire character from
Lost Heir 2 (you'll need to have unlocked Peter/Petra's sidequest in Lost Heir
1 and then complete it in Lost Heir 2, become an Infected Vampire and remain
one), 50 Arcana, 50 History, & 30 Magic.

Soulburner Catalyst- A conduit for the power commanded by your comrade
Jace/Jess the Soulburner Wizard. Requires importing a character with Soulburner
Knowledge from Lost Heir 2 (you'll need to have unlocked Jace/Jess's sidequest
in Lost Heir 1 and then complete it in Lost Heir 2), 55 History, 55 Arcana, 55
Endurance, and 90 J Relations.

Berserker- A psychotic warrior filled with the power of rage. Requires
importing a character who was exposed to the Jekyll Potion in Lost Heir 2
(you'll need to have unlocked Gill/Gale's sidequest in Lost Heir 1 and then
complete it in Lost Heir 2), also a good relationship with a strong warrior to
rage against (80 Relations with Theo/Thea or Bran/Brinn, 75 Citizen Reputation,
75 Citizen Fear, or a Squire).

Tycoon- An intelligent investor. Requires investing 500 Gold in Act 1 when you
meet the baker, and later investing 1000 additional Gold into a portfolio in
Act 4. You will need 50 in Arcana, History, Geography, and Charm to invest
wisely.

Luck Mage- A Magic-User who can manipulate probability fields and make
themselves and others more fortunate. Requires acquiring the Book of Fate
Manipulation in Act 3, then keeping it in Act 4, 100 Arcana, and 75 Magic.

Shadow Weaver- A Wizard who can manipulate shadows to their command. Requires a
character with 1 Level in Wizard, 1 Level in Thief or Assassin, 80 Stealth, 50
Magic, and the Cape of Shadows Artifact (latter must be imported from Lost Heir
2).

Dragon Knight- A Knight who rides a Dragon! Requires importing a character with
both a Knight Level and a Dragon Rider Level from Lost Heir 2.

Rune Warrior- A Warrior skilled in both Magic and the Sword. Requires 90 Magic
and 90 Blades or Unarmed.

Artificer- A crafter of Magical items. Requires importing a character with the
Infinity Arrow from Lost Heir 2 (you'll need to have unlocked Karl/Karla's
sidequest in Lost Heir 1, then complete it in Lost Heir 2, and not use the
Infinity Arrow during Lost Heir 2), 75 Devices, and 75 Magic.

Siren- A person able to command others with the power of their voice alone.
Requires 100 Charm, 50 Perception, 30 Magic.

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 and 2 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 3- 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 used 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.

Character Creation

There are two ways to create a character for Lost Heir 3. First, you can import
one from Lost Heir 2 with all the attendant Stats and other bonuses. You can
save your character at the end of that game and bring it forward to this one.

Second, you can start by creating a new character in Lost Heir 3. Be aware that
new characters will lose out on several of the sidequests and other bonus
content you can get by playing the previous games. They will also lack much of
the potential high Stats that can be achieved by playing those games. That
said, here are the builds you start with by creating a character in Lost Heir 3.

You set your character's gender, the gender of all their companions, their
Mentor (foster parent), and whether their childhood friend was a noble (Cleric)
or servant (Thief). You also choose whether they won or lost the Siege of
Tornassa at the climax of Lost Heir 2. Be aware that you will have to pick two
companions who suffered terrible fates. One died heroically protecting you when
you failed to kill Thuja at the end of Lost Heir 1. The second was brainwashed
by the enemy and you had to fight them at the end of Lost Heir 2. They are now
dead (if you won the Siege of Tornassa) or suffering from mind control drug
withdrawal (if you lost the Siege).

You can create a character of any sexual orientation. You may also create a
character engaged to marry one of your companions- Peter/Petra (P), Gill/Gale
(G), Karl/Karla (K), Theo/Thea (T), Jace/Jess (J), or Bran/Brinn (B). Or if you
prefer to explore the new Romances in this game, you may create a character who
is single.

All new characters start with the following Stats unless otherwise noted- 10 in
Archery, Devices, Magic, Blades, Stealth, & Unarmed ; 30 in Agility, Charm,
Strength, Perception, Endurance, Arcana, Geography, History, Religion, Nature;
20 Willpower, 50 Citizen Reputation, 0 Citizen Fear. All new characters also
start with a Healthy Riding Horse (value 150 Gold, random gender and name). If
they want, they may also be created with a Holy Symbol of one specific Good or
Evil God or Goddess (the game pre-generates four of these during creation and
you can also make a custom deity such as Zeus, Frigg, etc if preferred). Such a
Symbol awards +10 to Good or Evil (you can't select a Good Symbol if below 50
Good or an Evil Symbol if below 50 Evil). An Evil Holy Symbol also adds +10
Citizen Fear.

You also get one of the following Class Builds (multi-classing is not permitted
for new characters other than Squire/Knight and Priest/Cleric)-

Knight (requires Mentor Sir Grady)- Third Level Squire / 1st Level Knight, 40
Archery, 95 Blades, 35 Unarmed, 40 Agility, 55 Endurance, 75 Strength, 35
History, 35 Religion. Stealth, Magic, and Devices drop to 0 while Nature &
Arcana drop to 20. Starting equipment includes 225 Gold, a Sword, and a Bow.

Assassin (requires Mentor Lady Emaline)- 4th Level Asssassin, 20 Archery, 40
Devices, 70 Blades, 70 Stealth, 25 Unarmed, 60 Agility, 50 Perception, 40
Strength, 75 Nature. Magic drops to 0 while Charm, Arcana, Geography, History,
and Religion drop to 20. Starting equipment includes 290 Gold, a Sword, a
Dagger, a Bow, a Lantern, a Thief Harness, and a Lockpick Set.

Bard (requires Mentor Amos)- 4th Level Bard, 30 Archery, 20 Devices, 50 Magic,
50 Blades, 25 Stealth, 50 Agility, 90 Charm, 40 Arcana, 50 Geography, 55
History, 25 Religion. Unarmed drops to 5; Strength, Endurance, and Nature drop
to 20. Starting equipment includes 300 Gold, a Sword, a Dagger, a Lockpick Set,
a Lute, and a Lantern.

Monk (requires Mentor Sister Geri)- 4th Level Monk, 10 Archery, 10 Blades, 30
Stealth, 95 Unarmed, 70 Agility, 40 Endurance, 60 Perception, 40 Strength, 40
Arcana, 25 Geography, 45 History, 30 Nature, 65 Religion. Devices and Magic
drop to 0, Charm to 20. Starting equipment includes 180 Gold, a Dagger, a
Lantern, and Holy Water.

Thief- 4th Level Thief, 20 Archery, 95 Devices, 55 Blades, 95 Stealth, 15
Unarmed, 80 Agility, 30 Charm, 40 Perception. Magic drops to 0; Endurance,
Strength, Arcana, History, Geography, Religion, Nature all drop to 20. Starting
equipment includes 370 Gold, a Dagger, a Hammer & Spikes, a Lantern, a Lockpick
Set, and Holy Water.

Priest/Priestess- 4th Level Priest, 20 Archery, 75 Magic, 40 Blades, 10
Stealth, 10 Unarmed, 40 Charm, 50 Perception, 70 Arcana, 45 Geography, 70
History, 100 Religion. Devices drops to 0; Agility, Endurance, Strength, and
Nature drop to 20. Starting equipment includes 200 Gold, a Dagger, a Lantern,
Holy Water, and the Holy Symbol of your Good or Evil Deity.

Cleric- 1st Level Priest, 3rd Level Cleric, 15 Archery, 40 Magic, 75 Blades, 40
Agility, 35 Charm, 50 Endurance, 55 Strength, 35 Arcana, 35 History, 80
Religion. Unarmed drops to 5, Devices drop to 0, Perception and Nature drop to
20. Starting equipment includes 220 Gold, a Sword, a Bow, a Dagger, a Lantern,
Holy Water, and the Holy Symbol of your Good or Evil Deity.

Wizard- 3rd Level Wizard, 95 Magic, 40 Perception, 100 Arcana, 75 History, 35
Religion, 45 Geography. Unarmed drops to 5; Strength, Endurance, Charm to 20.
Starting equipment includes 230 Gold, a Spellbook, a Dagger, and a Lantern. You
can also start with a Familiar- a Cat (follows you almost anywhere) or a Raven
(follows you almost anywhere, flies, useful in combat at least once).

Sage- 3rd Level Sage, 50 Magic, 100 Arcana, 95 Geography, 95 History, 35
Religion. Unarmed drops to 5; Strength, Charm, and Endurance to 20. Starting
equipment includes 230 Gold, a Dagger, and a Lantern.

Ranger- 3rd Level Ranger, 90 Archery, 50 Blades, 40 Stealth, 35 Agility, 50
Endurance, 50 Perception, 40 Strength, 55 Geography, 90 Nature. Devices and
Magic drop to 0; Charm, History, and Religion drop to 20. Starting equipment
includes 250 Gold, a Hammer & Spikes, a Sword, a Bow, a Dagger, and a Lantern.
You can also start with an Animal Companion- a Wolf (hunter) or a Tawny Owl
(flying, useful in at least one combat).

Druid- 3rd Level Druid, 15 Archery, 60 Magic, 70 Blades, 45 Stealth, 20
Unarmed, 35 Endurance, 50 Perception, 40 Arcana, 55 Geography, 100 Nature.
Devices drop to 0; Strength, Agility, and Charm drop to 20. Starting equipment
includes 190 Gold, a Dagger, and a Lantern. You may also get an Animal
Companion- a Wolf or a Tawny Owl same as Rangers get.

Guard- 4th Level Guard, 50 Archery, 95 Blades, 30 Unarmed, 35 Agility, 105
Endurance, 50 Perception, 90 Strength, 40 Geography. Devices, Magic, & Stealth
drop to 0; Arcana, History, Nature, and Religion drop to 20. Starting equipment
includes 210 Gold, a Hammer & Spikes, a Sword, a Dagger, a Bow, and a Lantern.

Thug- 4th Level Thug, 25 Devices, 70 Blades, 70 Unarmed, 30 Stealth, 40
Agility, 70 Endurance, 95 Strength. Magic drops to 0, all Knowledge Stats
(Arcana, History, Geography, Nature, Religion) to 20. Starting equipment
includes 330 Gold, a Hammer & Spikes, a Sword, a Dagger, a Lockpick Set, a
Thief Harness, and a Lantern.

You may also pick from among the following specializations (you get three).
Check your character's Stats before picking these for best effects!-

Blades- get +30 to Blades, Sword and Dagger.

Bow & Arrow- get +30 Archery, Bow.

Magic- get +30 Magic.

Fighting barehanded- get +30 Unarmed.

Devices, including locks and traps- get +30 Devices, Lockpick Set.

Stealthy Movement- get +30 Stealth.

Arcane Knowledge- get +30 Arcana.

Geography- get +30 Geography.

History- get +30 History.

Nature- get +30 Nature.

Religion- get +30 Religion.

Charm- get +30 Charm.

Perception- get +30 Perception.

Agility- get +30 Agility.

Strength- get +30 Strength.

Endurance- get +30 Endurance.

Making Money- get +300 Gold.

Demon Summoning- get +10 Arcana & Willpower.

You may choose whether or not you have the ability to Summon Demons. If yes,
you get a Runebag with the Demon Stones for Xi'atta, Brahl, Zon'ch, and Daan'da
along with +30 to Willpower. If no, you get a signet ring that adds +3 to all
starting Stats other than Relationships.

Your new Character's Relationships start at 75 for your childhood friend G or
P, K the archer, and B the Guard Captain; 70 for T the fighter; 60 for J the
Soulburner. Making a character your Romance adds +15 to Relations with them.

Finally, you choose your character's Morality Level ranging from Neutral (50/50
Good/Evil) to Good (70 Good) to Saintly (90 Good) to Bad (70 Evil) to Evil (90
Evil). Be aware that a Priest or Cleric character of less than 60 Good or Evil
will not retain their powers for long depending on their God.

Once you have a character imported or created, it is time to start the game.

Act 1- Recovery.

The first Act is different depending on whether you won or lost the Siege of
Tornassa (determined during character creation or Lost Heir 2). Proceed to Part
1 or 2 depending on whether you won or lost.

Part 1- Securing Tornassa (Victory in the Siege).

Demons are attacking your capitol city and you must head out to battle them.
You can get free equipment before heading out (Hammer & Spikes, Sword, Dagger,
Bow, Lockpick Set, Rope, Thief Harness, Lantern, and Holy Water are all
available. Be sure to get the Rope if you don't have it already). Then head
out, mounted or on foot (it affects flavor text).

Your first challenge is a big group of Demons attacking the local Cathedral.
You can get rid of them using one of the following methods- Staff of the
Archmagi (if you have it, earns +3 Magic); Magic (60 Magic earns +3 Magic, less
than that incurs -50 Health damage and injured soldiers); a Sword (70 Blades
earns +3 Blades, less incurs -50 Health damage and injured soldiers); a Bow (70
Archery earns +3 Archery, less incurs -50 Health damage and injured soldiers);
undead warriors (need to have created zombies as a Necromancer during the Siege
of Tornassa in Lost Heir 2); physical grabs (70 Unarmed earns +3 Unarmed, less
incurs -50 Health damage and injured soldiers); a Dragon (need to import a
Dragon Rider character from Lost Heir 2); a Good God's Blessing (need to be a
Good Priest or Cleric, earns +3 Religion); a Bard's Lute (needs 4 Bard Levels
for success- which earns +3 Magic, fail means you need to try something else);
or a War Master's tactics (need a War Master character imported from Lost Heir
2). Simply commanding your soldiers to attack will get them injured even if it
clears the area. You can also just move on if you prefer (this costs you -10
Citizen Reputation). Winning the battle awards +10 Citizen Reputation, even if
losses were incurred. After this event, you move on to the second fight.

The second fight is with a huge flock of Demon Imps. A Bow is useless here- too
many enemies. To beat them, you need to employ one of the following methods-
Potion (needs Alchemist Level, smoke grenade earns +2 Magic & Nature); hand
catch and crush (90 Unarmed earns +3 Unarmed, less earns -50 Health damage); a
Sword or Dagger (80 Blades earns +3 Blades, less earns -50 Health damage);
Magic (need 90 Magic to protect soldiers and only hit Demons, success earns +3
Magic, failure earns +5 Citizen Fear; you can also hit both soldiers and Demons
with 60 Magic, this earns +5 Evil & Citizen Fear); or Demon Summoning (instant
success).

If you are knocked out by the flock of Imps, you wake up later with 10 Health.
You will have all your Health restored before the next Act, but losing is still
a disappointment. Defeating the Imps earns +10 Citizen Reputation as long as
you did not get soldiers hurt during the Cathedral Fight and then fail at using
Magic to defeat the Imps.

After the Imps encounter, you review your current status and are asked about
your ally from Lost Heir 2 who was brainwashed into becoming the Red-
specifically, how to deal with their dead body. Option 1 here is neutral.
Option 2 earns +2 Religion. Option 3 earns you +5 Citizen Rep & +2 Citizen Fear.

There is also a secret Option 4 if you import a character from Lost Heir 2 with
a Necromancer Level- pick this to start the "Raising the Red" subquest arc
which leads to the "Look Who's Back" Achievement if completed. Picking this
Option, you can then choose to research the ritual (+10 Evil, +5 Magic,
preserves Red's remains and starts subquest) or choose another option (they
earn +10 to Religion and Good or Evil).

After the Red's remains are dealt with, you move ahead to your study. See below
for what events occur after the two possible paths join up.

Part 2- Escaping Tornassa (Defeat in the Siege).

If you lost the Siege of Tornassa, the Red will be alive and the only person
with you as the game opens. Your first challenge is to survive a night in the
open. Lighting a fire prompts possible Demon attention (sleeping against your
Dragon, if you imported a Dragon Rider character, averts this), so you must
choose whether or not to light one. Your next choice is whether or not to sleep.

If you light a fire and have 50+ Nature, you earn +2 Nature and the night
passes uneventfully. This also happens if you stay awake (requires 50+
Endurance to succeed, earns +2 Endurance).

If you fall asleep having created no fire (or create one with below 50 Nature)
and have less than 60 Perception, sleeping incurs -25 Health loss as you are
attacked by a Slug Demon. 60+ Perception wakes you up before the Demon attacks
(no Health loss) and you get +2 Perception. After you are awakened by
Perception or injury, you need to kill the Slug Demon with one of the following
methods- Sword or Dagger (earns +2 Blades); Magic (40 Magic earns +2 Magic,
fail means you need to try something else); or Throw it in the fire (Unarmed
+2). You can also just crush it underfoot (no Stat gain).

After the night passes, you wake up with the Red saying you should leave them
behind. Response 1 prompts a +3 Relations increase, 2 is neutral, and 3 incurs
-3 Relations loss.

You now leave Tornassa and enter a refugee village on the outskirts called
Redmond. Take the Red with you or leave them behind, whichever you prefer- it
doesn't affect the plot to come much other than flavor text.

You have a combat encounter upon entering Redmond- a fat Demon blocking the
door to the general store. Bows, Unarmed kicks, Daggers, and Swords are useless
here- they won't damage the creature. You need to use one of the following
methods to win- a Shade Familiar (requires imported Necromancer character with
such a Familiar from Lost Heir 2); an Astral Bow (requires imported Elemental
Archer character from Lost Heir 2); push (45 Strength earns +2 Strength, having
the Red with you also succeeds and earns Stat bonus, otherwise you need to try
something else); a Monk Ki Strike (requires imported character from Lost Heir 2
with this ability earned from sidequest unlocked in Lost Heir 1, earns +2
Unarmed); Summoning Brahl (free success); Magic (30 Magic earns +2 Magic, lower
than that succeeds with no Stat bonus); or call for help (success with no Stat
bonus); or Summoning another Demon (Xi'atta, Zon'ch, and Gaa'bon at 65
Willpower all work if Summoned from submenu, others don't including Brahl).
There is no danger of a Health loss here.

After the Fat Demon is driven off by whatever method, you enter the store and
can pick up some free equipment here- Hammer & Spikes, Sword, Dagger, Bow,
Lockpick Set, Rope, Thief Harness, Lantern, and Holy Water are all available.
Be sure to get the Rope if you don't have it already. After getting what you
need, the plot advances.

In the next scene, a local angry mob has captured the Red and wants to hang
them. Saying nothing here (Option 1) incurs +3 Evil and -3 Red Relations.
Stopping the mob with Option 2 earns +3 Red Relations. Option 3 is neutral.
However you react, the storekeeper helps stop the mob next scene and then the
rest of your companions show up to help you out after the following false
choice (all Options lead to the same event).

You now rejoin all your allies and begin the next Act. The game reviews events
to tell you that General Vale and Archmage Cumari are dead, while every other
familiar face from the previous games are alive (although some, including Lord
Tovor and the Prison Orphan, are not with you right now).

Both paths for the Act now join together with you at your desk a few days
later. If P the Cleric is in your adventuring party, you have an option to
restore their nobility (their family was disgraced by your enemies in Lost Heir
1). Doing it earns +15 P Relations but you must trade -15 Citizen Reputation.
Not doing it has the reverse effect on Stats. This decision is one of many that
affects the ultimate fate of your companions should you achieve the Hero
Ending- I recommend trying both paths at least once, the text for each is
unique. There is no similar event for any other party member this early.

The next event (mandatory whether P is in your party or not) has a baker show
up and ask you for a loan of 500 Gold. Provide this investment if you have the
money and wish to spend it- if you do it, you'll get some money back later in
Act 4 if your Perception or Arcana are over 50. If you lack those Stats, you
will lose money. Either way you need this investment to unlock the Tycoon Class
in Act 4. You can also turn down the loan- Option 2 is neutral and Option 3
provides +5 Citizen Fear. Option 4 (the job offer) is just bonus dialogue
unfortunately.

Now Act 2 begins.

Act 2- Journey to Vernex.

This Act starts with a war council about what to do next concerning the Demon
War and a false choice dialogue tree- get used to these by the way, the game
has a few of them ahead to lay out the plot. If General Vale is present (you
won the Siege of Tornassa), you can get +2 Relations with him by picking
dialogue Option 2 but otherwise all the choices award no bonuses- they just
move you to the next scene.

The next choice is important however. You are given a choice of how much to
challenge yourself in the rest of the Act. Should you take a dozen soldiers
with you (useful against encounters on the journey, also the Act 3 Boss if you
are a War Master)? Just your companions? One person only (you'll need to pick
which companion, they get +3 Relations, and if you don't pick one person now
you'll be led to do that next Act)? Or should you go alone?

I recommend going with the soldiers or at least all of your companions unless
you want a challenge- best to keep advantages while you can, and many
companions have unique uses next Act. There's also at least one key event you
may want to bring a companion along for later this Act- if you are going for
the "Love Is In the Air" Achievement. That Achievement spans Acts 2-6 and</pre><pre id="faqspan-2">
involves gathering love interests for all your companions who are present. Some
are easier than others to find.

You also get -10 Relations with your Romance if you don't bring them with you
at least as far as Vernex. The next scene allows you to get a +5 Romance
Relations bonus for spending time with your lover (kiss them or let them kiss
you) before you depart.

If you imported a character from Lost Heir 2 with a child, you can also talk
about your future a bit in the next scene. You get +3 Romance Relations for
this and there is unique dialogue depending on your love interest and how the
child was conceieved last game. You can name the child here. There are also
unique events for some parents.

If Jace/Jess is your fellow parent, they are concerned about passing on their
controversial Soulburner power to the next generation. Option 1 adds +3
Relations, Option 2 incurs -10 Relations, and 3 is neutral.

Theo/Thea wants to train their child as a warrior. Option 1 incurs -10
Relations here, while Option 2 earns +5.

If you imported an Infected Vampire character from Lost Heir 2, there is also
some extra dialogue for that. No Stat changes are involved however.

You get 150 Gold from the quartermaster next event and then you set out for
Vernex.

The game checks for one of the four Life of Regret Sidequests here. These all
required importing a character with the Life of Regret Achievement from Lost
Heir 2. Specifically you can get the sidequest to power up Sister Geri's Magic
Ring here. Read over the letter again if you like, then look for the Grave to
do the quest before you continue. Place the Ring on the gravestone once found,
then a Ghost arises to greet you. Speak to the Ghost (choose Option 1 or 2;
Option 3 is a quest fail), dig up the Grave, and then you will learn Sister
Geri's Ring is part of a set that allows one time short range teleportation.
The Teleport Rings Artifact is useful in several future encounters.

Taking only the Ring from the Grave as the Ghost directed you earns +5 Good.
Looting the Grave for anything of value earns you 175 Gold and +5 Evil.
Refilling the Grave afterwards adds +2 Religion and +5 Good. You can change the
latter bonus to +2 Evil by leaving the Grave disturbed. You can get no Morality
change by looting the Grave and then filling it back in.

The Necromancer Bonus Option with the Ghost provides +2 Magic if picked, but
does nothing else. If you throw the Ring away (+5 Evil) or don't dig up the
Grave you get nothing from this sidequest. The Ring can also be sold for 120
Gold and +5 Evil, if you prefer that.

After this quest opportunity is completed or passed by, you have a choice of
paths. The two paths provide seperate encounters, but they can connect in a
couple ways.

The Road Path has a bandit ambush ahead. You can detect it early via the
following methods- Seer Vision (Seer Level required, import character from Lost
Heir 2) or 65 Perception. Seeing the ambush early allows you an opportunity to
avoid it (take the other Path Through the Trees), walk into it (see below), or
prepare an ambush on the ambushers. The latter Option allows you to take out
the bandits immediately if you have soldiers or all your Companions with you.
The Gem Demon on the other path can also be used for an ambush if you are on
the run from it (see below)- this eliminates both bandits and Demon, earning
you 185 Gold. You can also command the trees to kill the bandits if you have a
Druid Level. These bandits have no Gold or other valuables- a Necromancer can
raise their bodies as Undead however- this may provide a bonus against the Act
3 Boss.

If you have no special way to ambush the bandits as a group or don't want to
use one, you can sneak closer by yourself. Be aware that soldiers, P, or T will
ruin this due to their low Stealth. You also need to pass a 60 Stealth check
(earns +3 Stealth) not to ruin things yourself. If you pass the check, you can
then attack the enemies with Sword or Dagger (needs 50 Blades to kill them all,
earning +3 Blades, fail moves you to fighting them directly- see below), neck
snaps (needs 50 Unarmed, earns +3 Unarmed if success, otherwise fight), or
Magic (50 Magic succeeds and earns +3 Magic, otherwise fight).

You can also use Archery at a distance against the bandits rather than sneak
close- this needs 70 Archery to kill all the bandits and earn +3 Archery.
Failure moves you to the fight. You also cannot eliminate all of them this way
unless you have soldiers or all your adventuring companions along- not having
them moves you to the fight at once.

Attacking the bandits at a distance with a Sword is also possible- this needs
80 Blades or a large party (soldiers or adventuring companions) to kill them
all (earns +3 Blades). 40 Blades kills some (move to fight after ambush below)
and less than that earns you -35 Health. Magic can be used at a distance too
(80 Magic  earns +3 Magic and kills all bandits if you have a large party,
otherwise it's the fight below). Calling out to the bandits springs their
ambush same as if you walked into it.

If you spring the ambush, some new tactics open. Hostile actions (drawing Sword
or Dagger or starting Magic) or trying to run earn you -35 damage and move you
to the fight (see below). However, you can get out of the encounter entirely by
attempting to negotiate instead- this has special bonuses, particularly if you
have the Thief Gill/Gale (G) with you- their love interest is the Bandit Leader!

- The bandits demand a toll of 10 Gold per person for passage- this can be paid
if you have 10-180 Gold to spare. This allows you to make peace with the
bandits, which is necessary to earn G's romance for the "Love is in the Air"
Achievement. You can also make peace through any of the non-violent methods
below.

- You can reveal yourself as the King or Queen to pass by. This allows you the
chance to demand a cut of the bandits' tolls (70 Charm earns 130 Gold and +3
Charm, otherwise nothing), threaten hanging (50 Citizen Fear or 2 Thug Levels
succeed and earn +2 Charm and +3 Citizen Fear, otherwise fail), threaten with
personal attention (needs 70 Citizen Fear, 4 Thug Levels, or 80 Charm- earns +5
Good, +5 Citizen Rep, +2 Charm), or ask for passage (needs 50 Charm to succeed
earns +3 Charm). Failing any of these checks still allows you to try something
else, including backing out to try and fight.

- Threatening to remove the bandits' spleens succeeds in getting them to
release you if you have 2 Thug Levels, 75 Charm, or 50 Citizen Fear- this earns
+3 Charm and makes peace.

- A Thief Level will give you the Option to invoke Guild protection here and
thus earn free passage and peace. G can pass this check for you if you have no
Thief Level. If you are a Guildmaster (4th Level Thief), using this Option
earns you 130 Gold. There is no Charm check or bonus for making peace with the
bandits this way.

- Saying you don't have the money costs you -35 Health and moves you directly
to the Bandit Fight (see below). However, if you are alone or with only one
person and have 75 Charm, this Option earns +3 Charm and you make peace with
the bandits.

If you wish to fight the bandits on Round 2 (after being wounded taking hostile
action or simply sizing up), it can be difficult. To use a Sword, you need 60
Blades (if you have soldiers) or 75 (if you are with all your companions) or 95
(if with just one person or alone) to survive without injury. Unarmed attacks
can also be used at 60 Unarmed (with soldiers), 85 (with all companions), or 95
(alone or with one person). Success at any of this earns +3 to the Stat
involved and the fight is won if you can survive uninjured. Otherwise you move
to Round 2 (see below).

Archery or Magic succeed instantly against the bandits if you have soldiers
with you. Otherwise you need 60 Archery / Magic (with companions) or 95 (alone
or with one person) to earn +3 Archery / Magic and kill all enemies.

Be aware that failing combat or fleeing here means instant knockout if you only
have one companion or are alone. You can also use the Gem Demon to spring an
ambush via fleeing from here if you like (earns same results as above).
Otherwise attempting to flee on anything less than a Level 5 Mount without
companions or soldiers to cover your escape will get you knocked out.
Successful escape earns +2 Agility and Perception, then moves you ahead down
the road (see below After the Encounters).

If you make peace with the bandits, and G is with you, they will invite you to
join their camp for the night before you continue. This does not happen if G is
your lover or they are not present. You move on in that case. If you do want to
spend the night with the bandits (and achieve G's Romance), agree to stay with
them, then encourage G to make friends with the bandit leader (Trevor or
Teresa). 85 G Relations will be required to pass the check here- if you
succeed, you can get back your toll after the check passes if you paid it. You
can also encourage G to stay behind with the bandits afterwards- this is
necessary for the Romance to progress. G will leave you and not come back till
Act 6, but it is necessary for the Achievement.

Getting knocked out by the bandits loses you any soldiers you have brought
along and up to 225 Gold. You wake up with 10 Health.

The Path Through the Trees has a more dangerous but potentially more lucrative
encounter. You encounter a Gem Demon here- Soldiers, P, or T with you means it
spots you instantly and charges. Otherwise you can try to hide (needs 70
Stealth, Dragon or Hell-Beast Mount means instant fail, success earns +3
Stealth and gets you back to the Road encounter above) or fight.

Fighting the Gem Demon is made difficult by its tough hide- swords and arrows
bounce right off it! In fact, if you have less than 80 Blades, using a Sword to
attack will incur you -35 Health (success at the check earns +3 Blades). The
Demon is also immune to fire, including Dragon breath and Magic (less than 40
Magic earns damage as above, more earns +3 Magic). You need to try one of the
following other tactics instead:

-An Earth Elemental Familiar can kill the Demon instantly, earning 150 Gold.

-A 2nd Level or higher Druid can make trees grab the Demon and fling it away
but not kill it- you get +2 Magic & Nature, but still need to defeat the Demon
on Round 2 (see below).

-You can dodge the Demon's charge with 70 Agility (success earns +3 Agility),
fail earns damage.

-Fleeing back towards the bandits if you saw their ambush also works here.

If the Gem Demon fight gets to a second round, you need one of two other
special tactics to survive.

-Soldiers can kill the Gem Demon at once if they are with you. They die in the
process, however. This is another way to get Undead for the Act 3 Boss bonus
option if you are a Necromancer (creating Undead from fallen soldiers earns +10
Evil and +15 Citizen Fear). You earn 95 Gold killing the Gem Demon this way.

-The Gem Demon is vulnerable to Freezing Magic after it charges. Summoning
Xi'atta can kill it instantly, as can 85 Magic (earns +2 Magic). You can then
smash the Demon for 95 Gold or walk away from it. Failing the Magic check earns
-35 damage.

You can also run from the Demon if you can't use either above tactic. This
evades it. If the Gem Demon knocks you out, you wake up with 10 Health after it
leaves you for dead.

After you kill or evade the Gem Demon, you can still notice the bandit ambush
(see above) with 85 Perception and can then react to it. Otherwise you
automatically avoid it and continue.

After the Encounters are concluded, you arrive in Vernex and notice increased
security around the Consortium Island Fortress that is your destination.
Getting in will obviously be tougher than the last time you were here (Act 8 of
Lost Heir 1) and thus you will need to get information at a local Inn. Any
Undead with you will automatically be buried here, and any soldiers will be
sent away to camp elsewhere. If you have all your Adventuring Companions, you
must pick one to accompany you or choose to go alone. You will also be forced
to leave behind all Mounts and any Familiars other than Spiders, Rats, Mice,
Toads, Dogs, or Cats. Picking a Companion earns +3 Relations with them- most
have special bonuses in the remainder of this Act and the next one.

After picking your Companion, you enter the Inn. Your first 'challenge' (I use
quotation marks because all events are plot mandated) here is to avoid
suspicion. You can spend 50 Gold to buy many drinks, but it's not necessary-
sitting quietly will mean only the waitress bothers you (if your party is
entirely male or you're with an opposite gender companion) or someone buys you
a drink (if your party is entirely female). You can spend 10 Gold to buy off
the waitress, but this too is entirely optional. A Bard with a Lute can play
for money here- Bard Levels x10 Gold = the tips you get. This may also get you
a free room later (see below).

As the scene progresses, you will hear a student talking to the Innkeeper about
reluctantly returning to the Consortium compound. Your challenge now is to get
that student's papers and impersonate them for entry. To do this, you will need
access to the Inn rooms.

- Following the student upstairs will prompt the Innkeeper to stop you and ask
for money. A 4th Level Bard who was playing for tips can get a free room here
(lower Level Bards are out of luck). Otherwise the price is 100 Gold. You can
lower this to 10 Gold with 60 Charm (+2 Charm for success).

- You can sneak past the Innkeeper with 70 Stealth (+3 Stealth for success,
fail means you must try something else, you automatically fail if T or P is
your companion).

You can also leave the Inn and try to get back in after it closes. Here are the
entry methods-

- Lockpicks and 70 Devices are necessary for entering via lockpick (+3 Devices
for success, try something else if fail, G can pick the lock for you).

- Monks of 3rd Level or above can wall-run up the side of the building. 3rd
Level Druids can shapechange into a bird for entry.

- You can also climb into a window with a Thief Harness, the Cloak of Spiders,
or 80 Agility (+3 Agility for success). A Rope drops the Agility Check to 50.
75 Magic can also aid climbing (earns +2 Magic for success). You will lose -35
Health if you fail a climb check.

- Knocking on the door summons the Innkeeper, who is now offering rooms for 200
Gold. If you have less than that, you can honestly say that you don't have the
money here and get this dropped to 10 Gold (no Charm check needed), but you
don't even have to pay that (just ask to sleep in the common room). 80 Charm is
needed if you want to lie about having less than 200 Gold (+3 Charm for
success, otherwise must try something else).

- An Alchemist can get a free room here (make the potion as directed or poison
the Innkeeper for +15 Evil).

- Killing the Innkeeper is a free Stat bonus. You get +15 Evil for any method
and +2 Blades (for using Sword or Dagger), +2 Magic (spell), or +2 Unarmed
(head smash). A Vampire character imported from Lost Heir 2 can get +20 Evil
and +35 Health by feeding. Note that if you have less than 80 Evil here and you
have a companion, you will lose -20 Relations for killing the Innkeeper.

Once in the Rooms corridor, you must find the student's room through one of the
following methods- Seer vision (needs Seer Level imported from Lost Heir 2,
earns +2 Magic), scout with a Familiar (spider, mouse, toad, rat), scout with
Gaa'bon (import Demon Summoner from Lost Heir 2), listen at doors (needs 60
Perception, +2 Perception for success), or knock on random doors (dangerous,
you need 70 Charm, Agility, or Unarmed to avoid damage when you get attacked by
a disgruntled inn patron; +2 Charm or Agility for success, -35 Health for
fail). The latter method succeeds even if all else fails.

Once you find the student's room, you need to ask for their papers and get them
via one of the following methods-

-Paying 500 Gold as requested earns you +10 Good. Of course, you need to have
the money for this.

-70 Charm can lower the price to 250 Gold and earn the same +10 Good. Gambling
and giving over all your Gold also works and earns +10 Good.

-Claiming you're royalty and will keep them safe succeeds if you have 70
Citizen Reputation and less than 50 Citizen Fear. The Circlet of Daria provides
free success for this check. This method also earns +10 Good with no Gold loss.

-Threats work if you have 4 Thug Levels or 50 Citizen Fear. Failure here means
you will be attacked (have to kill the student, see below).

-You can also try to kill the student. Any method here prompts them to Summon a
Demon for defense. If you have a companion, the student will be killed before
they can complete the Summons. Otherwise, they will finish and the Demon
appears. The student dies, but the Demon then comes after you. You need 75
Blades and a Sword or Dagger, 75 Unarmed (70 Strength also passes this check,
push Demon out window, success earns +1 to Strength & Unarmed), 75 Archery and
a Bow, or 80 Magic to avoid damage now (+2 to Stat used for success, fail
incurs -35 Health, wake up with 10 Health later if knockout). Summoning Brahl
can also kill the Demon before it injures you if you have 60 Willpower.

After you get the papers by whatever method (killing the student if nothing
else works), you have a choice where to sleep for the night. There are no
penalties in hiding for any decision. A Priest Level can get you healed 35
Health here, 4 Priest Levels earns full Health.

The next morning, you must board a ferry and pay a toll to advance the plot.
After the first dialogue prompt, you learn the base amount- 300 Gold if
uninjured, 500 for 50-100 Health, 700 if below 50 Health! You can drop this by
100 Gold each with 80 Perception (look at what others are paying, +2 Perception
for success), 80 Charm (ask to lower price, +2 Charm for success), or 3 Thug
Levels (threaten with Demons) up to a minimum of 100 Gold. If you have less
than the requested Gold, the price drops to all your Gold (no Gold, pass for
free). Offering to sell Demon Stones does not help. Once you pass the toll
booth, you board the ferry and advance to Act 3. The free game demo ends here.

Act 3- Consortium University.

This Act is a bit long and has several mandatory plot important events. The
first thing you must do is pick the gender for two characters- Pope/Poppy (Pop)
and Synden/Syndi (Syn). These are fellow Demon Summoning students, one of whom
will become your ally and the other your enemy. Both are possible Romance
Options for your character or your companion J (though this won't be possible
till Act 5).

Pop is a hyperactive lone wolf who commands a Demon with dozens of whiplike
tentacles. Syn is a stoic social type who commands a Fire Demon and has two
friends (Graham & Marla) who don't appear after this Act. Each character has
different challenges for gaining allegiance, fighting, and Romancing.

You can also get help in this Act from your current companion if any. If you
sent spies to Vernex in Lost Heir 2 and imported that character, you'll also
have additional help in waiting here thanks to that. Otherwise, you are on your
own.

After creating Pop and Syn, you will see them in an argument over a Demon Stone
that you will need to get later if you are not a Demon Summoner or miss Moff
(see below). The choice of who to favor here is important. Both your Pop and
Syn Relations start at 50- whoever has more will ultimately be your ally when
you reach the Sickness Demon event later. The other character will be your
enemy.

- Favoring Pop in the argument ("three on one isn't sporting"- Syn has buddies)
means you get +20 Pop Relations and -20 Syn. Pop retains the Demon Stone once
the scene is complete.

- Favoring Syn ("give it back, thief!) means they get the Stone (their buddy
Graham has it, but same difference). This earns -20 Pop Relations, +20 Syn.

- Favoring nobody earns -10 Pop Relations and Syn gets the Stone.

After this event, you have three tasks that can be completed in any order. The
fourth Option (go to sleep) won't work until you complete all three tasks.

Going to Class (the first task) will fully introduce you to Pop and a teacher
named Porter who will be the Act Boss later. At the first prompt, you can
listen to the lecture or ask Pop for information, either moves the plot ahead.
Asking Pop for information succeeds if you have 50 Relations- you can apologize
if you didn't favor them earlier for +10 Relations here.

The next scene after this prompt has you Planewalking in the Demon Realm, a
process similar to astral projection- A Seer Level or Demon Summoning ability
is needed to alter your astral clothing here, but it's not mandatory. You
encounter a Demon named Moff and Porter asks a student named Samson or Samantha
(random gender, abbreviation Sam) to capture them, but they decline. Sam will
be your Summoner ally later in the Final Mission if your ally Pop or Syn end up
dead before then. After they decline to capture Moff, you are asked to do it
yourself.

A character with Demon Summoning ability can capture Moff here. Moff is a
flying combat Demon, basically a weaker Brahl with wings who needs no Willpower
checks to control. You will want him for the Final Assignment (see below) if
your ally Pop or Syn does not have the Demon Stone from the earlier argument
later and you have trouble getting it back. A character who can't Summon Demons
will not be able to capture Moff- Pop gets them in this case. Pop also gets
Moff if you decline the capture.

After the encounter with Moff, Sam is attacked by another Demon that you fight
off (any choice of combat method leads to the same event, no Stat bonuses). You
then learn Planewalkers can't effectively fight Demons by methods other than
capturing and return to the loop of tasks after several dialogue trees.

Visiting the student hangout (second task) puts you in a tavern with several
students. You can spend 15 Gold on drinks here, but it's not necessary- order
water only to save money. A Bard can try to earn money here, but it does not
work.

You now have several Options for information gathering. Talk to the bartender
and listen to conversations here to learn about the Final Assignment and that
the Consortium is not involved in Zusak's ultimate plans. This information is
not mandatory however- you can leave the tavern and move the plot ahead without
getting it if you like. The important encounter here is the conversation
between Syn, Graham, and Marla- this is an encounter you can also bypass if you
like.

Talking to Syn, Graham, and Marla is possible (sit down with them). Their
response depends on if they have the Stone from the earlier argument. If they
have it, they give you free information. Otherwise, you need to apologize (80
Charm check, success earns +2 Charm and +10 Syn Relations) successfully or they
will leave. Punching Syn is also an Option (+2 Unarmed, -30 Syn Relations)-
this will get you thrown out of the tavern automatically.

Getting the info from Syn and their buddies fills you in on the their side of
the argument with Pop. If Pop has the Stone, you can offer to give Graham one
of yours instead- they won't take it, but you get +10 Syn Relations (or +15 for
offering Tyborr). You will get +10 Syn Relations once the conversation ends and
can still talk to the bartender and listen to other conversations afterwards.

You can also listen in on Syn's conversation (less info) with 60 Stealth (earns
+2 Stealth). Failure means Syn's group spots you before leaving the tavern (-10
Syn Relations).

Sneaking into High Chancellor Zusak's rooms- the third task- is the big plot
encounter of this Act. You have three ways of finding the rooms-

a) tricking a servant prompts a 60 Charm check (+2 Charm for success), failure
means they demand 20 Gold. Pay or slap them (+2 Evil) and they give up the
location. Having no money means you can succeed for free at the pay prompt.

b) Seer vision is useable with a Seer Level. This earns +3 Magic.

c) Getting a map of the complex earns +2 Geography and finds the rooms.

Once you are at the rooms, you must get in with one of the following methods-
lockpicks (earns +5 Devices at 55 Devices, otherwise no Stat bonus), Druid
shapechanging (3 Druid Levels needed, earns +2 Magic & Nature), acid (Alchemist
Level needed, earns +2 Magic & Nature), hinge-melting (60 Magic earns +2 Magic,
less earns no Stat bonus), or smash the door (60 Strength earns +2 Strength,
less earns no Stat bonus). Any method is free success.

Inside the rooms, you are checked for 60 Perception- success earns +3
Perception and the chance to pick up 60 Gold. 2 Thief or 1 Seer Levels can also
be used to pass this check. You then can look in one of four places. All the
places earn you the same item- a children's book that tells you Zusak's
motivation for starting the Demon War. Ask about Lachlan as prompted after
getting the book to learn the full story- I won't spoil it right now, although
I may mention a few details in the Final Mission walkthru and playthrus below.

After all tasks are complete (Class, Tavern hangout, Zusak's rooms, ask about
Lachlan), you can finally go to sleep. The next day, the plot progresses and
any wounds are healed.

Before the main plot resumes, you may have a sidequest to complete here. If you
have an imported character with the Life of Regret Achievement, and you have
Lady Emaline's Letter, this is their sidequest. You will meet Brother Eli, the
Priest to which the letter refers. Pay him 200 Gold as the letter directed
(telling him you were robbed of the money works if you have less than 200) to
get a Healing Potion. Telling him about Lady Emaline is optional. Asking "what
will you give me?" earns +3 Evil. Keeping the Gold and saying nothing earn no
reward.

Following the possible sidequest are several events that set up your help for
the Act's later events. First, if you have a Companion entering Vernex with
you, you learn they got in ok. The first response here ("Nice overalls") earns
-2 Relations with T, P, or B, -5 with J, or +3 Relations with anyone else.
Option 2 or 3 earns +2 Relations. Option 4 ("about time!") incurs -2 Relations.

Your Companion (or Sam if you have no Companion) now invites you to a card
game. You can go if you like- there's an Achievement for winning the game and
you can also get an Artifact and 500 Gold. It's not plot mandatory, though. The
entry fee for the card game is 5 Gold- your friend can pay for you if you have
insufficient funds.

The card game progresses over three rounds. On the first round, a player named
Ambrose (whom you'll meet again later) is thrown out for cheating. You are then
prompted to play fairly or try cheating yourself. B as a Companion gets you
past this easily either way. Otherwise, you need certain stats to for sure stay
in the game- 60 Arcana, 1 Seer Level, or 2 Guard Levels if playing fairly
(earns +2 Arcana); 60 Stealth if cheating (success earns +2 Stealth & Evil, G
provides free success, fail forces you to play fair). You may still stay in by
random chance playing fairly even if you fail the checks.

On the second round, you may have the chance to eliminate Pop or Syn from the
game. Choose either for +15 Relations with your choice and -15 Relations with
the other character. The elimination happens randomly if you missed the check
earlier for fair play (you or your friend may also get eliminated, your
friend's elimination prompts another coin flip to determine who's eliminated
next).

To win the third round and the game, you need one of the following to secure a
win (it's 50% random otherwise)- 85 Stealth if cheating, 40 Arcana and a Seer
Level (B as Companion eliminates the Arcana check), 85 Arcana, or 4 Guard
Levels. If you win, you earn 500 Gold and the Vault Stone Artifact. Loss on the
final round earns you 200 Gold (but you still get the Artifact if playing with
B as Companion).

The next event is an encounter with a Sickness Demon. It comes after you play
or skip the card game. You wake up covered in blisters and feeling ill (-5 to
Agility, Charm, Strength, Perception, Endurance; -30 Willpower). Grabbing a
Sword or Dagger is the only useful thing to do here- you might need one later.
Any other action is just a waste of a turn.

On the next round, you are hit for the same Stat damage again and a savior (Pop
or Syn, whoever won the Relations contest playing up until now) will take you
to a place where you can get some help. Unfortunately, it's guarded by a Demon
Dog. There are various ways to damage this creature and drive it off, but all
are impacted by the Stat damage you've been taking. Your new friend will drive
off the monster if you fail, and your damage will be restored soon after, but
until then you need to play with the reduced Stats. Here are the various ways
to hit the Demon Dog yourself and earn a Stat bonus-

- Magic needs 50 Endurance (after reductions) and 70 Magic. Success earns +2 to
both Stats.

- A Sword or Dagger needs 70 Blades, 50 Endurance, and 50 Strength to hit. You
earn +2 to all Stats for success. You'll need to have grabbed your Sword or
Dagger when the Sickness first hits, not having it is a fail (you still think
you have it, so the Option is there, you just don't find out you left it behind
till it's too late).

- Kicking the Demon Dog succeeds with 4 Monk Levels; or 50 Strength &
Endurance, 70 Unarmed. Success earns +2 to Endurance & Unarmed.

- 3rd or 4th Level Evil Priests can curse the Demon Dog if they have 40+
Endurance- success earns +5 Evil, +2 Religion & Magic.

- Jekyll Potion exposure provides free success on hitting the Demon Dog but no
Stat bonus.

Other methods here- Alchemist Potion, Astral Bow, Demon Stones- are ineffective
upon use even if you have good Endurance. You'll be prompted to try something
else or moved to where Pop/Syn saves you by Summoning their personal Demon. You
pass out after either you or Pop/Syn gets you past the Demon Dog.

You have one of nine possible dreams while passed out, each featuring an
Adventuring Companion or Mentor. It turns out you met them much earlier in your
life than you thought, and recalling the encounter may even have a Stat bonus
for you. Your dream is random, unless you're a Seer- Seers can pick their dream
based on Options with vague hints, they can also choose not to dream if
preferred. Here are the possible dreams and rewards from each-

- T's dream is about pies, sneaking them from the Royal Kitchen to be specific.
You earn +7 Strength for having it, whatever your actions in the dream.

- J's dream is about hot days. There is no Stat bonus awarded for any action,
it's just a character encounter.

- P's dream is about freckles. More specifically, it shows you playing with
nasty illusion magic- you earn +7 Magic whatever your actions here.

- G's dream is about pirates. It earns you +7 Charm whatever action you take.

- K's dream is about market day. This is another story dream with no Stat bonus.

- B's dream is about chocolate cake and bullies. You get +7 Geography, whatever
your action here.

- Sister Geri's dream is about hunting trips. It earns you +7 Agility (the
action you take does not matter).

- Lady Emaline's dream is about finger painting. It earns you +7 Endurance,
whatever line you choose to say to Emaline.

- Sir Grady's dream concerns honeyed nuts and a boxing match. It awards you +7
Unarmed.

- Amos's dream is about midsummer market shopping. It is amusing, but awards no
Stat bonus.

The Mentor and childhood friend dreams are specific to whichever friends or
Mentors you chose, whereas the dreams for T, J, K, and B will come for any
character.

When you wake up, you will regain your lost Attributes from the sickness, meet
with your new ally Pop/Syn, and talk a bit. The dialogue Options here are the
same for both possible allies and set up your next game main quest- pass the
University's Final Assignment and gain access to the Master's Library to find a
way to combat Zusak and his special Demons Bozar & K'Girr.

You will need to find a way to keep yourself safe while you sleep midway
through the conversation. Here are the possible methods (success is necessary)-

- Any Familiar you may have brought into Vernex works (Cat, Toad, Rat, Mouse,
Spider).

- Demon Summoners can Summon a Demon to watch over them. This earns +10
Relations with Pop/Syn. Any Demon works.

- With 60 Magic, you can cast a Protection Spell. This earns +2 Magic. If the
check fails, you need to try something else.

- If all else fails, Pop/Syn can help you by Summoning a Demon.

The next morning, you meet your Companion in Vernex again, if you have one, and
introduce them to Pop/Syn (the J Romance won't start till Act 5 even if they
meet here). If you sent spies to Vernex in Lost Heir 2 and imported the same
character, you also meet a new ally named Edmund or Edith. This person provides
extra Options to a few upcoming situations (look for Spy Favor below), but
otherwise plays no plot role.

For passing the Assignment, you will need a Demon Stone that is unregistered
and easy to master. Moff works if you captured him in the Class Event earlier.
Otherwise you need the Demon Stone from the argument Pop & Syn were having when
you first arrived (Brahl, Xi'atta, Zon'ch & Gaa'bon are registered to other
Summoners, Tyborr is too powerful to control, Daan'da is a dud). If your allied
character already has this Stone, they will give it to you. Otherwise, you'll
need to get it back from the other character, who is keeping that they sent the
Sickness Demon after you a secret for now. Here are the methods for getting
each Stone back if necessary-

- Getting the Stone from Graham (Syn has it) is possible via pickpocketing (60
Stealth check, earns +2 Stealth, failure means you must try something else, Spy
Favor or G as Companion provides success with no Stat bonus), Spy Favor, G as
Companion (no Relations check necessary), or talking to him. For the latter,
you will need 4 Thug Levels for an effective threat or 400 Gold to pay (Pop can
cover the difference if you lack funds). There is no way to kill Graham or
steal the money, unfortunately.

- If Pop has the Stone you need, the price drops to 250 Gold. Again, Syn can
cover the difference if you lack funds. No other methods are useable- Pop's a
lot more careful with personal property than Graham.

Once you have the Stone, you head for the Assignment. If you played the card
game earlier, you will see Ambrose the Card Cheat on the way. You may want to
get the Book of Fate Manipulation from Ambrose- it's worth either 250 Gold or a
Prestige Class in the next Act. If you want the Book, speak to Ambrose
(attitude doesn't matter, being rude just gives an extra choice). Otherwise,
let him walk away. Here are the methods for getting the Book-

- Pay Ambrose 500 Gold as he requests. Charm can lower his price here if you
ask him why he's charging so much- 95 Charm provides +2 Charm and drops it to
150 Gold, 75 Charm lowers the price to 225, 50 to 300, less to 350.

- Threats get you the Book if you have 4 Thug Levels. 3 Thug Levels and threats
drop the price to 100 Gold, 2 Levels to 175, 1 to 250, 0 Thug Levels to 300.

- You can steal the book with 80 Stealth and 1 Thief Level- success earns +2
Stealth. Failing the check means you need to try something else.

- Killing Ambrose for the Book is possible if you can lure him to a quiet
place. This needs 40 Charm or an Assassin Level to lure him to your room- any
method here is free success. Deciding to try murdering Ambrose earns +5 Evil,
doing it earns +40 more. If you fail the Charm/Assassin check, you need to try
something else.

After this, you will take the Final Assignment. There's some flavor dialogue
choices (no Stat bonuses), and then suddenly the Assignment is interrupted by
your enemy just as you pass. Now you need to rush to the Library before you are
attacked- lingering too long here gets you into a fight with a Winged Demon the
teachers Summon. To defeat the Demon, you will need a Blade Master or Elemental
Archer Level, a Sword and 80 Blades, 80 Unarmed (punch teacher), 80 Magic, a
Bow and 80 Archery, 2 Evil Priest Levels & 60 Religion (curse success earns +3
Religion & Magic), or Moff (free success, no other Demons are helpful). Success
earns +2 to Stat used and you escape without damage. Failure to kill or evade
the Winged Demon incurs -25 Health damage before you escape.

You will be in the Master's Library after you evade or kill the Winged Demon.
You will need to find a Book quickly (same Book found no matter method, it's
plot mandatory)- looking at dates tests History (4 Bard Levels, 1 Sage Level or
80 History earns +2 History and succeeds, you also need 30 Arcana). 80
Geography is tested by looking at place names (again 4 Bard or 1 Sage Levels
provide free success here, +2 Geography earned for success). Looking for arcane
rites tests 80 Arcana and earns +2 Arcana for success (again 4 Bard or 1 Sage
Level helps). A random search tests 85 Perception and earns +2 Perception for
success (1 Sage or 4 Bard Levels help as always). Passing the check with Bard
Levels earns you +1 to History, Geography, & Arcana. Failing your chosen check
still gets you the Book, but you take -25 Health damage when a Demon attacks
you during the search. If you have less than 30 Arcana here, you take damage no
matter what you do.

After getting the Book, you escape the Master's Library. If you didn't already
defeat the Winged Demon earlier, it shows up again here. You will need 30
Perception to spot its ambush (success earns +2 Perception) and then to evade
you will need to use 70 Agility (dodge), 70 Strength (brace), the Magic Shield
or Belt of Speed or Cloak of Spiders (free success). Evading the attack earns
+2 to Stat used and the Demon is beaten, getting hit incurs -25 Health.

After the Winged Demon encounter check, you have a choice to run for the
building exit or go deeper into the building. Going deeper into the building is
highly preferred- it earns you a chance at the Old Boots, my favorite Artifact
in the game. You will need a method of opening a Vault to get the Boots- the
Vault Stone from the card game win; Lockpicks (80 Devices or 3 Thief Levels
succeed, earns +2 Devices, fail means you need to try something else); 3 Druid
Levels (transform into elephant); 3 Wizard Levels (teleport spell, fails with
insufficient Levels, +2 Magic for success);  Gaa'bon (needs 55 Willpower);
Sister Geri's Rings (consumes one-time use Artifact); 3 Bard Levels (sing door
open); or 1 Alchemist Level & 90 Nature (acid opens lock). If you get the
Boots, you will need to survive the rest of the Act to keep them and the chance
to unlock their power comes during Act 5. Trying to get them earns you -25
Health later, but is well worth it.

After grabbing the Boots or bypassing their Vault, you need to run for the
Ferry to escape Vernex. First, though, you meet up with Pop & Syn again and
then get a miniboss fight with the character who is your enemy after speaking
to the one who is your friend (dialogue does not matter). Pop or Syn (whichever
isn't your ally) reveals themselves as your enemy and Summons their personal
Demon along with the Sickness Demon.

- It's usually best to attack the Demons here, not the Summoner- if you attack
the Summoner, you can wound Pop/Syn automatically (+2 to Blades, Unarmed, or
Magic, Archery is not an Option) but they will escape since it's not yet their
fated time to die (see Final Mission). Their Demon will wound you for -25
Health automatically if you attack its Summoner with any normal method.

- Brahl or Moff can attack the enemy Summoner, no Willpower contest needed, if
you can Summon them. But you still get the Health loss.

- To attack the Demons instead of Pop/Syn, you first need 35 Agility to crush
the Sickness Demon (cockroach size) before it reaches you. After that, you will
be faced with the Whip or Fire Demon. Using 50 Blades (Sword or Dagger), 70
Unarmed (throw), or 50 Magic will earn you a +2 bonus to Stat used, failure
incurs -25 Health as the Demons strike, then vanish to cover Pop/Syn's escape.
Using Unarmed will get you injured -25 Health.

- Xi'atta gives you a free instant kill on the Fire Demon, Brahl on the Whip
Demon. Using the opposite Demon will force you to pick another method of attack.

- If you have a Spy with you, use the Spy Favor Option here to end the
encounter at once with no injury. Be careful relying on the Spy after this,
however (see below).

If you are knocked out during this encounter, you wake up on the Ferry escaping
Vernex with 10 Health, at a disadvantage for the Act Boss Fight. The price of
going unconscious in that fight is the death of your new ally Pop/Syn- this
locks out the Demon Master Prestige Class and a couple of game Romances among
other things. Assuming you're still up, here's how to stay that way.

After you get past Pop/Syn and their Demon, you must hurry to the Ferry as more
enemy Summoners close in. A delay here (from attempting the Vault with the
Boots earlier) earns you automatic -25 Health (worth it IMO). To escape the
enemy, delayed or not, you need to use one of the following methods-

- A Spy Favor will handle things immediately. It gets your Spy killed, though.
If they stay alive, they can still be used against the upcoming Act Boss.

- 40 Endurance means you can run fast enough to reach the Ferry and avoid
another -25 Health injury.

- 40 Agility can also be used (zig-zag).

- 2+ Level Monks can will themselves to go faster (automatic +5 Endurance
unless Monk Level check fails- then you will need to try something else).

- A 2nd Level or higher Good Priest can call on their God for help- this earns
+2 Religion on success. Evil Gods won't provide aid here.

- Sister Geri's Rings can get you on the Ferry uninjured (one time use). So can
the Belt of Speed, and it is not a one-time use Artifact.

- 3rd Level Druids can reach the Ferry at once via shapechanging into a bird.

Success at any Stat check above earns +2 to Stat used, failure incurs -25
Health. Knockout puts you on the Ferry automatically with no need to challenge
the Ferryman, but this may not be best for the Act Boss.

If you reach the Ferry conscious, the Ferryman takes off but then challenges
you as the enemy scrambles another boat to pursue you. The Options here include-

- "I'm the King/Queen! Help me!" Succeeds at 80 Charm or 90 Citizen Rep (earns
+2 Charm).

- Threats work with 2 Thug Levels or 90 Citizen Fear (+2 Citizen Fear for using
latter).

- Paying the Ferryman 400 Gold or all your Gold works if you can't pass either
above check. Having less than 150 Gold here and using this Option will invoke
Pop/Syn and your Companion if any to help pay the Ferryman- this incurs -15
Relations from both.

Failure of the Stat checks means you will need to try another method. Killing
the Ferryman is not possible. Once you calm them down, they resume crossing the
lake. You now have a chance to heal yourself +25 Health if you have one of the
following- 1 Paladin Level, P as Companion, 3 Priest or Cleric Levels, or
Brother Eli's Healing Potion (one time use). Having or using none of this means
you remain injured.

Once across the lake, you face the Act Boss Fight against Porter, the Demon
Summoner Teacher from your Class earlier. They Summon three hulking Ogre Demons
to challenge you and killing the Summoner (Porter) is the only Option here.

- You can spring an ambush on Porter for an instant win with one of the
following methods- Spy Favor (if your Spy is present and alive, they die if
used here but it doesn't matter since the Act is over), Soldiers (need 1 War
Master Level imported and bring Soldiers to Vernex during Act 2), Undead (need
1 Necromancer Level imported and bury Undead outside Vernex in Act 2), Dragon
Mount (imported from Lost Heir 2), or Giant Worm Mount (also import from LH2).

- Failing an ambush, you will need to use a 100 combat Stat (Blades, Magic,
Archery, Unarmed) to attack Porter. Success gets you hurt -25 Health but Porter
falls. Failure of the Stat check means you are hit twice for -25 Health each
time before Porter dies.

- 4th Level Monks can focus inner energy to leap and strike Porter down
automatically (this earns +3 Unarmed). No injuries are incurred.

- Attempting to Summon a Demon gets you hit for -25 Health per Demon. Brahl
succeeds in killing Porter if you have 70 Willpower. So does Gaa'bon if you
have him and 65 Willpower. Daan'da creates a distraction and allows you a
possible reduced Dagger hit on Porter (needs Dagger and 35 Blades to succeed).
No other Demons are helpful here.

Falling unconscious here means your ally Pop/Syn gets themselves killed
defeating Porter. Otherwise you will defeat Porter yourself and ensure your new
ally's survival (necessary for Romances, Demon Master Prestige Class, possibly
at least one Achievement). Getting knocked out also costs you the Old Boots if
you retrieved them from the Vault.

After defeating Porter, you rejoin your allies outside Vernex (they came to
help you if left behind in Act 2). If you are not a Demon Summoner you have a
choice for what to do with your borrowed runebag here. Selling it earns 250
Gold. Giving it to Pop/Syn earns +15 Relations. Throwing it away earns nothing.

Now the next Act begins.

Act 4- Final Class Level.

This Act returns you to full Health as it begins (a new Act always does). You
start with a War Council event to discuss plot progress. You have the Som'Reth
Book from the Master's Library to help thwart Zusak and some idea of his
ultimate design, but still need to further plan how to do that. The Som'Reth
Book also needs translation. Explore the dialogue tree as the meeting
progresses, then choose to go to bed to end it.

Naistalan decides to leave at the meeting's end to seek counsel with Elf
Loremasters. If K is in your party and not your lover, they will want to go
with him. This is the second part of getting the "Love is in the Air"
Achievement later in Act 6- Naistlan is K's Romance if you are not. Letting K
go with Naistalan earns +3 K Relations and their Romance, denial is -3 K
Relations. K will be absent from your Adventuring Party until Act 6 if they
leave here- again, some benefits will be locked out, but getting their Romance
is necessary for the Achievement. It also affects K's ultimate fate text in the
Hero Ending.

After Naistalan departs, with or without K, you have the task of translating
the Som'Reth Book. 2 Sage Levels or 90 Arcana means you can do it yourself (+5
Arcana). Otherwise you must give up 250 Gold or -25 Citizen Rep (offer a title)
to pay a Sage for translation. 90 Geography or 3 Levels in Ranger help find the
Sage faster, but there is no bonus for that.

While the translation work progresses, you spend some months acquiring your 5th
and final Class Level. There is a check here for 60 Good or Evil if you are a
Priest of a God other than the Unknown- you will lose your Priest, Cleric,
Paladin, and Dark Knight Levels and associated powers if you fail the check.
Not having a Holy Symbol for some reason fails the check automatically. You
will lock out future Priest Levels if you fail this check.

Here are the many choices and possible bonuses available from Class Levels
(only one can be chosen)-

- Arcane Tattooist (requires 1 pre-existing Level in Class imported from LH2).
You can get a new Familiar in the form of a Tattoo Tiger. This creature can
follow you anywhere and is one of the better combat Familiars available in the
game (you pick its name and gender). It replaces your current Familiar if
chosen. You also get your choice of 3 new Mystic Tattoos from among the
following- Circle (+10 Endurance), Coins (500 Gold), Stars (+10 Perception),
Face (+10 Strength, +15 Citizen Fear), Sword (+15 Blades), Vortex (+15 Magic),
Snakes (+15 Stealth), Rings (+15 Unarmed), Vines (+15 Nature), Flames (+7
Arcana, Geography, History). These bonuses are higher than those provided by
Tattoos you may already have in previous games- unfortunately you can only get
each Tattoo once. You should already have up to 4 Tattoos from your previous
Tattooist Level.

- Alchemist (2nd Level requires 1 pre-existing Level in Class imported from
LH2). At 2nd Level Alchemist, you can now make more powerful potions, including
acids and explosives. You can also make healing potions, although the game
notes that they are not more powerful than Priest Healing Magic, nor do their
bonuses stack. You get +15 to Magic & Nature, and 500 Gold. You can also earn
the benefits of a 1st Level Alchemist here if you have 70 Nature, 70 Magic, and
40 Arcana (lesser potions, +15 Magic & Nature, 50 Gold).

- Seer (2nd Level requires 1 pre-existing Level in Class imported from LH2).
Non-Seer characters need 75 Perception & 75 Magic for their first Seer Class
Level (this earns +20 to Perception and History). A 2nd Level in Seer earns +25
Perception, +15 to History & Geography. You also get more detailed visions
later and thus higher bonuses with a 2nd Seer Level.

- War Master (requires 1 pre-existing Level in Class imported from LH2). You
get more advanced tactical knowledge; also +15 to Geography, History, &
Perception; +10 to Archery & Blades.

- Dragon Rider (requires 1 pre-existing Level in Class imported from LH2). You
get more advanced aerial maneuvers with your Dragon Mount, also +15 to
Strength, Agility, and Endurance. Characters with a pre-existing Knight Level
will be prompted to possibly take the Dragon Knight Class instead (see below).

- Necromancer (requires 1 pre-existing Level in Class imported from LH2 and 90
Evil). This gets you the ability to create more advanced undead later, +10
Magic, +20 Evil, +50 Citizen Fear, & 500 Gold. You will not face a Morality
Check for being a Necromancer after this, so if you want to be a Good
Necromancer, just get your Good back somehow later.

- Blademaster (requires 1 pre-existing Level in Class imported from LH2).
Blades rise to 100 if not there already, you also get +10 to Endurance,</pre><pre id="faqspan-3">
Agility, & Strength. Your swashbuckling is more advanced too.

- Elemental Archer (requires 1 pre-existing Level in Class imported from LH2).
You can create explosive Elemental Arrows now. You also get +10 to Endurance,
Agility, and Strength along with 100 Archery if you didn't have that much
Archery already.

- Paladin (requires 1 pre-existing Level in Class imported from LH2). +15 to
Good & Blades; +10 to Religion, Strength, Endurance, Agility. You will have the
chance to earn a Holy Avenger Sword in Act 6 as a 2nd Level Paladin with 80
Good.

- Dark Knight (requires 1 pre-existing Level in Class imported from LH2). +15
Citizen Fear, +10 Blades & Religion; +7 Endurance, Agility, Strength. You will
have the chance to earn a Souldrinker Sword in Act 6 as a 2nd Level Dark Knight.

Getting a 2nd Level in any of the above Classes earns you the "Top of the
Class" Achievement for that Class.

- Knight (requires 1 pre-existing Knight Level). Importing a character with
both Dragon Rider and Knight Levels earns you the prompt to possibly become a
Dragon Knight here (see below). Just a Knight Level earns you +10 Blades; +7
Archery, Agility, Strength, Endurance. You also get cosmetic Silver Plate Mail
if you didn't import a 2nd Level Knight character. Knights of 70+ Good also
earn +10 Citizen Rep & -10 Citizen Fear. If you already have 2 Knight Levels
the bonuses change to +15 Blades; +7 Agility, Strength, Endurance. 3 Knight
Levels are required for the "Top of the Class" Achievement as a Knight.

- Bard (1 pre-existing Bard Level required). You get a free Lute (if you don't
have one already), +10 Charm; +7 Agility, Geography, Hisotry, Perception. You
also earn Gold based on your previous Bard Levels- 125 for 1, 200 for 2, 300
for 3, 500 for 4. Epic abilities for the Class are unlocked at 5th Level.

- Thief (1 pre-existing Thief Level required). +10 Blades, +7 Agility, +15
Devices & Stealth.

- Guard (no requirements). Sword if you don't already have one; +10 to Blades,
Archery, Agility, Strength, Endurance. You also gain Gold based on your
previous Guard Levels- 100 for 0, 125 for 1, 150 for 2, 200 for 3, 250 for 4.

- Priest (need to not have failed a Morality Check as a Priest before, 1
pre-existing Priest Level required). +15 Religion, +10 Magic & Charm, 100 Gold.

- Monk (1 pre-existing Monk Level required). +15 Unarmed; +7 Perception,
Endurance, Agility, Stealth. You will not earn the Ki Strike unless you
imported a character with the ability from LH2 unfortunately.

- Assassin (1 pre-existing Assassin Level required). +10 to Stealth, Devices,
Nature, Blades.

- Thug (1 pre-existing Thug Level or 30 Strength required). +10 Blades, +15
Strength & Unarmed. You also learn Gold based on pre-existing Thug Levels (100
for 0, 150 for 1, 200 for 2, 350 fir 3, 500 for 4).

Getting a 5th Level in any of the above Classes (below Knight) earns you the
"Top of the Class" Achievement for that Class.

- Cleric (requires 1 Priest Level). +15 Blades, +10 Religion; +5 Strength,
Endurance; 100 Gold.

- Wizard (requires 1 pre-existing Wizard Level or a Spellbook). This earns a
free Spellbook if you lack one, +15 Magic, +10 History & Arcana. You can bond a
Cat, Rat, or Raven Familiar if you lack a Familiar (Ravens are useful in at
least one upcoming combat, Cats or Rats are not useful except as flavor after
this point). You can also wait to get a Familiar if you like (a Monkey or
Parrot will be available in Act 8). You will pick your Familiar's gender and
name.

- Druid (1 pre-existing Druid Level required). If you have 100 Evil and 3 Druid
Levels, you will be prompted to consider the "Druid of Decay" Prestige Class
(see below). Regular Druid Level earns +10 Nature; +7 Magic, Perception, &
Stealth; +5 Endurance, Geography. If you lack a Familiar, you can get a Wolf or
a Hawk (both are useful). You can also wait for a chance at the Monkey or
Parrot later. Familiars for Druids or Rangers are random gender, you pick name.

- Ranger (1 pre-existing Ranger Level required). Free Sword & Bow if you don't
already have them, +15 Geography; +10 Nature, Stealth, Archery, Blades. If you
lack a Familiar, you can get a Wolf or a Hawk (both are useful). You can also
wait for a chance at the Monkey or Parrot later.

- Sage (no requirement). +10 Arcana, History, Geography, Nature.

Getting a 4th Level in any of the above Classes earns you the "Top of the
Class" Achievement for that Class.

There are also several new Prestige Classes available. All have specific
requirements. One Level in any of these Classes earns you its "Top of the
Class" Achievement.

- Druid of Decay (requires 3 Druid Levels and 100 Evil). You get powerful Decay
Magic, +10 Magic & Nature, +20 Citizen Fear, +7 Stealth & Perception, +5
Geography & Endurance. If you lack a Familiar, you can get a Diseased Bat or
Boar (both are useful).

- Demon Master (requires 65 Willpower and having Pop or Syn in your Adventuring
Party with 75 Relations). Earns +10 Willpower, +20 Endurance, +30 Arcana. Pop
or Syn will also offer you up to three new Demons (must trade your existing
Stones, although you can buy one new Stone for 300 Gold if you have 50+ Charm &
80+ Pop/Syn Relations- 7 Stones here earns you the "Full Set" Achievement). The
new Demons available here are Lez'eret (strong flying combat Demon), Mythor
(Demon Steed, new Mount- can replace existing Mount, not useful otherwise), and
Za'bin (Demon Imp Familiar- can't replace existing Familiar, not useful
otherwise). You will gain your Mount's Gold value if you give up your Mount
here- reminder, Epic Mounts like the Dragon and Giant Worm are worth 0 Gold.
None of these Demons have any required Willpower Stat to Summon safely- we're
past that now.

- Vampire Lord (requires imported Infected Vampire character from LH2, 50
Arcana & History, 30 Magic). You get Dracula powers after killing yourself and
rising again as directed, also +15 Perception, Strength, Endurance; +45 Citizen
Fear, -20 Citizen Rep; +30 Evil; and +15 to either Blades & Agility
(battlefield terror, this also gets you a free Sword) or Charm & Magic (dark
mystical powers). Becoming a Vampire costs you any pre-existing Good Priest,
Good Cleric, or Paladin Levels. You can regain Good afterwards, but there is no
chance to get back your Priest powers and most traditional things a Vampire
does are Evil in this game. "Forgetting the foolish idea" means you must pick
another Class Level.

- Soulburner Catalyst (requires imported character from LH2 with Soulburner
Knowledge, J in Party with 90 Relations, 55 Endurance, 55 History, 55 Arcana).
You get the ability to provide increased power for J's Magic, also +10 J
Relations; +20 Strength, Agility, Magic, Endurance. Failing any of the required
checks or forgetting the knowledge prompts you to pick another Class Level
instead.

- Berserker (requires importing a character from LH2 who was exposed to Jekyll
Potion, 50 History, 50 Arcana). If you pass the initial checks for this Class,
you will then need a strong soldier to beat down to trigger your new rage
powers. T or B helps you with 80 Relations, your Squire helps you freely if you
have one, no other Adventuring Party members will work. You can also hire a
soldier with 75 Citizen Rep or Citizen Fear. The ritual will kill the soldier
(+25 Citizen Fear, -15 Citizen Rep) or Squire (+10 Citizen Fear, -5 Citizen
Rep), or leave B or T unconscious (+10 Citizen Fear, -5 Citizen Rep, -15 B/T
Relations). A successfully achieved Berserker Level earns +23 to Strength &
Endurance, +30 Blades, +10 Evil, along with the ability to rage for instant
combat success in a few upcoming Boss Battles. It's not really worth it IMO.
Bite your tongue to complete the ritual (this triggers your Rage later), other
actions fail to get you this Class and you must get something else instead (+10
Good).

- Tycoon (requires Bakery Investment in Act 1, 50 Charm, 50 History, 50
Geography, 50 Arcana, 1000 Gold to invest- the Bakery gain counts, see below).
You earn +15 to Arcana, History, Geography, Charm. You are also prompted to
invest a portion of your remaining Gold into your portfolio- this will earn you
bonus Gold later on top of your initial investment. Attempting to become a
Tycoon checks your Bakery Investment early (see below).

- Luck Mage (requires Book of Fate Manipulation from Ambrose in Act 3, 100
Arcana, 75 Magic). You earn the ability to manipulate probabilities, +15 Magic,
and +20 Arcana. If you don't want or can't get this Class (I found it useful on
occasion but underwhelming), you can sell the associated Book for 250 Gold.

- Shadow Weaver (requires imported Cape of Shadows from LH2, 1 Wizard Level, 1
Thief or Assassin Level, 50 Magic, 80 Stealth). You gain the ability to
magically manipulate shadows, +20 Stealth, +20 Magic. If you lack a Familiar,
you can also get a Shadow Familiar here (very useful later).

- Dragon Knight (requires imported LH2 character with 1 Knight and 1 Dragon
Rider Level). You further bond with your Dragon (+10 to Blades, Archery,
Strength, Agility, Endurance) and will later get the chance to give all your
Adventuring Companions Dragon Mounts.

- Rune Warrior (requires 90 Magic & 90 in either Blades or Unarmed). You get
Runes of power all over your body that enable extra combat bonuses. +7
Strength, Agility, Endurance ; +10 Blades or Unarmed, +10 Magic awarded. You
get a free Sword at 90+ Blades with this Class Level, otherwise you get an
extra +1 to Strength, Endurance, & Agility.

- Artificer (requires Infinity Arrow imported from LH2, 75 Devices, 75 Magic).
You get the ability to make enchanted items (very useful later), a free Sword &
Bow if you lack them; +7 to Strength, Agility, Endurance; +10 Magic, +20
Devices, +15 Blades & Archery.

- Siren (requires 100 Charm, 50 Perception, 30 Magic). You get the ability to
compel the minds of others through Magic persuasion. Study with Timothy or
Tamara as prompted to get the Class Level after choosing to consider the Class
(putting them in chains earns +5 Evil and no Siren Level). Stat awards- +15
Perception & Magic, +10 Endurance.

Look below in future Acts for the many special benefits of each Class. There
are now some Optional Events before the main plot resumes.

- Demon Summoners can practice their Summoning some if they did not become
Demon Masters earlier. You can confirm your mastery over Brahl, Xi'atta,
Zon'ch, and any other Demons you have other than Tyborr (he comes later). Your
Willpower increases to 50 here if it was below that initally. You will need 70
Willpower to command Brahl in all situations, other Demons do not require a
contest of Willpower after this point.

- If you invested in the Bakery in Act 1 and you did not become a Tycoon, you
check on the investment now. You are checked for 50 Arcana & 50 Perception,
success earns 600 Gold and failure earns 400. You had to invest 500 initially,
if you recall.

- If you have a child imported from LH2 (either through Magic if asexual /
homosexual or the natural way with your lover P, G, T, K, J, or B), they take
their first steps and you reflect on raising them. They then escape their nanny
or soldier caregiver and you can find them in the quarters of one of your
Adventuring Companions who is not their parent doing something amusing.
Laughing here earns you +5 Relations with the Companion your child seeks to
emulate (your choice). Scolding either child or caregiver earns no bonus.

After the optional events, a group of people comes to your base, pursued by
Demons. You can send soldiers to help them or not, either way they make it
inside your base. Fortunately the group is friendly. It's led by Lord Tovor,
your Royal Treasurer, and also includes the Prison Orphan if you imported them
from LH2 on the Royal Page job path. Welcoming Tovor back here earns +5
Relations with him (calling him a reckless fool, telling him General Vale is
dead, and thanking him for bringing back the Orphan also work), not welcoming
him ("should have stayed in Ludd") incurs -5 Relations. Tovor is back in the
story now, like it or not, and may later play significant roles in Acts 6 and 9.

Following Tovor's Return, there are some more Optional Events.

- If you are a Necromancer doing the Raising the Red side quest, you get an
event here where it turns out poison in their body is interfering with the
process of making the Red into your undead servant. To continue the process,
you will need to spend 200 Gold for a counter-poison (60 Nature or 1 Sage Level
makes creating the counter-poison free if used, earns +3 Nature). You can also
give up on completing the side quest (and associated Achievement "Look Who's
Back) if preferred. There will be more complications later if the side quest
continues.

- If you have the Tyborr Demon Stone, you will have the chance to Summon Tyborr
here. Doing this is advised if you are a Demon Summoner charcter even if you
lack 80 Willpower- it helps unlock an Achievement in Act 8 later and that
Achievement can get you extra help from Tyborr in both Act 8 and the Final
Mission. If you are not a Demon Summoner, it just gets you a teaser for Tyborr
and nothing more. The Demon Summoner event may seem like a teaser also- it is
particularly disappointing if you have 80+ Willpower- but you actually unlock
the later bonuses in Act 8.

The main plot now resumes. You or your hired Sage have reached a breakthrough
in their research into the Som'reth Book. A powerful Magic Weapon called the
Demon Blade exists, and it can slay K'Girr and Bozar. You must get it by
voyaging across the Silver Sea to the ruins of the Som'Reth Capital City. You
are now back on the road again with all your Adventuring Companions and allies
other than Naistlan (also G and K if sent away earlier).

Act 5- To Brightwater!

Heading to Brightwater, there are several events before you can get on a ship
to cross the Silver Sea.

First, you encounter a group of Gypsies led by an old man named Frederick and
are invited to a party in their camp. Going to this party is necessary for
several game Achievements and Romances, but it is entirely optional. You can
progress the plot and skip the Gypsy party if preferred.

Assuming you go to the Gypsy party, you have several tasks to complete. There
are so many optional actions to take here that I will condense them into the
advised strategies below. Note that many of these events involve the most
prominent Gypsy other than Frederick, a dancer named Lacey. I list them in
order of my usual priorities. Note that taking any of the last possible actions
(stay at the campfire for most of the night or thank the Gypsies, then leave
the campfire) ends this event. Any optional actions you wish to take must be
fully played out before you leave the Gypsy party for rewards.

- If you have the Old Boots from Act 3, ask Lacey what kind of Magic she knows
and then ask her if she can tell you what the Boots do. You learn they are
Boots of Travel and with them you have the ability to walk on any surface,
including water or thin air (awesome!).

- B and Lacey have a Romance that starts when they meet here if B is not your
lover. Getting this Romance is required for the "Love is in the Air"
Achievement if B is not your lover- it is the third part of the process. To
start the Romance, Encourage B to dance with Lacey by asking B about dancing
(no Relations check involved). Then make sure B does not leave the party before
you (telling them to go back to camp voids the Romance). If all goes right, B
will spend the night with Lacey after the party concludes (whether you stay
most of the night or not)- this voids any Lacey Romance you might earn.

- There is also a Romance with J and Pop/Syn here to start, if they are both in
your Party and J is not your lover. This too is part of the "Love is in the
Air" Achievement (having J as your lover voids the Achievement unless you get
Pop/Syn killed off in Act 3). To start this Romance, cast a simple spell on the
fire and then watch J & Pop/Syn leave together after Lacey is rude to J. Your
response to Lacey's rudeness does not matter.

- You can dance with your lover at the Gypsy party for +5 Relations if they
have not left yet (see below). Note that asking J to dance does not work- she
leaves the party and you suffer -7 Relations. Anyone else will dance with you.

- You can get some extra Optional events with J here if they are your lover.
Instead of dancing with them, tap J on the shoulder and sneak away from the
fire together- you get an optional dialogue tree. Encouraging J to loosen up
here prompts them to leave the Gypsy party (-10 J Relations, you decide whether
to stay or leave also and move on to facing the Demon Assassin event). You can
also hold J's hand (+3 Relations if you pass 60 J Relations check, -2 J
Relations if fail); leave the event with them; return to the event with them;
or kiss them- this prompts an 80 J Relations check, and J then mocks Lacey.
Favor J (say you wanted to be alone with them or mock Lacey) for +3 J Relations
(pass 80 J Relations check) or -3 J Relations (fail). Favor Lacey ("A little
bit") to make J leave the party (-20 Relations, you decide to stay or go).

- You can start a Romance with Pop or Syn here if you like and if they are your
attracted gender. Be aware you will not have a child with them during the game,
nor marry them until the Hero Ending (should you achieve it). To get a Romance
going, talk to Pop or Syn at the Gypsy party and then kiss them.

The game now checks for three things before turning on the Pop/Syn Romance
flag. First, you must have no pre-existing lover (failure incurs -35 Pop/Syn
Relations and they leave the Gypsy Party). Second, Lacey must not have taken an
interest in you while dancing if you kiss Pop (if she did, you lose -20 Pop
Relations and Pop leaves). Third, you must pass a Stat check for being
Pop/Syn's Romantic type (80 Relations, also 60 Good or 80 Charm for Pop, 60
Charm alone for Syn). You pass all this, the Romance begins. Romancing Syn
voids any Romance with Lacey (see below). There is no Relations penalty for
failing the type check.

If you pass the checks to start the Pop/Syn Romance, you can then either a)
continue kissing them (+10 Relations, you stay at the Gypsy party); b) dance
with them (same as a); c) suggest you leave the Gypsy party together (P won't
leave but you get +10 Relations and the Gypsy party continues, Syn will leave
and this moves you to the Demon Assassin event- see below); or d) push them
away (-20 Relations, voids Romance, they leave the Gypsy party). Do not attempt
to stay at the campfire and Romance Lacey after Romancing Pop, one will void
the other. The Pop/Syn Romance will continue in Act 6.

- You can dance with Pop/Syn if you are single and have 80 Pop/Syn Relations
(+5 Relations earned), no Romance necessary, no jealousy incurred. This is a
good way to test the possibility of Romancing them before you attempt a talk
and kiss as above.

- It is also possible to get extra Pop or Syn Relations outside Romance by
talking to them at the party. Talk to them and then keep talking (no kissing)
or look into the fire together for +10 Relations; or talk, then leave them for
-10 Relations.

- It is also possible to Romance Lacey into a one night stand, if you don't
mind denying B the chance at a long-term Romance with her and denying yourself
any future Romance with Pop.

To do this, you need to dance with Lacey. If J is your lover and they see you
dancing with Lacey (-15 J Relations, J gets angry but does not actually leave
the party despite what the text says- you still need to get rid of J to sleep
with Lacey, see below), or you pass a check for 50 Agility & 50 Endurance,
Lacey takes an interest in you during the dance. You must then send B and your
lover if any away from the party (see below), either will ruin your chances
with Lacey if they remain. T tries a group dance with you and Lacey (+3 T
Relations), P or K glares at you as you dance (-3 P, -5 K Relations), and other
characters take various other actions, but any other lover must still
ultimately be sent away for the Lacey Romance to complete (Lacey's not into
threesomes, her loss). You also will have need to sent B away before dancing
with Lacey if B is not your lover- Lacey spurns you for B if B is still present
and single. Do not kiss Syn afterwards either- this voids any Lacey Romance in
progress and puts you with Syn instead.

The Lacey Romance progresses when you choose to end the Gypsy party event by
staying at the campfire for most of the night. If B is already gone and Lacey
is interested in you at that point, Lacey invites you back to her tent before
you leave. If your lover is still present, they stop the event before it
starts- you will have needed to send them away at some point first for it to
happen. B stops the event either way- if they're single or if you're dating
them.

If your lover is gone and Lacey is interested in you and unattached (B's not
around), she offers you the chance to sleep with her. This comes even if you
are not normally interested in girls as lovers- Lacey's just that alluring, I
guess (there is actually no check in the script for the likesgirls variable
when it comes to Lacey)- you just need to have danced with Lacey successfully.
The only Stat bonus for sleeping with Lacey is +15 Evil if you are committing
adultery (pre-existing lover). Not doing it carries no benefits and it does not
matter if she knows Sir Grady was your foster parent (see below).

- If you have an imported character with the Life of Regret Achievement and Sir
Grady's Letter, the associated side quest is available here. Lacey is Sir
Grady's daughter. Read the Letter again if you like, then ask Lacey about Sir
Grady. Then either tell her "he's dead" or "he loved you"- this prompts Lacey
to read the letter and she may give you her Glass Marble (Mystic Artifact)
later in the Act after the Demon Assassin confrontation. Destroying the letter
earns +10 Evil and no reward.

- You can drink at the party up to 4 times before you pass out and move on to
the Demon Assassin event. Drinking is necessary to get P and T to leave and may
also prompt other Adventuring Companions to leave (see below). Drink once and P
leaves. If T is present, they mock P and you get a choice who to favor in
response (+5 Relations to favored character, -5 with the other character).
Drink twice, T lets loose and then leaves (+5 Relations). Other events become
possible after you drink (see below).

- There is a complicated Achievement to earn here called "Last Call". It
involves ensuring every other member of your Adventuring Party leaves the party
event before you do. Here are the strategies for each person (Achievement
awarded when last person leaves)-

B- Ask them to return to your camp. If you do this, you will void any B & Lacey
Romance in progress. It is necessary if you want to sleep with Lacey yourself.

P- Take one drink and they will depart (see above).

G- Get J to injure them in an argument (see below), get T to injure them in a
group dance (see below), or get them into a dance competition with Pop (see
below).

T- Take 2 drinks. This prompts T to drink until they pass out (+5 T Relations,
T leaves).

J- Ask her to dance (-7 J Relations), dance with Lacey if J is your lover (-15
J Relations), sneak away from the fire with J and encourage them to let loose
in private (-10 J Relations) or kiss them and then favor Lacey, or cast a spell
on the fire. Doing the latter prompts J to leave with Pop/Syn if they are still
around and starts the J & Pop/Syn Romance. You can also dance with the group
and if J & K are both present, they will both leave. Just one, they remain.

K- Dance with the group and if both J & K are present, both leave. Just one,
they remain. You can also take 3 drinks or simply listen to the music, either
event prompts K to leave alone.

Pop- Cast a spell on the fire, this makes them leave. If J is also present when
you do it, this gets J to leave with Pop and starts their Romance. You can also
get Pop into a dance competition with G (see below) or try to kiss them and
fail their type check (pre-existing lover, <80 Charm, <60 Good, Romance Lacey
first) or kiss them and then spurn them.

Syn- Cast a spell on the fire, this makes them leave. If J is also present when
you do it, this gets J to leave with Syn and starts their Romance.. You can
also try to kiss them and fail their type check (pre-existing lover other than
Lacey, <60 Charm), kiss them and then spurn them, or do drunken impressions of
Zusak (take 2 drinks and the Option comes up)- Syn will leave in response to
any of this. The drunken impressions do not affect a Syn Romance.

- If J and G are both in your Party and J has not left the Gypsy party event,
you can ask J to let loose and have fun in public. This prompts +3 J Relations
if G has left the Gypsy party already, or starts an argument between them if G
is still present. After the argument, you can tell J to back off for -3 J
Relations, block their view (neutral), or let them injure G (G leaves the
gathering).

- If both G and T are present when you dance with the group, they collide on
the dance floor (-5 G Relations, +5 T Relations or vice versa depending on who
you favor after event) and G leaves.

- If both G and Pop are present, you can encourage a dancing competition
between them. This will get you +5 G and -5 Pop Relations or vice versa
(depending on for whom you cheer); you can also not cheer (-5 Relations with
both characters). Both G and Pop leave after their competition concludes.

- Other actions possible at the Gypsy party outside the above (including Bard
music) are just extra flavor text.

After the Gypsy party ends or is declined, you face a Boss Fight against a
Demon Assassin. This flying monster grabs you and carries you high up into the
air while a mob of smaller Winged Demons attack your allies. Three small Winged
Demons also stay near you and may injure you further (see below). You need to
hit the Demon Assassin twice to defeat it, although certain character Classes
can kill it more quickly than others. Here's how the fight goes-

On Round 1, the Demon Assassin grabs you. You can injure it once with Shadow
Magic before it takes hold of you (requires Shadow Weaver Level) or let it take
you (Round 2).

Round 2, you are flying with the Demon Assassin holding both your arms. You
need to take a hopefully advantageous action to progress.

- Getting an arm free succeeds via the following methods- say "Release me" if
you have a Siren Level (free action otherwise), manipulate probability if you
have a Luck Mage Level, or invoke a Rune Warrior Level (gets both arms free, +2
Strength). Otherwise you need to free one arm via wriggling (needs 60 Strength
or Agility to succeed, +2 Strength and one arm free if success, failure moves
you to Round 3 at no penalty).

- It is possible to injure the Demon Assassin with a Flying Familiar
(Fire/Water/Air Elemental, Owl, Firedrake, Hawk, Griffon, Shade, Raven, Dove,
Imp, Diseased Bat, Shadow). A Tattoo Tiger is supposed to end the encounter
immediately here and kill the Demon Assassin, but it does not work due to a
script bug. Non-flying Familiars (Earth Elemental, Wolf, Cat, Dog, Rat, Mouse,
Spider, Toad, Bear, Owlbear, Tanuki, Bobcat, Fox, Diseased Boar, Tattoo Tiger)
will not be able to reach you in time to help.

- If you lack a flying Familiar or don't want to use one yet, you can attempt
to injure the Demon Assassin with headbutting- this tests 75 Unarmed. Success
earns +2 Unarmed and injures the Demon, which then drops you safely if killed.
Fail the Unarmed check, you lose -35 Health. You can't draw a weapon, cast a
spell, or Summon Demons with your arms pinned- the game prompts you to try
something else.

- Tossing down one of Sister Geri's Rings is doable for setting up a way out of
the event later- be aware the Rings are a one-time use Artifact and this will
consume their power even if you don't actually use the Rings later to end the
encounter. The Rings will also be useful later if kept.

- It is also possible to call your Dragon if you have a Dragon Rider Level,
this will set up a possible win for the scenario in a later round and you can
still take another action after you make the call.

- Shouting a warning moves you to Round 3 at once.

On Round 3, you are flying high with the Demon Assassin. 3 other Winged Demons
join the fight and hit you for -35 Health damage, giving you additional
targets. More possible actions open up now.

- A Berserker can bite their tongue, free an arm, and then instantly kill the 3
Winged Demons. Then they face the Demon Assassin in Round 4.

- If you have an arm free, you can Summon Demons for help against the 3 Winged
Demons. Brahl kills them instantly if you have 70 Willpower, Moff or Lez'eret
does also with no contest needed. Note that it is not possible to to Summon any
Demon other than Lez'eret more than once in this encounter. No other Demons are
helpful here.

- Flying Familiars, including Za'bin the Imp, are now not helpful. Summoning
them prompts the 3 Flying Demons to swarm and injure them, then moves you to
Round 4 with all enemies still present.

- Releasing the Tattoo Tiger Familiar works now. It makes the Demon Assassin
release you and moves you to the Falling round (see below).

- It is possible to call your Dragon Mount (free action) or drop one of Sister
Geri's Rings here if you have not done so already. If you dropped a Ring last
round, you can warp to the ground by invoking its power ("Stanton, I need
you!"). This consumes the one-time use Artifact and puts you on the ground (see
below).

- If you have one arm free, you can draw a Sword or Dagger as a free action.
Either weapon can injure the Demon Assassin (free success, +2 Blades, Demon
Assassin drops you if killed). A Sword can also strike the 3 Winged Demons
(needs 70 Blades, success earns +2 Blades and 3 Winged Demons dead, tactic
incurs -35 Health success or fail).

- Headbutting is possible here too. If you tried it already, the Unarmed check
now increases to 95 Unarmed, success kills the Demon Assassin and earns you +2
Unarmed. You fall (-35 Health), then start the Ground Fight (see below) if
still conscious. Failing this increased check earns you -35 Health. If this is
your first time trying headbutting it has the same checks and possible benefits
as on Round 2 (see above).

- If you have one or both arms free, you can use Magic to strike the 3 Winged
Demons (80 Magic kills them and earns +2 Magic, less fails the round with no
penalty) or the Demon Assassin (same check amounts, injure Demon Assassin and
get bonus on success). Trying Magic with both arms still pinned earns you -35
Health and injures the Demon Assassin.

- Shouting a warning moves you to Round 4, no further results.

- You can try to wriggle free of the Demon, possibly for the second time. This
can get you one or both arms free if you have 60 Strength or Agility, earning
+2 Strength.

- A Catalyst Level can now get you out of the encounter. If you shouted a
warning on Round 2, invoking your Catalyst Level here means J strikes through
you and kills the Demon Assassin. Otherwise, you waste your turn trying it
(same as a warning).

Round 4, you are flying higher with the Demon Assassin and possibly the 3
Winged Demons (who injure you for -35 Health again if present). New actions are
possible.

- If you called your Dragon on Round 2 or 3, it shows up now and instantly
kills all Demons, then brings you back to the Ground Fight without further
injury. You can also call the Dragon now and be saved next Round if you have
not called it before.

- Demon Summoning is possible again if you have one or both arms free. Xi'atta
will kill the 3 Winged Demons and the Demon Assassin if Summoned here, Brahl
can kill the 3 Winged Demons if you have 70 Willpower (he's ineffective
otherwise), Moff or Lez'eret can kill either the Demon Assassin or the 3 Winged
Demons (latter take priority). No other Demons are helpful.

- If you have a Flying Familiar and they were not injured previously (ok to
call them on Round 2 but not 3), they can instantly kill the Demon Assassin
here if the 3 Winged Demons are gone. Otherwise they will be ineffective. A
Tattoo Tiger can still kill the Demon Assassin for you as before.

- Swords, Daggers, and Sister Geri's Rings all work same as on the previous
round. Note that this Round is your last chance to use Sister Geri's Rings to
end the encounter, dropping them won't be possible after this Round.

- Headbutting and Magic now make the Demon Assassin drop you if you pass the
Stat checks at the amounts mentioned last Round (either the first or second
Unarmed Stat check works), you still earn +2 Unarmed or Magic for success.
Magic can kill the 3 Winged Demons or the Demon Assassin, your choice.

- Wriggling free of the Demon Assassin's grasp also works as above. If you
already have both arms free, you can wriggle and make the Demon Assassin drop
you.

- Shouting warnings has no effect and moves you to Round 5. You can still use
the Catalyst Link Option though if you have warned J (see previous Round).

Round 5, the Demon Assassin has you at a very high altitude. You lose another
-35 Health here if the 3 Winged Demons are still present. If you are still
alive, you have some last desperate Options to try.

- Your Dragon saves you now if called earlier. Calling the Dragon on this round
is not possible.

- Demon Summoning is no longer possible (Runebag frozen shut). Same for Magic
and headbutting (too cold).

- Wriggling free of the Demon Assassin's grasp succeeds automatically and it
drops you. You can also kill the Demon Assassin instantly, then fall, if you
have a Dagger or Sword.

Falling comes after the Demon Assassin drops you or is killed. To escape injury
(instant unconsciousness when hitting the ground) here, you need to succeed at
using one of the following methods-

- Dragon Rider Level, call your Dragon previous to the fall.

- uninjured Griffon or Air Elemental Familiar (instant success, slows descent).

- Druid Shapechanging (3 Druid Levels required).

- Invoke Vampire Lord (turn into bat), Alchemist (drink potion) or Shadow
Weaver (call Shadows) Level.

- Use the Boots of Travel (if you have them and know what they do).

- Grab 2 of the Winged Demons to slow your fall (if you didn't kill them
earlier, you need 50 Agility & 50 Strength to hold them, success earns +2 to
both Stats and no fall damage).

- Invoke Sister Geri's Rings (if you dropped one previously).

Closing your eyes and hoping means Frederick saves you, but is killed while
doing so and you fall unconscious (see below). The same thing happens if you
fall unconscious during the encounter earlier- losing Frederick here has
consequences for later in the game (no future Gypsy help in Final Boss Fight).

Once back on the Ground conscious, you still need to fight a massive flock of
Flying Demons. This battle earns you a further -35 Health damage before the
Demons are beaten if you don't have and use one of the following-

- Sword & 65 Blades (+2 Blades for success).

- 70 Magic (+2 Magic for success).

- Bow & 65 Archery (+2 Archery for success).

- Bard Level to inspire soldiers for help.

- The Magic Shield.

- 60 Unarmed (success earns +2 Unarmed).

- Summon Brahl, Moff, or Lez'eret.

Shouting a warning before this point means you can just sit back now and let
your soldiers finish off the Demons, no penalty. You can also hide, warning or
not, and be ok. Shouting a warning now will get you injured before the Demons
are beaten back. The Demon Flock is dispersed as the event concludes.

After the Demon Assassin event, you will assess your losses. This will include
Sister Geri's Rings if dropped (even if not used) and Frederick if you fell
unconscious. You also may see evidence of the B & Lacey and/or J & Pop/Syn
Romances if started. The dialogue for the B Romance here is just bonus flavor
text. If you gave Lacey Sir Grady's Letter, she will give you a Mystic Artifact
now- Lacey's Glass Marble, a flash bomb which can be used once to distract
enemies and protect you in a future combat encounter. You will meet Lacey again
later if they are Romancing B.

The journey to Brightwater continues after you defeat the Demon Assassin event,
and you pass near the Academy of Wizards. Some invisible Wizard bandits show up
and threaten you. Getting past them requires one of the following methods-

- Paying 150 Gold immediately or in response to a warning (see below).

- Asking "who's there?" or drawing a weapon prompts the Wizard bandits to warn
you with a lightning strike. In response to this you can-

- Tell the bandits 'you're bluffing'. 70 Perception makes them let you go (+2
Perception), failing this check means you lose -3 Relations from every
Companion (your friends pay off the bandits) and then they let you go.

- Ask the bandits to let you go. 80 Charm and they will (+2 Charm). Fail, same
results as previous Option.

- Invoke a Siren Level (they let you go at once).

- Threaten the bandits. A Thug Level makes them reveal themselves as though you
used the Gem of Seeing (see below). Otherwise your friends pay off the bandits
as noted above.

- Looking into the Gem of Seeing or invoking a Seer Level (if you have these
bonuses) either before or after a warning reveals the bandits and they flee.
This awards +2 Perception.

Following this event, if you imported a character who sent the Prison Orphan to
the Academy in LH2, you will meet that character again and they rejoin you, now
a fully trained Wizard (they're still mute). The Orphan makes the other bandits
apologize (and give back your money) if met here. In response to this, you can
say: a) "no harm done" (+5 Orphan Relations); b) "Guards, kill all these
bandits" (+5 Citizen Fear, +15 Citizen Rep, Orphan dies); or c) "kill everyone
except the Orphan" (same Citizen Fear & Rep bonuses, -70 Orphan Relations).
Then you continue on your way.

Next comes an optional event that may confirm the Romance is progressing
between J and Pop/Syn. If you have both characters in your Adventuring Party,
they discuss forbidden Magic and you have two dialogue prompts at which to
comment.

At the first prompt, you can say: a) 'Soulburning is worse' (-5 J Relations, -3
Pop/Syn); b) 'Demon Summoning is worse' (-5 Pop/Syn, -3 J); c) 'Necromancy is
worse' (no effects, but I like to say this and laugh if playing a Necromancer);
d) 'they all can be good or bad' (same as c); or e) 'all forbidden Magic is
bad' (-7 both characters' Relations).

The second dialogue prompt comes if you have a J & Pop/Syn Romance in progress.
You can encourage friendship among them (+5 Relations with both characters,
Romance continues) or encourage them to date or kiss (they break up and you get
-15 Relations in other case, Romance voided).

After this event, you arrive in Brightwater. Next Act!

Act 6- Waiting on a Boat.

In this Act, you must hire and repair a ship to cross the Silver Sea. This
takes time, naturally, and a lot of stuff happens while you wait.

First, you must scout the city and hire the ship. Talking to the Harbor Master,
the Treasurer, B, and Garrison Commander Abigail is all mandatory (the choice
with the Garrison Commander is just flavor). After you address the 4th
character, you have a choice of how to direct your Guard escort for visiting
the docks. Having the Guards clear your path awards +5 Citizen Fear & -5
Citizen Rep. Leading the Guards behind you gives the opposite Stats.

After deciding how to deal with the Guards, you meet two Ship Captains in a
tavern. The choice of which to interview here is just flavor- whoever you pick,
you next meet the Merchant Tycoon Saul/Sally Bennett, a petty jerk war
profiteer who has already hired them both. You cannot hire the two Captains
away from Bennett.

You are forced to settle for Captain Dura, a female Half-Orc charity auction
character whose ship is in need of repairs. Dura is boisterous, alcoholic, and
has secret magical powers you'll discover later, but despite all this she is
very professional when it comes to her job. You get a dialogue tree of false
choice responses to introduce Dura. Read them and pick what you like, the plot
continues the same regardless of what you say.

If T is in your party when you meet Dura and T is not Romancing your main
character, the dialogue tree for meeting Dura includes a special event where T
& Dura can end up in a Romance. This event is another part of getting the
Achievement "Love is in the Air" (it comes later this Act if earned, following
the Grand Tournament event). If it occurs, Dura will flirt with T and T gets
angry at her. You can do the following in response- a) stop T from striking
Dura (voids T & Dura Romance, -3 T Relations); b) point out Dura's flirting
(Romance starts); or c) let T punch Dura (Romance starts). Either Response b or
c starts the T & Dura Romance. If T is not in your party or is your Romance,
this event does not occur.

Dura's ship, the Epiphany, is damaged due to a collision with a local coral
reef, so you have some downtime in Brightwater while it gets fixed. This allows
several optional and plot mandatory events to occur following the dialogue tree
that introduces Dura.

The first optional event only comes if you have a Tycoon Level. You buy a local
tradehouse to compete with Bennett (free purchase, costs 300 Gold off previous
investment portfolio). This earns you 600 extra Gold and has other special
benefits later (see below).

The first plot-mandated event is Naistalan's arrival in Brightwater. This event
also brings K back into your Adventuring Party if they left with Naistalan back
in Act 2. The dialogue tree for the event further explores your ultimate enemy
Zusak's motivations and future plans along with how you plan to counter them by
finding and using the Demon Blade. The dialogue plays out the same however you
respond to Naistalan at each point, although there is a fun early bonus
dialogue Option for repeat players.

Naistalan may also mention Auriel's Grief, a Mystic Artifact which you may have
either returned to him, sold, or kept during Lost Heir 2 (if you kept it, you
no longer have it, the object does not follow an imported character between
games). Keeping spoilers light, the Artifact allows people wish fulfillment
power and Zusak is trying to gain similar yet stronger powers through
interaction with the Demon Realm. You will get similar powers yourself to stop
him later in this game. The Demon Blade can also stop Zusak by permanently
killing his Demons Bozar and K'Girr. Naistalan is thus in support of your quest
to acquire it.

Following Naistalan's dialogue tree, you get the second plot-mandated event.
Dura is having trouble with her Ship's repairs due to Tycoon Bennett's war
profiteering and Tovor is unsure the Treasury can cover the expenses. Note that
if P the Cleric is among your Companions, they will get upset about the war
profiteering during this scene (this might play out later). You have a choice
of responses here.

- Pay Bennett 300 Gold (if you have it).

- Invoke various Special Options to make the purchase free. Such Options exist
for the Special Classes Tycoon (your earlier established local trading house
works a deal that cuts out Bennett), Siren (Bennett is compelled to lower their
prices), and Artificer (you'll make your own repairs, you don't need Bennett).
Any of these Options earn +10 Tovor Relations and settle the problem peacefully
same as paying off Bennett.

- Have Tovor change the Treasury practices to pay Bennet's price as demanded.
This settles the problem peacefully, but you lose -15 Tovor Relations & -15
Citizen Reputation due to increased taxes.

- Imprison Bennett. This is a fun but unnecessary violent way to resolve the
problem. Invoking it earns +5 Citizen Fear & -10 Citizen Rep (what, no official
laws against war profiteering?). You then have a choice for what to do with
Bennett- a) let them rot in prison (+10 Evil & +10 Citizen Fear); b) let them
out after a few weeks (+3 Evil, +5 Citizen Fear); c) quiet execution (+10
Citizen Fear & +15 Evil); d) public execution (+20 Citizen Fear, +15 Evil); or
e) (only appears if you have an Evil Holy Symbol) human sacrifice to Evil Deity
(+20 Evil, +15 Citizen Fear, +10 Religion). The chance to imprison Bennett is
why I usually amass lots of bonus Good when I play Good characters in Lost
Heir, I don't like Bennett and want to see them punished for their war
profiteering personally.

However you resolve the Bennett issue, the plot plays out the same way in the
future game.

Following this event come several Optional Events. First, if P is in your
Adventuring Party and single (not Romancing you), and if Bennett was not
imprisoned, you have the last event related to the Achievement "Love is in the
Air" here. P wants to argue with Bennett about their sins- this debate leads to
a Romance between them if you let it progress. If you don't let it progress
("Bennett's not worth your breath"), the P & Bennett Romance is voided but you
get +5 P Relations. Having the P & Bennett Romance is necessary for the "Love
is in the Air" Achievement if P is in your party and not your Romance or dead
at this point.

The next two possible events are optional.

First, if the Prison Orphan is with you and you have a child (both are imported
bonuses from LH2), the Orphan will take an interest in watching your child.
Allowing them to do this is necessary for a future Game Achievement called
"Protector of the Royal Blood"- it also earns +10 Orphan Relations. Questioning
the Orphan's doing so ("don't you have somewhere to be?") voids the Achievement
and incurs -3 Orphan Relations. This is a major plot arc for the Orphan's
development and IMO should be allowed.

The second possible event concerns your main character's Romance with Pop/Syn,
if it's in progress following the Gypsy party last Act. You have different
strategies here to continue the Pop/Syn Romance for each character. For Pop,
kiss them immediately at the first prompt. Just talking to them ruins things.
Syn is the opposite. Kissing them too early voids the Romance. Talk to Syn at
the first prompt (any subject works) and then again at the second prompt- after
that they kiss you. Return their kiss and the Romance is on (+10 Relations).
Don't return it, they break up with you (-10 Relations). You'll get the chance
to further advance the Romance later after the Demon Attack event (see below).

If you are Romancing T, G, P, K, J, or B instead of Pop/Syn here you get a
different event- a discussion of a Royal Wedding. These are more established
long-term Romances continued from the previous Lost Heir games, hence their
more advanced progress. You can set up the wedding you want with Tovor later-
each type is mostly flavor- this choice is just whether or not you want the
Wedding to proceed. If K is your lover, you can also decide whether to have
their parents attend the wedding or not here (again, that's just atmosphere, no
one else's parents are in the story at this point). Calling off the wedding is
possible, but incurs -10 Tovor Relations and denies future game benefits.

After either of these events, there is a plot mandated Demon attack on
Brightwater that Garrison Commander Abigail easily repels whether or not you
help (no choice of how to help, it isn't much of an attack). Lacey comes to
Brightwater following this attack if her Romance with B is in progress,
otherwise you don't recognize any of the rescued Demon victims.

After this event, if you are Romancing Pop/Syn, you get the chance to sleep
with them or not. There are no Stat awards for any actions here, although later
flavor text and other events may be affected. It is your choice to continue or
stop the Romance at this point.

The next Optional event is the final completion of a Life of Regret sidequest
imported from LH2. You learn more about the Spider Statue you got from Amos
with that Achievement and Luimar, the Wizard who created it. Three ultimate
outcomes are possible through the dialogue tree here- a) sell the Spider
Statue, b) keep it in its current unactivated conditon, or c) get it powered up
into a full Mystic Artifact. To Achieve a or c, ask the servant about the
statue and then follow up on the information provided by going to the shop (not
following up on either lead means outcome b).

At the shop, talk to the shopkeeper about Luimar and the statue. Mention that
you heard Luimar committed suicide and the shopkeeper will power up the Spider
Statue- it becomes another one-time use combat aid item. You can also sell the
Statue if you wish (400 Gold) or keep it unpowered.

The next optional event comes if you have a Thief Level. The Thief Guildmaster
visits you and negotiates a deal for his mafia group (if you are a Guildmaster
also, he is a person of equal rank who exists because you are now King/Queen
and can't hold both jobs). The first dialogue prompt here is whether you want
the event or not, the second is mostly flavor (although you can take office as
Guildmaster with 5 Thief Levels), the third decides the fate of the Thieves'
Guild. You can-

a) continue business as usual. This gives you the chance to get extra money
based on your Thief Levels- 1 earns 100 Gold, 2 earn 150, 3 200, 4 250, 5 300.
You can decline the money if you like. Guildmasters earn 350 Gold if you
successfully take power at the second prompt.

b) stop Thieves' Guild operations for 1 year. This earns +15 Citizen Rep but no
Gold.

c) attempt to disband the Thieves' Guild (it won't be permanent). This loses
you all your Thief Levels, but gets you +30 Citizen Rep.

No Thief Level or ignore the beggar's signs at the first prompt, no event.
</pre><pre id="faqspan-4">
Some other Classes earn optional events in this Act also, but they all come
later in the Act. The next mandatory plot event is the midway point of this
Act. This event is...

The Grand Tournament.

The Grand Tournament is a competition Tovor organizes to celebrate your rule
and calm citizens down as the Demon War continues. There are several game
bonuses associated with it. Cancelling the event skips the plot ahead, but
incurs -10 Citizen Rep and voids some other bonuses. G rejoins your Adventuring
Companions here if you sent them away to Romance Trevor or Teresa in Act 2.
Participating in the Tournament is of course more fun than cancelling it, even
if a lot of the events are ultimately decided by random number generation.

If you allow the Tournament to proceed, all your adult Adventuring Companions
participate (no, you don't compete against them unfortunately, but they may all
possibly win if you don't). The Prison Orphan can also compete if you allow
them to do so and they are a Priest, Weapon Master, or Wizard (yes earns +5
Orphan Relations, no incurs -5). If you have a Squire, they too ask for
permission to participate (yes earns +10 Squire Relations, no incurs -10). If
you wish to sign up yourself, this is also allowed. Or you can just watch
someone else win, if you prefer.

Winning the Grand Tournament (and getting the associated Achievement
"Tournament Winner") is IMO the hardest optional mission in the Lost Heir
series. High Stats help you at various points, but random numbers ultimately
decide each round. You must pass five rounds to win against progressively
tougher opponents who are also random in the first four rounds. Having
mulitiple high Combat and Knowledge Stats help. Here are the various events you
can get (not listing all the various Stats since random numbers are involved)-

The first four rounds can each be one of the following-

- One on one duel against various opponents (no extra bonuses).

- Team events (high Arcana, War Master Levels, Knight Levels, Guard Levels,
Cleric Levels, Paladin Levels, Dark Knight Levels, and Dragon Knight Levels
boost chance to win).

- Free for all Melee (high Charm, high Stealth, Siren Levels, Bard Levels,
Priest Levels, Luck Mage Levels, and Demon Master Levels boost chance to win).

All events may get a varied arena environment-

- Natural obstacles (high Nature boosts chance to win).

- Maze (high Geography boosts chance to win).

- Famous Battle Reenacted (high History boosts chance to win).

- Traps (high Devices boost chance to win).

- Empty Arena (no extra advantages).

The last event is always a one on one duel against a Weapon Master who's also a
Wizard. They are the hardest opponent you can get.

At each event, you can set the combat Stat you are using- Blades (Sword),
Magic, Archery (Bow), or Unarmed (Fists). A Demon Summoner also can use
Willpower (their Demons). A varied strategy is advised, using each combat type
more than once incurs a cumulative -15 penalty to your chance to win results on
each round. Higher Stats award more bonuses.

Winning the higher rounds gets you bonus Citizen Rep- +2 on Round 2, +4 on
Round 3, +7 on Round 4. Winning the Tournament earns you +20 Citizen Rep & 500
Gold. You can also get a Knight Level if you have Squire Levels but no
Knighthood. If you don't win the Tournament, one of your Companions gets to the
Final Round and may win or lose.

After the Tournament, you may get another Optional side quest if you have a
Paladin Level. You are told of a Holy Avenger Sword in the Stone scenario and
have the chance to try drawing the Sword from the Stone. To get it, go to the
tent with the Sword and attempt to draw the blade. You will need 2 Paladin
Levels and 80 Good to claim the Holy Avenger. If you pass the checks, you get
some Morality tests that must also be passed. The first event may earn +2 Good,
but the choice is flavor (any decision passes). The second event is the big
one- you fight yourself!

You will need 60 Strength, 60 Endurance, 60 Agility, and 70 Blades to defeat
your doppelganger in combat (earns +2 to Strength, Endurance, & Agility). You
can also lay down your sword and not fight- this succeeds with 85 Religion and
90 Good, earning +5 Religion. Failing either check denies you the Holy Avenger.
Success earns the Holy Avenger (Magical Holy Sword, +25 Blades, +10 Citizen
Rep).

The Royal Wedding, if you are having one, is the next optional event following
the Grand Tournament. You can set the flavor text of your wedding here- what
game faith to use (Lucien, Auriel, and secular wedding are always possible; an
Unknown Wedding is possible with that God's imported Holy Symbol; an Evil
Religion wedding is possible with an Evil Holy Symbol but you must pick a cover
ceremony also, P can perform the ceremony if in the party and not getting
married) and officiant (P, Naistalan, Tovor, various generic Priests).

The important choice here is "I do" or "I don't". "I don't" voids the Romance
and incurs -50 Relations with your lover, who then departs from among your
Companions. It also incurs -20 Citizen Rep (what the hell, player?).

"I do" gets you married to your lover, you are awarded +30 Relations with them
and a wedding ring (flavor item). You then get an event following the ceremony
where various couples express closeness at the reception- B & Lacey, J &
Pop/Syn, T & Dura, G & Trevor/Teresa, P & Bennett, K & Naistalan. If you have
unlocked all possible Companion Romances before now, the "Love is in the Air"
Achievement is earned.

Following the Wedding reception, the game checks if you have a child imported
from Lost Heir 2. If yes, your child is declared the official Heir of Daria and
then they are kidnapped!

You need to find your child's abductors through one of the following methods-

- Invoke a Seer, Dragon Rider, Luck Mage, or Shadow Weaver Level (automatic
success). A Wolf or Fox Familiar can succeed also through scent-trackng (Dogs
too per the script, if a game bug didn't keep them out). 2 Levels of Ranger,
and you can also find tracks at once.

- Examine the nursery (succeeds with 2 Thief Levels, 70 Perception, or 70
Devices, awards +2 to both Stats).

- Hire trackers (costs 300 Gold or -15 Citizen Rep for demanding they do their
job instead, you can also spend -25 Citizen Rep if you actually have the 300
Gold and don't want to pay it. A Siren Level can make the trackers work for
free.).

Failure at any of these means you must try something else. The nanny does not
know anything, just as the text hints.

Once you find the kidnappers, they must be defeated. The Orphan will solve
things for you if you allowed them to watch your child earlier- this too is
part of the "Protector of the Royal Blood" Achievement. Otherwise, to save your
child, you need to use a Dagger & 80 Blades, 80 Magic or a Bow & 80 Archery.
Failure at any of these means you must try something else, success earns +2 to
Stat used. There is actually no way for your child to die here. Failing these
Stat checks, a Siren Level, the Belt of Speed, paying 200 Gold, and "Take me
instead" also all work. The latter sparks a Stat check for 70 Unarmed or 70
Agility- success earns +2 to both Stats, failure incurs -5 to Strength &
Agility.

However you succeed in the rescue, the kidnappers are captured afterwards and
now you must deal with them. Public execution without trial awards +10 Evil,
+15 Citizen Fear. Putting them on trial awards +10 Citizen Rep and sentences
them to death, but only if the Orphan saved your child. Otherwise the
kidnappers just get life in prison (though you can execute them anyway as
monarch in that case for -10 Citizen Rep & the execution bonuses, no Stat
bonuses for accepting life sentence). Putting them in the dungeons without
trial awards -10 Citizen Rep, +7 Citizen Fear, -10 Evil.

If the Orphan was the rescuer, the kidnapping event wraps up with a chance to
make the Orphan's bodyguard status for your child official. Say yes for +10
Citizen Rep, +10 History, and the Achievement "Protector of the Royal Blood".
Saying no earns zilch.

Next, you may get several optional quests based on your Class Levels. Some of
these events can only give you full rewards if you have maximum Levels of the
involved Class- but fewer Levels still earns a teaser and possible reduced
bonuses. Doing nothing to solve the problem in any sidequest earns nothing.

Cleric (not of a God called Lumina)- You are told of a false prophet preaching
in Brightwater. You then must do one of the following- challenge them with
irrefutuable dogma (tests 90 Religion, awards +5 to Stat if success), invoke a
Siren Level, do a History challenge (90 History, same as Religion Option),
accuse them of blasphemy (instant success, -10 Citizen Rep), or say nothing and
listen (+10 Religion). Failure at any method means you can still try something
else.

The second part of the encounter has you deal with the prophet of Lumina. You
can do one of the following- Pay them off (takes 300 Gold, earns +5 Good); make
them disappear in the night (murder destroys Good Priest Levels & earns +25
Evil, while Evil Priests earn +3 Charm, +20 Evil, +10 Citizen Rep & Religion
for this); beat them with a stick (+10 Evil); convince them they're wrong
(takes 90 Charm, earns +15 Citizen Rep & +10 Religion, fail and you can try
something else); or let them go (nothing).

You can also convert to Lumina in response to the prophet's words if you like-
this is another way to solve things. For any Cleric, this earns +15 Religion,
+10 Arcana & History. Be aware that Lumina is a Good God, so you will need to
change your Morality for best future effects if you convert as an Evil Cleric
(the flavor text says otherwise might be possible, but it isn't- the new God is
Good).

Bard- You get the chance to write the most awesome opus song you can imagine.
The first choice is flavor, the second and third are Stat checks to make it
'emotional' and 'catchy'. 'Emotional' requires one of the following- 80
History, Geography, Religion, or Nature. 'Catchy' requires 80 Arcana (melodic
patterns), Devices (use the Lute in a new way), or Perception (insight).
Success earns +3 to Stats used, failure you can still try something else till
you give up. Finish the song, you earn +10 Citizen Rep, 200 Gold; +7 Charm,
Perception, & Agility.

Seer- You get involved in weather prediction. The first dialogue prompt is to
side with a child (+3 Citizen Rep, -3 Fear) or their mother (+3 to both). The
second prompt, farmers are asking for your help. Say you're too busy (+3
History, Geography, Arcana); or agree for either 350/500 Gold (1/2 Seer Levels)
or +15/+30 Citizen Rep.

Wizard- You get a free +2 Arcana, then need to solve a magical mystery
involving a boy and his dog. Only 4 Wizard Levels allow you to see the magical
issue at hand here. You can get a Stat bonus at the first prompt though- taking
one of the first 4 actions earns +2 to Arcana, History, Geography, or
Perception in that order. The second part has the Level Check. Fail, you can
draft a letter to the Academy about the problem (+3 Magic, Good, Citizen Rep)
or keep the botched spell scroll you are given and ignore the problem otherwise
(+3 Arcana, -3 Citizen Rep, +5 Magic & Citizen Fear).

4 Wizard Levels, you learn it was a botched Bond Familiar spell and can a)
dispel the bonding (+5 Good, Citizen Rep, Arcana, Nature, Magic); b) Laugh (+5
Evil, Magic, Nature, Arcana); or c) cast a spell reversal (+5 Magic, Arcana,
History, Good). Having Academy Graduate Robes and a loss of the Siege of
Tornassa along with 4 Wizard Levels awards extra +5 Citizen Rep at the
conclusion of the scene (you become the ArchMage).

Monk- You get a free +3 Perception for meditating. More than 1 Monk Level, you
are also prompted to climb a high tower. Using the stairs earns +5 Arcana,
climbing a wall earns +2 Strength & Agility. On top of the tower, you earn an
additional +2 Endurance. Then if you have 3 or more Monk Levels, you can pick
to contemplate something and gain (in order) +5 to Nature, History, or
Geography. 4 Monk Levels, you can get another bonus by going back down the
tower (any method earns +5 Magic). 5 Monk Levels, you get an extra +5
Perception, Arcana, Charm, Stealth, & Unarmed at the end of the scene (nirvana).

Assassin- You are offered a contract. Take it, and then at the first prompt you
can get a +3 Devices, Strength, or Agility for entering the target's store. You
then earn +3 Stealth and learn a rival Assassin stole the contract. 5 Assassin
Levels, you can get another contract and then confront the rival. This is a
free success (+3 to Blades, Unarmed, Magic- you pick which). Afterwards you can
finish off the rival Assassin (400 Gold), or explain to them this isn't how
your Guild works (+5 Charm & Perception, 200 Gold). Following either, you
become the Guildmaster of Assassins.

Necromancer- If you are Raising the Red, there's a new complication here.
They're awake and killing servants for blood. You must deal with a witness to
keep things secret a while longer. Opening the workroom door or casting a spell
means the Red kills the witness (+5 Magic, +10 Evil). Otherwise you can tell
the witness to leave and be quiet (+5 Good & Magic) or kill the Red (+5 Magic,
+15 Good).

If the Red is still alive at this point (Siege of Tornassa lost), you get a
different scene, Necromancer or not, where the Red apologizes to you for their
betrayal. Response 1 earns +5 Red Relations, 2 is neutral, 3 incurs -5, 4
incurs -3.

Dark Knight- This event only comes with 2 Levels of Dark Knight. You hear a
story about an evil Souldrinker sword. To get the Unholy blade, ask the lord's
descendants about it as directed. Then you have a choice to open a coffin or
not. No earns +5 Citizen Rep, -5 Fear. Yes, and then you have the chance to
awaken the undead spirit inside the coffin. Option 1 for this works with 80
Charm (+2 Charm earned), Option 2 with 70 Religion & 60 Evil (earns +5
Religion), 3 with 60 Magic & Arcana (+3 to both Stats), 4 with 60 Perception &
Nature (earns +3 to both). Failure at all methods of dead-waking earns +5
Citizen Rep & Fear, then ends the scene.

Succeed in disturbing the undead, and it offers you Souldrinker if you spill
blood (any choice for what blood works). The new Unholy Sword is a Magic Weapon
that awards +25 Blades, +50 Evil, +20 Citizen Fear. Don't take it, you get
nothing.

Druid- If you have 3 Druid Levels, Abigail offers you the chance to use your
shapechanging powers to scout some Demons for her while disguised as an animal.
Do it, and you can then turn into a mouse, a turtle, or a seagull (all earn you
+2 Nature).

4 Druid Levels and you can do something extra while in Animal Form- possibly
mate with another animal! Don't do it and concentrate on the mission for +10
Citizen Rep. Do it and you get +15 Citizen Rep, also maybe you mated
successfully and produced offspring- you're not a new mother but it's never
confirmed if you're a new mouse/turtle/seagull dad. :)

After all these events conclude or don't happen, the Epiphany is at last ready
to sail you across the Silver Sea.

Act 7- Sea Voyage.

Tycoons earn +1400 Gold at the start of this Act, other Classes don't earn
anything extra.

You will need to start managing three extra Stats in this Act and the next two-
Ship Health, Crew Food, & Crew Morale. Keeping all three high is important to
endgame bonuses and avoiding some penalties in Act 9 that happen if the Stats
are low. You also have Crew number, but this is just for scoring purposes. The
game won't let it get too low to cause problems.

At the Act start, you assess the ship's stores for the journey. The first issue
is how much your Mount will eat. Mythorr the DemonSteed doesn't need to eat or
take up extra space (+5 Crew Morale). Dragons and Worms have extra food needs
(-7 Crew Food). Dreadhorses and HellBeasts don't eat but they unnerve the crew
(-5 Crew Morale, +5 Citizen Fear). A Crocodile can swim alongside the ship (+3
Morale). Horses (Lump the Mule counts as this) need extra food also (-5 Crew
Food). You start with 100 Food, 100 Ship Health, 70 Morale.

The next assessment is how big your Adventuring Party is. Your Squire, the
Orphan, and your child aren't coming, if they exist. Tovor also stays behind,
as do Naistalan and all other Companion Love Interests other than J & Pop/Syn.
That leaves you with T, B, G or P, K, J, and Pop/Syn, provided all are still
alive. 2-6 Companions total, plus yourself and Captain Dura. 25 Crew Members
are also coming. This gives you a Crew of 29-33 people total.

60 Citizen Rep is checked, if you fail you lose -20 Crew Morale. More than 75
Citizen Fear, you still suffer this penalty however. Then the voyage begins.

There are two obstacles you must overcome on the journey to the Som'Reth
Capital City. The first is an attack by an enemy pirate ship called the Black
Shark. This hostile vessel is captained by a Wizard named the Reaver who stops
the wind and creates a whirlpool to threaten you. He also has a pirate crew and
a Ballista. Oh, and he can magically shield his ship too (only high Stat checks
or special powers penetrate).

Round 1, the pirates approach your ship. Dura can tell you about them and warn
you parley won't work (trying it anyway earns you +10 Good but it still doesn't
work). You can try something to damage the Black Shark or not- remember, the
faster you resolve this encounter, the better it will be in the end.

The following methods can damage the Black Shark for -25 Health on Round 1-
Spider Statue (one-time use, it will keep fighting the pirates on subsequent
rounds, you can do something else in addition to this too), Fireball (95 Magic
succeeds and earns +3 Magic), a Bow (Elemental Archer is automatic success,
otherwise you need 90 Archery to earn +2 Archery and succeed). Druid of Decay
Magic does 50 damage to the enemy if used (+3 Magic). Failure at a Stat check
earns nothing and moves you to Round 2. Preparing the Crew for battle or
releasing your Dragon earn nothing immediate. Doing nothing earns nothing.

There is also a special Option for J to help here if they're in the party. If
you have the special bonus Soulburner Knowledge from LH2, they can damage the
Black Shark with their power. Use the enemy crew as a fuel source for this, J
will do 25 damage to the enemy (+15 Evil). Use your own crew, you lose 2 Crew,
get +15 Evil and do 50 damage. A Catalyst Level means you can do 50 damage, no
cost. Or you can stop J from doing anything (or watch them fail if you lack
Soulburner Knowledge) and try something else.

Round 2, the Black Shark gets closer and the pirates start attacking. To avoid
-35 Health damage here, you will need to use one of the following- Tattoo
Tiger, 75 Agility (duck behind railings, success earns +3 Agility), the Magic
Shield, or a Level in BladeMaster, Rune Warrior, or Luck Mage. You can also
stand in the open (see my courage!) for automatic -35 Health & +10 Crew Morale-
if you like. 1 Crew Member is killed here no matter what you do.

Round 3, the two ships slam together, and the enemy Pirates start boarding the
Epiphany. You have the following Options here and can only do one of these-

- Throw Spider Statue (25 damage to Black Shark, one time use).

- The Druid bonus option here has you dive into the water and need to get out
quickly onto your ship or the enemy ship (Round 4). 4 Druid Levels, and you can
also do something special- turn into a sea monster and then attack the Black
Shark before returning to your ship. This hits the enemy for 50 damage, incurs
you -35 Health, and destroys the Pirate Ballista, then moves you to Round 5
(see below).

- Charge the enemy. Up close to them, you can do one of the following to hit
the Black Shark's Crew for 25 damage- throw Lacey's Marble, cast Magic (need
100 Magic & 30 Unarmed, fail incurs -35 Health), fight with a sword or dagger
(90 Blades does damage and earns +2 Blades, fail -35 Health), or fight with
fists (90 Unarmed does damage and earns +2 Unarmed, fail -35 Health). Using a
Bow just gets you injured. The Berserker Option does 50 damage to the enemy,
but you lose 1 Crew, -35 Health, and -10 Morale. Demon Summoning gets you
injured, but at least Moff, Lez'eret, or Brahl (60 Willpower) can damage the
enemy if you use them here.

- Mounting your Dragon does nothing immediate. It gets you injured. It is part
of a setup for a future cool move, however (see below).

- The Infinity Arrow can be used to kill the Reaver early this round if you
have K & the Arrow with you. This may be a good idea for later.

- 4 Levels of Bard, or 1 of War Master, you can inspire the crew to fight
effectively and do 25 damage to the enemy. Bard Option earns +3 Magic, Level 2
War Master does 50 damage.

- Summoning a Demon from a distance works better than it does up close. No
injury to worry about, and combat Demons do damage as noted above.

- Archery at a distance works, and you only need 50 Archery to succeed with the
pirates closer now (success earns +3 Archery and does 25 damage).

- Waiting for an opportunity gets you nothing.

Round 4, the Black Shark pulls back, sensing you are a tougher target. It may
even be destroyed by now (skip to below). If it's still up, though, you got
problems. If the Reaver is still alive, he creates his whirlpool now (he does
it before the Black Shark dies unless you hit him with the Infinity Arrow on
Round 2). The pirates also start loading their ballista. You will be prompted
to try and board the enemy ship to fight them up close. (The Druid Option last
round gets you here early if you board the enemy ship, the Sea Monster change
skips past this). Here are the Options to get onto the enemy ship before they
fire their ballista-

- Use Sister Geri's Rings (one time use) or the Boots of Travel.

- Invoke a Vampire Lord or 3rd Level Druid special option.

- Jump (succeeds with 80 Agility or 1 Rune Warrior Level, success earns +3
Agility).

- Jump with Magic (70 Magic succeeds, earns +3 Magic).

Failure on a check to board earns -35 Health before you hit the water. You then
board your own ship again.

You can also try to destroy the enemy Ballista from your ship with a Magic
fireball before it fires. If the Reaver is still alive, you have no chance of
success. Otherwise, 70 Magic does 50 damage to the enemy, 90 Magic destroys the
Ballista on top of that.

- Continue to fight and don't worry about the Ballista. This does 25 damage to
the enemy, but the Ballista fires and you suffer -25 Ship Health.

- Sending Crew after the Ballista destroys it at the cost of 3 crew members.

- If you jumped onto your Dragon Mount last round, you can auto-kill the Reaver
or attack the Black Shark for 50 damage, also destroying the Ballista (you're
inside the shield on Dragon back, it's not a concern).

If you get onto the enemy ship, you have some special Options.

- If the Reaver's alive, you can kill him using: Lacey's Marble; 85 Blades
(success earns +3 Blades, failure incurs -35 Health); 85 Archery (success, he's
dead & +3 Archery, fail no bonus and he's alive); 85 Magic (success, earns +3
Magic but -35 Health, fail and you take -70 Health); 85 Unarmed (same as
Magic). Fail a Stat check, you still kill the Reaver. The pirates fire their
Ballista while you attack their Wizard (you incur -25 Ship Health).

- Attacking the Ballista is also possible (and you're prompted to do so after
you kill the Reaver if he dies). Going after the Ballista first costs you -35
Health if the Reaver is still alive. You also lose 1 Crew. You can kill the
Ballista's gunners with Lacey's Marble, a Sword or Dagger, your fists, or
Magic. No Stat checks are involved, but you get free +3 to Stat used.

Kill the Black Shark this round, it sinks, and the battle is over. You get
special bonus text if the Reaver isn't already dead as they fall victim to
their own whirlpool. If it's still alive, see below.

Round 5, the Pirate Ballista is not a concern (always destroyed or empty). The
Reaver, if he's still alive, hits your ship with fire Magic now- you take -35
Health and -25 Ship Health (Alchemist Level or having the crew prepare your
ship for combat on Round 1 prevents the Ship Health loss), then he dies. You
then must fight the remaining Pirates. The Spider Statue if used earlier does
an automatic 25 damage to the enemy here. You can do an additional 25 damage if
necessary using the Epiphany's catapult or below 100 Magic (meteor storm). 100
Magic, Dragon Fire or Druid of Decay power does 50 damage.

Round 6, if the Black Shark is still able to fight, you lose another 25 Ship
Health if the Pirate Ballista is not destroyed. Then your Crew fights and
destroys them automatically (special flavor text for each Adventuring
Companion, -3 Crew, Black Shark sunk).

You are getting sucked into the whirlpool after this. You can help pull the
ship out with 70 Strength (row), a Water Elemental Familiar, 3 Bard Levels
(chant), or 95 Magic (dispel whirlpool). Success earns +3 to Stat used if any,
failure or just watching incurs -3 Crew. After this you are Becalmed (see
below).

Knockout in this battle warps you to the Becalmed scene with additional losses
of -10 Crew & -25 Ship Health. You wake up with 10 Health remaining.

Becalmed, you must try to recover. You first have between 1 and 5 Crew members
dying from various injuries (losing 15 Crew to the Pirates averts this scene).
You can save Crew here with the following methods-

- Priest Healing. 1 Priest Level saves up to 2 people (+2 Religion, +3 Morale).
3 Priest Levels (2nd Level Cleric or 1st Level Paladin also counts as this)
saves 3 (+2 Religion, +5 Morale, drops to +3 Morale if one person still dies).
4th Level Priest (also 4th Cleric or 2nd Paladin), you can save up to four (+2
Religion, +7 Morale, drops to +5 Morale if 1 Crew still dies). 5th Level Priest
saves all Crew possible (+10 Morale).

- Brother Eli's Potion. Using this Artifact here earns +20 Morale and saves
everyone.

- Helping as best you can. 90 Nature or 3 Sage Levels means you can save up to
two people (+2 Nature, +3 Morale if no else dies).

- Letting someone else help. You are prompted to help if you pass the Sage or
Nature Level check, otherwise everyone dies.

After this, you assess your Crew losses thus far. Lost nobody, you earn +5
Morale. Just 1 dead, you earn +3 Morale. 2-5, -2 Morale incurred. 5-10, -5
Morale, more than that, -10 Morale. A minimum of 10 sailors are needed to crew
the ship, and your Adventuring Party are just passengers, so you can't lose
everyone here- and you never can due to Plot Armor.

Now you need to get the winds moving again. Any method here fails, but you earn
+2 Nature & Arcana. Dura then gets the winds moving with her secret Weather
Magic powers. Cheer for her with Option 4 after she does this and you can get
+3 Crew Morale. Bards have a special Option to get +5 Morale. Asking Dura
questions (how'd you do that, why is it a secret) earns no bonus.

Once the ship is moving again, the voyage continues. First, however, a
Necromancer can create Undead to boost the Crew. This earns +15 Citizen Fear,
-20 Morale. You get back a full 25 Crew via this method (note that it is
actually just flavor and scoring, however, it does not help you do anything
really special later- in fact you may need to get the Morale back somehow). An
Artificer has bonus here too- you can get back +25 Ship Health from repairs.
You regain 100 Health also. And you use some Ship Food too- 30 Food lost. 10
additional Food is lost if you are feeding a Mount other than a DreadHorse or
DemonSteed. If Ship Health is under 50, you regain an additional 25 Ship Health.

There are some Optional scenes as the voyage continues-

You may get a banter event now with your Adventuring Party. T and J both have
to be present for this event to trigger. Favor either Companion for +5
Relations to them, -10 to the other party. Favoring no one in this scene ("Deal
with this yourselves!") earns no losses or bonuses but it is still my favorite
moment of Companion interaction in the Lost Heir games.

If you have Souldrinker, you also get an event where the evil sword prompts you
to kill 1 Crew. Doing it earns -5 Morale, +20 Evil; +5 to Strength, Agility,
Endurance. Denying Souldrinker earns +10 Good & Endurance.

The next plot mandatory event is a Demon appearing on the ship. Any method of
killing it succeeds automatically (+2 earned to Blades, Archery, Magic, or
Unarmed). You then travel on.

Next, you intrude into waters occupied by hostile Mer-people. They mystically
chain your ship up and nothing you try can immediately get it free. There's
some false choices to try breaking the mystic chains (nothing works) and
dialogue to provide info, then you need to swim underwater to go after the
mystic chains' power sphere. Here are the methods-

- Underwater Breathing spell needs 95 Magic to succeed (+3 Magic).

- 1 Level in Rune Warrior, Alchemist, or Vampire Lord give special success
options. 2 Levels in Monk and you can succeed and earn +5 Endurance.

- An Air Elemental Familiar or the Demon Zon'ch can create air.

- 3 Druid Levels means you can shapechange and swim down.

- If all else fails, Dura has a Magic Pot similar to a diving helmet that can
be used. But she charges up to 500 Gold for it! Paying all your Gold or having
no Gold means Dura still gives up the Pot. You can drop this to free price by
invoking a Siren Level (+15 Evil). You can also argue with Dura (T makes the
Pot free if you started the T & Dura Romance, otherwise 85 Charm drops the
price to 300 & earns +2 Charm, less Charm drops price to 400).

Once you get underwater, you find the Mer-people's Sunken Temple has air to
breathe once you get far enough below the surface. You also meet Lane or Lana,
an imprisoned Good Merman or Mermaid who provides information (any dialogue
choice leads to same dialogue). You can leave Lane/Lana and automatically move
on (finding & destroying the Chain Power Sphere is automatic success) or try to
help them (sidequest with numerous rewards). If you want to leave them, pick
the "leave to rot" option for +10 Evil or just say "I'm not going to help you,"
then "this isn't my fight" for nothing. Skip to the end of the Act (Leaving the
Mer-people).

If you wish to help Lane/Lana, it will first be necessary to open their cage.
Souldrinker, a Holy Avenger, or a Druid Level can break the bars with no Stat
bonus. 60 Strength or 80 Magic works to break the bars, earning +2 to Stat
used. Looking for a way to open the cell earns +2 to Devices & Perception with
75 in either Stat. Failing any of this, just look for the way to open the cell,
then look again (you lose -50 Health to an enemy attack you repel, then find
the release).

Next scene, Lane/Lana leads you to the enemy Life Crystal which powers the
Sunken Temple. You can abandon your ally here and destroy the Chain Sphere if
you like (escape with no bonuses as before) or go towards the Life Crystal as
directed (continue sidequest).

If you continue the sidequest, you need to face 4 Evil Mer-people Guards. Here
are the attack methods-

- Negotiation ("Stop" or invoking Siren Level) means they ask you to let them
kill Lane/Lana and then they will let you go. Agree for +10 Evil and escape
with no further bonuses. Say no, fight's back on. You can also kill Lane/Lana
yourself as a betrayal, that earns +20 Evil. This allows you to get a reward
from the Evil Mer-people- 350 Gold. You can also ask them to tell you about
their dark God Vythis- with 60 Evil you can convert to follow Vythis and get
+15 Religion, +10 Arcana & Nature. This is the last way to get an Evil Holy
Symbol in the game.

- Fighting means you will be killed unless you have a maxed 100 close combat
Stat (Blades, Magic, or Unarmed). Succeed at the Stat check, you win but still
take -50 Health. The Archery check is only 95 but has the same results.

- 4th Level Evil Priests, 2nd Level Dark Knights, or 4th Level Druids can
invoke special Options to win the fight without any damage. So can
BladeMasters, Elemental Archers, or Berserkers (only 1 Level needed).

- Using Lacey's Marble wins the fight with no damage.

- As a Demon Summoner, you need to Summon 2 Demons for success. Summon Brahl at
60 Willpower, he's one. Moff, Lez'zeret, and Xi'atta can also fight with no
Willpower contest involved. You must choose which Demon to Summon first, the
second is automatic success as long as you have another Demon that works. No
Demons besides the four mentioned above are helpful.

Once the first 4 Evil Mer-people are beaten, you are prompted to smash the Life
Crystal before more enemies arrive. Not doing it means you will need to
surrender to survive (see above under Negotiation). If you do it, the sidequest
is complete.

If you fall unconscious during Lane/Lana's sidequest, you are sent back to the
Epiphany with the chains gone and no rewards.

The possible rewards for helping Lane/Lana include the following (note that you
must reveal your identity for this as prompted)-

- Spend a few days with the allied Good Mer-people for +3 to all Knowledge
Stats (Arcana, Religion, Geography, History, Nature). If you have 45 Strength &
Agility, also 60 Good or 90 Charm, Lane/Lana responds well to flirting too.
Sleeping with Lane/Lana incurs +15 Evil for adultery if you have a Romance
already- it is also the game's last possible one-night stand. Do it or not,
your choice- you can decline with no penalty. As with Lacey, there's no Stat
benefits to sleeping with Lane/Lana other than the Evil. Telling Lane/Lana
they're disgusting after flirting earns no extra help from the Mer-people (but
who would do that?).

- Bringing your Crew down to join you with the Mer-people voids any chance to
sleep with Lane/Lana. But you get +5 to all Companion Relations and +10 Crew
Morale along with the Knowledge bonuses.

- Leave immediately, you get no extra bonuses other than the Good Mer-people's
Food reward (see below).

Whatever you do, you can get +10 Crew Morale and Ship Food back at 100 for
helping the Good Mer-people and revealing your identity to them. Don't reveal
yourself, get knocked out during the Mer-people sidequest, don't help the Good
Mer-people, or call Lane/Lana disgusting after flirting with them, this bonus
is not earned.

Leaving the Mer-people events, you travel on. There's some more extra optional
events now.

If you have a lover, you can talk to them about your future, your child, and
whether they and you think you'll succeed in defeating Zusak (this is all just
flavor text).

- If both B and K are with you, they have a fishing dispute. Favor B with
Option 1 for +10 B Relations & -10 K, K with Option 2 for the reverse Stat
adjustment, or nobody for -3 to both Relations.

After these events, you at last arrive at...

Act 8- Som'Reth Island.

You lose a flat -60 Ship Food upon arrival in this Act. Your first choice is
where to anchor the Epiphany- a beach (good for Morale, +15 Morale & +30 Food
but -25 Ship Health later), a tree-filled shore (good for gathering Food and
lumber, +45 Food later), or a sea cave (good for defense, +20 Food, -10 Morale,
no Ship Health loss). The rewards of each place are given when you face the
Kraken event (Act Boss).

The next two choices as you explore the island (when to leave the ship, whether
to break off the light pole), are just flavor and pacing. The next real choice
is the Monkey Encounter. A Level in Druid, Ranger, or Wizard and no Familiar
means you can bond the Monkey as a Familiar (you pick name, gender is random).
Otherwise just kill it or shoo it away.

After the Monkey Encounter, you risk losing -25 Health due to lack of
provisions and a long journey. To avoid this loss and find extra Food, you need
one of the following-

- Snares succeed with 1 Level in Ranger or 75 Nature & Devices (earns +2 to
both Stats).

- Hunting succeeds with 1 Level in Ranger or a Bow, 80 Archery & 60 Nature
(earns +2 to both Stats). Hunt by night instead, you need 40 Nature, 40
Archery, & 40 Stealth to win (Rangers still pass this for free, success earns
+2 to Archery & Stealth).

- A Druid can call animals close and then kill them (+2 Nature & Magic). 3rd
Level Bards can also lure animals close with music for this and get the same
bonuses. Luck Mages can get the same bonuses with probability fields.

- 4 Priest Levels means you can cast Create Food (+2 Magic, Nature, Religion).

- Some Familiars can help find extra food (Monkey, Wolf, Shade, Shadow,
Griffin, Firedrake, Bobcat, Diseased Boar, Tattoo Tiger). This method earns no
extra bonus (Monkey), +3 Nature (Shade or Shadow) or +5 Nature (anything else).

You lose -25 Health if you fail all these checks, even if you're a Vampire Lord
(special flavor text).

Arriving at the Capital City, you are prompted to drop your weapons by local
parrots that speak in a foriegn language you've been studying (free +3 Arcana).
You can drop your weapons if you like, but it's not necessary. Whatever you do,
next scene a Companion is caught in a tree snare trap and you need to get them
out via one of the following methods (you can keep trying each one until
something succeeds, only climbing the tree has possible fail consequences)-

- Climb the tree, untie the rope (succeeds with Cloak of Spiders, Rune Warrior
Level, or 55 Agility).

- Use Sister Geri's Rings (no bonus).

- Have a Monkey or Tanuki Familiar climb the tree (no bonus).

- Shoot the rope with a Bow (90 Archery succeeds and earns +3 bonus, 50
succeeds with +2 bonus, less try something else).

- Ki Strike (earns +5 Strength).

- Study the trap (succeeds with 60 Devices).

- Druid or Druid of Decay Power (2 Druid Levels needed, earns +2 Magic &
Nature).

- Burn the rope (succeeds at 60 Magic).

Success earns +2 to relevant Stat, failure at the tree climb incurs -25 Health.
Either way your trapped Companion is free but now someone else has disappeared
(it's random who, but never your lover or J if you're a Catalyst). They may
have fallen into a bloody pit trap nearby, you aren't sure. In any case, you
need to look for the tracks of whoever kidnapped your Companion.

- Rangers, Seers, Luck Mages, and Shadow Weavers have special Options to find
tracks. The Gem of Seeing can also find them automatically, as can K.

- A 3rd Level Druid can turn into a bloodhound and track by scent. Wolf, Dog,
or Fox Familiar can do the same thing.

- Tracks can be found with 70 Perception.

- Giving up the search and continuing leads you down the same path. Not having
to do this earns +3 Perception.

Continuing on, you meet the Parrots again. A Druid, Ranger, or Wizard with no
Familiar can get a Parrot Familiar here (last chance to get a Familiar in the
game). Again, gender is random and you can pick the name. After the Parrots fly
away, you reach the Capital City (your destination).

Entering the City, a beam of light is shot at you. Jumping away from it takes a
Seer or Rune Warrior Level or 50 Agility (earns +2 Agility for success). The
Belt of Speed, Magic Shield, or Staff of the Archmagi can deflect the beam
(Staff earns +5 Magic, no other Artifacts earn bonuses. A shielding spell needs
80 Magic (+2 Magic for success, fail gets +3 Magic). Failing to dodge or
deflect the beam incurs -25 Health.

You now meet the Ugo, some local cannibal enemies. Their Shaman threw the beam
and confronts you with 2 other Ugo warriors. Fortunately, an allied native
woman, Jadarra, is sneaking up on the Shaman (miniboss). You need to help her
via one of the following-

- Shout a distraction ("we come in peace", "what have you done with..." & "look
behind you" all have same effect).

- Shoot the Shaman first. You can use the Infinity Arrow for no bonus or 80
Archery/Magic (+2 Stat for success, fail is still a distraction for Jadarra as
above).

Jadarra is now fighting the other 2 Ugo. Help her so she doesn't get injured
doing so, or let her fight- either way she wins and survives. Here are the
methods of helping-

- You can climb up to help Jadarra with the Cloak of Spiders or 40 Strength &
Agility (+2 earned to both Stats). A 3rd Level Monk can wall-run up for +5
Agility.

- A 3rd Level Bard can encourage Jadarra with music (+2 Magic, she survives
uninjured).

- A Dragon Rider Level can get you up the wall with no Stat bonus. So can using
Sister Geri's Rings.

- 90 Archery or Magic can support Jadarra from the ground (+2 Stat used earned
for success, fail she gets injured).

- Summoning a Demon distracts the Ugo and allows Jadarra to beat them without
injury (any Demon works, the more powerful ones kill the Ugo themselves, the
smaller ones act as distractions).

If you get up the wall to help Jadarra, you will need 90 Blades, Magic, or
Unarmed to help defeat the Ugo without incurring -25 Health. Success earns +3
Stat used. 50 Blades is enough to at least protect Jadarra from injury, if you
fail that she gets hurt too and you lose -25 additional Health. There is no
similar situation for lower Magic or Unarmed, it's all or nothing. Demons are
not helpful in this close range fight, although Lacey's Marble can provide free
success (one time use).

More of Jadarra's tribe arrives after the other 2 Ugo are defeated (this
cleanup crew saves you if you fall to 0 Health here). They heal you for +25
Health if needed. They also tell you their Oracle friend (a local allied Demon)
told of your coming and they know where the Demon Blade is. They can also help
rescue the person who's missing (this is a trick, as you'll learn later).

Following the first dialogue tree, you are given a private room by the tribe.
You can get 25 more Health back here if you have and use a Healing Potion (2
Alchemist Levels needed) or a Priest/Cleric/Paladin Level. 5 Priest Levels
cures 50 Health. The Healing Potion you got from the Act 3 sidequest involving
Lady Emaline (and Brother Eli) heals you back to full 100 Health. Or you can do
nothing if preferred.

Now you need to attack the Ugo, kill their Chief (miniboss), and rescue your
missing friend. Bringing warriors and going alone both have various Options
involved. Here are the various ways to win-

Round 1- you need to pass the Ugo's Parrots (alarm system). 80 Stealth, 2
Levels in Thief/Assassin, 3 in Monk means you can sneak by (+2 Stealth). A
Parrot Familiar can get you by without Stat bonus. A 2nd Level Druid or Ranger
can calm the birds (+2 Nature). A 3rd Level Bard can soothe them also (+2
Nature & Magic). A Sage (any Level) can fool them into thinking you're Ugo (+5
Nature). Failing to sneak past the Parrots warps you to a full fight against
the Ugo and their Chief (see Round 3 below). Succeed, you go to Round 2.

Round 2, you have an Option to sneak alone into the Ugo Chief's Hut. If you
have 95 Stealth, 5 Levels in Thief/Assassin, or the Thief Token, you succeed
(+3 Stealth). A Siren Level or Sister Geri's Rings can also get you into the
Hut without Stat bonus. Then you can try to kill the sleeping Chief via Blades
(free success, +2 Blades) or strangling (needs 50 Unarmed or Strength, success
earns +2 Unarmed, failure warps you to Round 3). Or you can take his mask
(straight to Round 3, Chief dies automatically in special scene). If you fail
the Stealth check, you move on to Round 3 below.

You can also set a trap for the Chief outside the Hut (90 Devices kills him,
earning +3 Devices, then it's Round 3).

If you kill the Chief alone after entering his Hut, 60 Stealth and no warriors
from Jadarra's tribe with you means you can then escape the Ugo Camp without
fighting them further and go straight back to Jadarra's Tribe (this earns +3
Stealth).

Round 3, the main army of Ugo Warriors spot and attack you. If the Chief is
down, you move straight to Round 5 (see below). If the Chief is still alive and
has his mask, he remains a threat. Here are the ways to win here-

- A War Master who brings allied warriors from Jadarra's tribe this far has a
special success Option.

- The Chief can be killed with 100 Blades, Archery, or Magic; also 90 Unarmed
(grab his mask). Fail a Stat check, you lose -25 Health.

- The Infinity Arrow (if K is with you), Lacey's Marble, or the Spider Statue
can also be used for free success.

If you don't kill the Chief on Round 3, you move to Round 4.

Round 4, if Jadarra is with you, she kills the Chief automatically, then you
move to Round 5. No Warriors with you or Jadarra injured earlier, an Ugo throws
a spear at you (-25 Health if it hits).

- 3 Monk Levels or 80 Agility, you can deflect the spear (+2 Agility).

- Artificers, Druids of Decay, and the Magic Shield all have special Options
for blocking the spear.

- Taking the hit is ok too, it provides a distraction for you or a companion to
kill the Chief.

Round 5, the Chief is down but you need to escape the rest of the Ugo. You must
fight them off with 75 Blades, Unarmed, or Magic (you pick which Stat to
check). Success earns +2 to Stat used. Failure incurs -25 Health unless you
have Jadarra's tribe with you to help beat back enemies as you escape.

Back with Jadarra's tribe (you warp here if you fall to 0 Health during the Ugo
Chief Boss Fight, if the Chief is still alive at that point you missed your
chance to kill him) you must give Jadarra's tribe an ultimatum. You either want
the Demon Blade, your missing friend back, or some other reward. Whatever you
say, it's now time to meet the Oracle Demon.

Talk to the Oracle. All responses eventually lead you to fall into an
underground area with a door you must open or get past using one of the
following-

- 95 in History to guess where you are (+3 Stat for success).

- 90 Devices to study the mechanism (+2 for success).

- Summon Gaa'bon (65 Willpower) or Daan'daa (free contest) to open the door.

- Sister Geri's Rings (one-time use).

- 80 Strength to pull the door open (+3 for success).

- Alchemist Acid (2 Levels in Alchemist succeed).

- Failing all other Options, the Oracle can get you around the door if you ask
it, then knock away the flower petals as prompted. Note that this Option may
incur an extra -25 Health loss while you escape the Treasure Room later.

Past the door is the Som'Reth's special Treasure Room, the Heart of their
Capital City. You'll find the Demon Blade automatically here and take it. Then
you are confronted by the Guardian Demon, who seeks to prevent you from taking
another bit of treasure (you can only get one per game). The optional treasure
includes the following (you won't find out what each object gives you
immediately, the bonuses come later once you can examine what you grab)-

- 500 Gold.

- A Magic Sword (+15 Blades). Having Souldrinker or the Holy Avenger stops you
from taking this.

- A Magic Bow (+15 Archery).

- The Pendant of Life (+5 Agility, Endurance, Perception, Strength).

- A Metal Book (+5 all Knowledge Stats).

- The Vest of Attraction (+5 Citizen Rep & +10 all Relationships except Vale-
script bug gets you +10 Tovor instead).

There are some strategies here to play out the dialogue and plot developments,
which I don't want to spoil. Here's the ways to success-

- Identifying yourself at the beginning is just flavor text, as are talking
about Bla'karr, the Som'Reth, the Oracle, and the Guardian.

- Escape if not excused for your intrusion (see below), you lose -25 Health. An
extra -25 Health loss is incurred if you had the Oracle open the Treasure Room
door earlier. You also lose an additional -25 Health if you fail one of the
following Option checks (you pick which to try)- Magic Shield, Sister Geri's
Rings, 5th Level Monk, 2nd Level Seer, 95 Agility (dodge as you run), or 70
Endurance & Agility (just run).

- Tell the Guardian about Zusak's plot and K'Girr and it will let you leave
without suffering damage if you take no treasures other than the Demon Blade.
Taking an optional treasure still poses a hazard.

- Summon Tyborr here for an Achievement (you need his Stone and to have
Summoned him at some point before, there's also a bug that makes you have to be
a Demon Summoner). You can get bonus information about the Som'Reth and are
allowed to take 1 optional treasure with no injury if you tell the Guardian and
Tyborr about K'Girr & Zusak. This is necessary for getting Tyborr's help in the
Final Mission. It also earns +5 Willpower (last Willpower bonus in the game).

If you are knocked out here, you wake up in Jadarra's camp with no treasure and
then leave the Capital City without your missing Companion.

You also return to Jadarra's Tribe after you leave the Treasure Room. If the
Ugo Chief is still alive at this point, you will have to leave immediately
without your missing Companion. If he is dead, you get bonus dialogue about the
Demon Blade instead. You then can learn more about the Ugo, the Oracle, and
Jadarra's people. Eventually you will learn your missing Companion is still
alive and Jadarra had them hidden to motivate you to help her tribe (hey!).
Talk to your missing Companion and you can get them back in your Adventuring
Party.

Leaving the Capital City, you are awarded your Optional Treasure reward from
the Heart Treasure Room, if any.

There is also a chance to pick up a special Dragon Knight bonus here. Fly up
the mountain as prompted and you find up to 7 Dragon Eggs, 1 for each of your
Companions. Everyone will get Dragon Mounts next Act. :)

Before leaving the Island, you still need to deal with a Kraken, the Act Boss.
This sea monster attacks you regardless of any previous choices. You need to
sail away quick or fight.

Sail away, you can escape with 95 Geography or 4 Sage Levels (plot a course,
earns +5 Geography), 2 Seer Levels, or a Healing Potion (2 Alchemist Levels or
Brother Eli's Potion, Heal Dura). 5 Priest Levels also work for the last check,
earning +3 Religion & Magic. A 4th Level Druid with 50 Charm can calm down the</pre><pre id="faqspan-5">
Kraken- option appears while you run (+3 Charm). A 5th Level Bard can sing it
to sleep instead (+5 Magic, Lute needed). You can also start a fight if all
checks fail. Failing any check, you need to try something else.

Fighting the Kraken, you can succeed with one of the following methods-

- The Infinity Arrow (if K is with you).

- The Epiphany's catapult (needs 95 Devices, +3 Devices for success).

- Archery or Magic at a distance does not work, but close up Magic might (see
below).

Fighting the Kraken close up is possible if (and only if) you have the Boots of
Travel to walk on water. This allows the following methods (+5 extra Crew
Morale for succeeding this way)-

- Sword kill (90 Blades succeeds, +3 Blades). Trying a Dagger is instant fail.

- Ki Strike & 4 Monk Levels.

- Acid spell (90 Magic needed, +3 Magic).

- Punching the Kraken is ineffective. :(

Fail to defeat the Kraken in a fight, you lose -25 Ship Health, -25 Morale, -5
Crew (also up to -5 Undead Crew if you have any Undead Crew members, the Kraken
likes eating them first). Lose all Ship Health here, you recover with 25 Ship
Health and +15 Food but you lose -25 Morale.

Act 9- Voyage Home.

Now you must sail home. The first problem is a lack of Food (you need at least
60). You can boost your Food here with the following methods (all these can
stack btw)-

- 90 Nature & 70 Perception or 1 Seer Level help the sailors fish (+20 Food)

- A Tycoon has emergency provisions stashed (+50 Food).

- An Artificer can craft efficient nets (+30 Food).

- A Druid can summon fish straight to your nets (+5, 10, 20 or 30 Food based on
Druid Levels).

- A 3rd Level Bard can summon a whale for extra Food (+10 Food, +20 for 4th
Level Bard, and +30 for 5th Level).

- Luck Mages can get +25 Food.

- With 70 Evil, you can cannibalize up to 20 Crew Members one at a time. Each
awards +20 Evil and +5 Food.

You can stop gathering Food at any time, then feed the crew extra Food for
success- this earns extra Morale and the bonuses can also stack. 30 extra Food
awards +20 Morale, 25 earns +15, 20 earns +10, 15 earns +7, 10 earns +5, 5
earns +2.

Sail without sufficient Food, you lose -5 Morale with an additional up to -60
Morale for each point of Food needed. There is a Crew Morale check coming you
may want to succeed at if possible.

Sailing home, there is an unavoidable Mutiny event to deal with. There's a
dialogue tree (no bonuses to earn, just flavor), then you will need to escape
some Demons. Here are the methods-

- Pull yourself free (checks 60 Strength).

- Get a leg free and kick (50 Unarmed).

- Grease spell (50 Magic).

- Special Dark Knight Option. Vampire Lords and 3rd Level Druids also have
special success options.

- Tattoo Tiger Familiar provides free success.

Success earns +3 to Stat used if any. Fail, you can try something else until
you are left with just calling for help (-5 Morale).

Next, you must run to fight the Mutineers. Whatever you do here, Dura kills the
enemy and you lose -25 Epiphany Health, then fall in the water and wake up with
20 Health remaining. If the Epiphany has 0 or less Health at this point, it
sinks and you incur -25 Morale along with the death of Captain Dura (this loses
you -20 T Relations if T is with you and was Romancing Dura). Less than 50
Morale, Epiphany or not, and you also lose -10 to Strength, Endurance, Agility,
and Perception before being rescued when you fall in the water. You can also
lose any Mount other than a Dragon or DemonSteed if the Epiphany sinks.

After the Mutiny event, you are back in Brightwater and must prepare for the
Final Mission. Some Classes earn special bonuses here-

Necromancer- If you were Raising the Red, they are animated and ready to join
your Party at last. "Look Who's Back" is Achieved.

Artificer- you get +10 Arcana, Devices, & Magic; also +20 Blades & Archery from
crafting yourself a Magic Sword & Bow- the latter bonuses are voided if you
already have a Magic Sword or Bow, so you may want to have left those Optional
Treasures from the Heart behind.

Tycoon- You get extra Gold equal to twice the extra amount you invested earlier
when you gained the Prestige Class.

After these bonuses are awarded, the Final Mission is set up. You need to
journey to the Demon Realm to kill K'Girr and Bozar using the DemonBlade, then
stop Zusak from becoming a God as he plans to do. You have several allies to
help you as best they can from Daria, provided they are alive- T, G or P, B, K,
J, Pop/Syn, Naistalan, Tovor, Vale, ArchMage Cumari, the Orphan, your Squire,
and Captain Dura. If Pop/Syn is dead, they are replaced by Sam from Act 3
because you need a Demon Summoner for the Plot. The many choices here are just
flavor dialogue. You, no one else, are going on the Final Mission and at most
decision points, you will be alone.

You now need to draft several final decrees as King/Queen in case you don't
survive the Final Mission (very possible). These settle various game subplot
arcs. Here they are in order-

1. Who's the Heir?

If you have a natural child, it's automatically that child with their other
parent as Regent till they come of age (your lover has Plot Armor). Lover gone?
("I don't" at Royal Wedding makes this possible, as does an asexual main
character's child.) Then a Council of all your allies is Regent. Having a child
for this earns you +15 Citizen Rep & +10 Lover Relations. No child? Then you
must pick an Heir from the choices below (all must be alive obviously, bonuses
grouped together for convenience).

- The Orphan (+12 Citizen Rep).

- T (+20 T Relations, +20 Citizen Rep if you made them a Norgan Chieftain in
LH2 and -20 Citizen Rep if not).

- G (-10 Citizen Rep, +20 Relations).

- P (+20 Relations, +5 Citizen Rep if P's Nobility was reinstated at the start
of the game, -10 Citizen Rep if they're still disgraced).

- K (+5 Citizen Rep, +20 Relations).

- J (-15 Citizen Rep, +20 Relations).

- B or General Vale (+20 Relations, +10 Citizen Rep).

- Squire (+20 Relations, -10 Citizen Rep).

- Tovor (+20 Relations).

2. Appoint a Royal Wizard. This can be one of the following (never your Regent,
all choices must be alive and an ally).

- Naistalan (+5 Religion).

- Dura or Archmage Cumari or Someone from the Academy (+5 Magic).

- J or the Orphan- Orphan must be Priest or Wizard (+5 Magic, +10 Relations).

- P (+5 Religion, +10 Relations).

- Pop/Syn (+5 Arcana).

- No Wizard (no bonus).

3. Is Soulburning Evil?

No to this earns +15 J Relations (if J is alive) & -10 Citizen Rep.

Yes to this is the "What the Hell, Player?" Option. It earns +10 Citizen Rep &
-15 J Relations. A bad ultimate ending for J is also a possibility later (it
comes unless J is your love interest). Fortunately there is no way to make J
resign from your Party immediately following this decree (even if they're Heir,
Regent, or Royal Wizard).

The following decrees are bonus.

#4. If you found Dragon Eggs in Act 8, you can create an Order of Dragon
Knights from your Companions. Doing this earns +10 Relations with everyone.

#5. If you imported a character who got a Gnome Alliance in LH2, you can make
the Gnomes Daria Citizens. Yes incurs -5 Citizen Rep but you get Gnome Help in
the Great Final Battle (see below). No denies you that future help.

#6. If you imported a character who got a Half-Orc Alliance in LH2, you can
make the Half-Orcs Daria Citizens. If you say yes to this, they too will help
in the Great Final Battle. If you don't make them citizens, they won't. Yes
incurs -10 Citizen Rep but Dura being alive averts this penalty (you also get
+10 T Relations if T is Romancing Dura).

#7. Give away remaining Gold if any. You can get as many of these bonuses as
you like, as long as your Gold supply allows it (200 Gold increment for each
bonus, all can stack).

- Donating Gold to any Companion (G, P, T, B, J, K) earns you +15 Relations
with the reciever.

- Leaving Gold to the Orphan or your child earns +5 Citizen Rep.

- Leaving Gold to the Army or Hiring Mercenaries earns bonuses for the Grand
Final Battle. Each increment stacks up to 4 times.

- Leaving Gold to Charity earns +5 Citizen Rep & +15 Good each increment.

- Leaving Gold to the Treasury earns +5 Good & Citizen Rep, +10 Tovor Relations
each increment.

- Leaving Gold to an Evil Temple (possible with Evil Holy Symbol) earns +15
Evil each increment.

Final Decree- Ban Demon Summoning? Yes, you incur -5 Citizen Rep & -15 Pop/Syn
Relatons. No, you earn +5 Citizen Rep (Academy regulation or no regulation earn
same bonus).

Following the decrees, you relax one last day before the Final Mission begins.

A Vampire Lord has a special choice here to transform their Companions into
Vampires. Do it, you earn +20 Evil & +15 Citizen fear, also some extra bonuses
later. Don't, you earn +10 Good.

Final Mission- The Demon Realm.

This Mission starts off with a text cutscene where you are transformed into a
Demon via a Magic Ritual and must then venture into the Demon Realm alone- no
Companions, no Mount, no Familiars other than Tattoo Tiger (Imp & Dragon can
come back later). Having Lump the Mule as Mount at this point earns the "It's
Lump" Achievement.

In the Demon Realm, a new game Stat becomes a concern- Humanity. It starts at
100 and if it falls to 0, your character becomes a dead man walking. At a
certain point- midway through the Final Boss Fight to be exact- the game checks
for Humanity and if you have 0, you get a bad ending. Some loss of Humanity- 15
to be exact- is mandatory. Other losses are optional and having high Stats can
help avoid these losses. The way it works is if you pass a Stat check, you keep
your Humanity. You fail, it falls as the Demon Realm gives you a Demon Trait to
compensate. Some Demon Traits have hidden benefits. Overall, though, you will
want as few as possible to avoid the aforementioned bad ending.

There are in fact seven possible endings to Lost Heir 3, with some variations
on the better ones. It is plot mandated that you will get to the Final Boss
Fight against Zusak, K'Girr, and Zusak's Demon Army. Lose that conflict, you
get the bad ending 'The Wanderer'. Survive, you have a chance at a different
ending.

Fall to 0 Health in the subsequent conflict against Zusak before the last stage
of the Final Boss Fight, you get the bad ending 'The Puppet' (also possible if
you die before the Grand Final Battle while fighting K'Girr). Have 0 Humanity
when you reach the Final Boss Fight's final stage, you get the bad ending 'The
Monster'. Die during the last stage of the Final Boss Fight before K'Girr and
Zusak go down, you get the bad ending 'The Ghost'. Overcome one or both of the
Final Bosses somehow, you can get one of what I consider the three good
endings- 'The Martyr', 'The Villain' or 'The Hero'. I'll discuss how to achieve
all these endings below, and avoid the bad ones- although, one should note, all
endings are also Achievements.

As the Final Mission begins, you are trying to avoid the bad endings Wanderer,
Puppet, Monster, and Ghost. That you will reach certain plot points is
inevitable. What shape you're in when you get to these points is the deciding
factor, and I hope this guide will help keep you in the best shape possible.
Make the right decisions and an advantageous shape will be achieved and
maintained.

At the start of the Final Mission, you lose -5 Humanity as you develop a 'Demon
Direction Sense' represented by glowing eyes. This is mandatory because you
need to find K'Girr's Lair per Plot. The first obstacle on the way there is a
high cliff which you can either jump off or climb down. Jump off, you sprout
Demon Wings to fly to your destination. Climb, you have to pass a Stat check to
avoid mutating Demon Goat Legs on the way down. Either trait costs you more
Humanity. Avoid both, you only lose -5 Humanity. The more Humanity you can
retain, the better- although both Demon Wings & Demon Legs can help you with
later obstacles.

Starting to get the gimmick of this Mission? Here are the ways to descend the
cliff-

- Get the Wings. You lose -20 Humanity, but maybe it's worth it to be able to
fly. Remember you only need a little Humanity- 5 is the minimum- to survive the
check. It is a long way to that check.

- Climb down the cliff. If you have 75 Endurace, Strength, and Agility, you
pass the checks for avoiding Demon Legs. The Cloak of Spiders drops these
checks to 55 each.

- Vampire Lords and 3rd Level Druids can shapechange to safely descend the
cliff without getting Demon Legs.

Get the Demon Legs, you lose -10 Humanity. Don't get them, you only lose -5, as
some extra Demon Strength is still necessary to travel in this alien realm
without Demon Legs or Wings. Demon Strength alters your Stats a bit- +10
Strength, +5 to Agility & Endurance. Demon Legs or Wings do not alter your
Stats other than Humanity, although they do affect future flavor text and may
help with future Stat checks and decision points (see below).

The second obstacle you face in the Demon Realm only comes if you are a Demon
Summoner. You get curious about your Runebag and want to check the Stones to
see if the Demons will help you in their own realm. You have to test Summon one
of them here- and heads up, you will lose the one you test. Tyborr is the only
Demon not available for testing (he's special, see below). It is best to test
(and lose) Za'bin if you have bonded with the Imp as Familiar, they will come
back later. Otherwise, you probably want to test and lose the most useless
Demon you can think of- just beware, they all may have special uses later. I
personally like to keep Zon'ch with a low Magic Demon Summoner (look to the
Final Boss Fight for why), sacrifice Brahl for low Willpower characters... but
really it depends on the character I'm playing which Demon I give up.

Anyway, you have to give up one Demon here- Zon'ch, Xi'atta, Brahl, Daan'da,
Moff, Gaa'bon, Lez'zert, Mythorr, or Za'bin. Whichever one you Summon, they
destroy their Stone and then vanish. You then put your other Stones away, lest
you lose them too. Then- if you Summoned Tyborr in the Heart during Act 8- you
think "Hey, wait, what about Tyborr? Isn't he a special Plot Demon?" Summon him
as prompted, and you get special extra help in the Demon Realm (there's no
Willpower check for this, funnily enough).

Don't Summon Tyborr, or if you're not a Demon Summoner or have not Summoned him
in the Heart, or if you Summoned him in the Heart but didn't tell him about
K'Girr, you continue on without extra help and face your first Demon Realm
fight- a Hungry Demon who wants to nibble on you. Here are the ways past this
monster-

- Siren Level? You can command it to not eat you and it goes away. Otherwise,
talking to the Hungry Demon does not help.

- Tattoo Tiger Familiar? It can defeat the Hungry Demon for you. This injures
your Familiar for later conflicts- however there are no further special Options
for Tattoo Tiger Familiar help so it does not matter.

- With 95 Unarmed, you can catch and break the Demon's arm when it attacks. 95
Magic, Blades, or Archery can also drive it off in various ways. Succeed, you
get +2 to Stat used. Fail, you fall to 0 Health at once.

- You also fail to 0 Health at once if you allow the Demon to feed. Tyborr and
the Demon Blade are not helpful here- not yet.

If the Hungry Demon feeds on you, you pass out and wake up with Demon Skin that
was too tough to eat (-20 Humanity, no other Stat changes). Hope this guide
helped you avoid that. Whatever way you pass the Hungry Demon, you have no
other dangerous fights to worry about for a while.

Next obstacle- Zusak shows up! No matter what you do here, he can't be harmed
and captures you. You then enter a plot mandatory "Hero-Villain Banter"
dialogue tree. Get through the scene- it progresses the same whatever you say
or try to do to Zusak, although some things rattle him more than others- and
you'll eventually be rescued from captivity by your Summoner ally Pop/Syn or
Sam and one other Adventuring Companion (always J if they're Romancing Pop/Syn,
random otherwise)- T, G, P, B, K, or J. Talk to your Summoner ally as directed,
then you'll be in a miniboss fight against Pop/Syn, whichever character turned
against you back in Act 3. Good news- this is the last time they show up, so
now they can be defeated!

Your enemy Pop/Syn is accompanied by 4 Demon Minions you must defeat first- 2
Ogre Demons, the Sickness Demon from Act 3, and their personal Whip/Fire Demon.
Here's how the fight progresses (all Rounds plot mandatory)-

Round 1- The Sickness Demon disables your present Companion while the 2 Ogre
Demons advance on you. Pop/Syn meanwhile duels your Summoner ally alongside
their personal Demon. You need to defeat the Ogre Demons through one of the
following methods-

- If you have a Sword, you need 100 Blades & 60 Agility to win. Otherwise you
develop Demon Horns to avoid injury (see below). A Blademaster of any Level
automatically passes this check.

- The Infinity Arrow can kill the Ogre Demons, if you have it and K is present
here. This is available even if K is disabled by the Sickness Demon (which is
automatically killed on Round 3).

- The Spider Statue is another one-time use Artifact that can be used for an
auto-win here.

- If J is present, and you have a Catalyst Level, you can invoke it to win (J
is able to help you thanks to your shared strength).

- A Berserker can use their rage to auto-win. A 2nd Level War Master with a
Sword can also win automatically through a special Option (1st Level or no
Sword, no success, although you can still try something else).

- 100 Unarmed & 50 Strength is enough to beat the Ogre Demons with punches,
kicks, and throws.

- 100 Magic & 50 Endurance is needed to beat them with Magic.

Fail your chosen Stat check to defeat the Ogre Demons, you grow Demon Horns and
lose -35 Humanity, the first really bad loss of many potential losses to come.
But they are beaten, whatever you do. A passing chosen method (see those above)
avoids this issue.

Round 2- the Ogre Demons are down thanks to your Stats or Demon Horns. But your
Summoner ally needs help against the enemy Pop/Syn's personal Demon. You need
to fight this creature off before it kills Pop/Syn/Sam.

- Jumping onto the Demon's back is usually a bad idea. If you lack Demon Skin,
you will get that by jumping onto the Demon's back here (-20 Humanity). Have it
already? Auto-win by jumping onto the Demon's back.

- Sister Geri's Rings can be used to rescue your Summoner ally.

- You can defeat the Demon with a Bow if you have 80 Archery & 50 Perception
(Elemental Archer Level 1 or 2 succeeds automatically, Stat check pass earns +2
to both Stats). Fail, see below for what happens.

- Souldrinker or the Holy Avenger can be used to drive off the Demon. Otherwise
using a Sword fails automatically unless you have Demon Skin (+2 Blades in that
case).

- A Monk of any Level can defeat the Demon with an Unarmed attack. Any other
Class has no chance of success.

- Magic can beat the Demon if you have 80 Magic & 50 Agility (+1 to both Stats
for success). Otherwise, it fails.

- With a Siren Level, you can command the Demon to back down. A 3rd Level Bard
can also win with a Special Option (no Lute needed even though the text asks
for one).

Failing a Stat check here gives you a Demon Tail that you develop to defeat
Pop/Syn's personal Demon (-20 Humanity, +15 Agility). This is avoided if you
can successfully drive the Demon back.

Round 3, your Companion kills the Sickness Demon automatically and now your
enemy Pop/Syn is outnumbered. They retreat and command their personal Demon to
tear down the building you're in to cover their escape. To break out of the
building before this happens, you need one of the following successes (you can
try as many as are necessary)-

- A Luck Mage has an auto-win Option. So do Monks, Elemental Archers, and
Alchemists, but you need to pass Level & Power checks (Alchemist or Elemental
Archer needs 2 Levels, Monk needs 4 Levels- typo even though the text says 5-
and the Ki Strike Power from LH2).

- Magic is an auto-fail but if you have the Staff of the ArchMagi and 100 Magic
you can break the Staff and direct the resulting power blast to help your
escape.

- Lockpicks can unlock a window if you have 95 Devices (earns +3 Devices for
success).

- Smash the same window, you succeed with 100 Strength. Fail this check, and
you grow Demon Claws to break the window (-20 Humanity).

However you escape the building collapse, your enemy Summoner's personal Demon
is destroyed and your allies are all okay. However, your enemy Pop/Syn is
escaping. You face the following choice of how to stop their getaway (no
penalties for failure)-

- Bow & 70 Archery kills the enemy Summoner (+3 Archery). 80 Magic can also
succeed (+2 Magic).

- J, K, G, or Pop/Syn can stop them if they are with you. So can any Companion
if they are a Vampire (special Vampire Lord Option invoked at end of Act 8).

- Letting the enemy Summoner go earns +15 Good.

After your enemy Pop/Syn is killed or escapes, you must return to the Demon
Realm to again try and find K'Girr's Lair while your allies continue to work
against Zusak in Daria. You have a choice of how to travel here.

- Travelling quickly in the open is best if you have a 100 combat Stat (Blades,
Unarmed, Archery, or Magic). A Sword is necessary to use Blades (any Sword
works).

- Traveling cautiously in hiding is best if you have 100 Perception or Stealth.

Fail either check for a travel method, you grow Demon Spikes to defend yourself
from marauding Demons you can't avoid here (-35 Humanity). Pass your chosen
hidden Stat check, you only lose -5 Humanity. You lose the second bit of
Humanity even if you get the Spikes, it's the last bit of mandatory Humanity
loss in the game.

After your travel, you find yourself near a fortress- K'Girr's Lair. If you
have Za'bin the Imp as Familiar, they rejoin you here even if you destroyed
their Stone earlier (whatever you do in response to seeing them, they find and
rejoin you). You now need to ascend the wall of K'Girr's Lair using one of the
following methods.

- Demon Wings, 3 Druid Levels or Vampire Lord shapeshifting get you up without
Stat bonus.

- 90 Magic can launch you upwards (+2 Magic).

- Finding a place where you can drop down onto the fortress wall instead of
ascending succeeds automatically with Demon Wings or Legs or 95 Geography (+2
to latter). Lacking this, you find a place but need 70 Magic (+2 Magic for
success), Sister Geri's Rings, or a Rope to safely drop down from the place
once found. Fail that, continue searching and you drop down automatically, then
fall unconscious briefly. You wake up with Demon Skin if you didn't have it
already (-20 Humanity).

Once you are inside the fortress, you are faced with the Reflective Demon
guarding K'Girr, whom I call Kut'Seen because of his threat level. You'll
automatically notice he has armored skin- 50 Perception & Arcana, you guess it
takes a Magic Weapon to harm him (+2 to both Stats for passing this check).
There are still ways past Kut'Seen without such a weapon, see below. Even with
such a weapon, he is still hard to beat.

Strategies for this fight-

- If you have 100 Blades and a Magic Sword (Holy Avenger & Souldrinker count),
you can damage Kut'Seen to half Health on Round 1. A Magic Bow also works with
100 Archery (Astral Bow won't work). Less Blades or Archery is at least enough
to prevent him from wounding you but not kill him. First round, he will not
attack. Second round, he hits you if you fail to dodge his claws. Other direct
attack methods- including Magic and Unarmed attacks, do not damage Kut'Seen
directly. Lacking a Magic Weapon or skill, you best not try to attack on Round
1, just prepare to defend yourself- you won't be able to wound Kut'Seen (but
can still beat him later in another way).

- On Round 2, Kut'Seen slashes at you. You need 60 Agility (duck), 70 Charm
(feint), or 50 Unarmed & 50 Strength (block) to avoid taking -20 Health damage
(+2 to Agility/Charm/Strength for success). Lacey's Marble, the Magic Shield,
and Sister Geri's Rings can also help you avoid damage if used here. A Holy
Symbol & 70 Religion along with 60 Good or Evil depending on the Symbol's
Deity, and you can also pray to avoid damage (+2 Religion for success).

- Round 3, Kut'Seen advances on you and you are in a loop of attempting to
damage him and avoid his damaging you. Each of these methods can be tried once.
If you have a Magic Sword or Bow as above and 90 Blades/Archery here, you can
kill him in one shot (+2 to success). Fail Stat or weapon check, you take
another -20 Health damage. 90 Unarmed, you can kick Kut'Seen at close range and
avoid damage, but he still won't be hurt. Trying Magic damages you
automatically. If your Health falls to 20 or below, you will automatically run
away from Kut'Seen. You can also choose to run immediately (or later if you
realize you can't damage Kut'Seen).

Run on Round 3, and you are in a cat and mouse game against the Reflective
Demon. New strategies possible here-

- You can outdistance him with 70 Endurance (+2 for success). Fail the
Endurance check, you develop Demon Endurance (+10 Endurance, -20 Humanity) and
get ahead of Kut'Seen anyway. You then end up on a cliff and can knock Kut'Seen
over the edge to get rid of him (any method succeeds automatically).

- You can also create a trap to collapse the tunnels on Kut'Seen with 70
Devices (+3 Devices for success) or 90 Magic & 60 Perception (earns +2 to both
Stats). A Luck Mage has a special success Option for this. Fail the checks, you
can still try something else.

- A Shadow Weaver has a special Option to distract Kut'Seen to enable you to
reach the cliff as above. Tyborr can also distract him and get you to the cliff
without an Endurance check.

After Kut'Seen is defeated or skipped... I mean bypassed, you will enter a cave
and find Bozar, Zusak's Plot Shield Demon. Any method useable here kills Bozar
successfully (+2 to Blades, Magic, or Unarmed). After killing Bozar, you keep
looking for K'Girr, but Zusak captures you again before you find the Demon Lord.

You are now in another Hero-Villain Banter dialogue tree, but you need to get
out of this one as soon as possible by returning to the Demon Realm. Zusak is
trying to distact you here while another of his Demons attacks your Summoner
ally. You can exit the dialogue tree immediately (bottom Option) or talk to
Zusak twice (any other response), then you will leave him automatically. There
used to be a timer here where you would get a bad ending if you talked to Zusak
too long, but the author altered the game in response to fan complaints.

Once you get away from Zusak for the second time, you appear in a room where
your Summoner ally has collapsed, covered in blood. Your other Adventuring
Companions- and now you- are being attacked by Zusak's Invisible Demon, whom I
call Rale'Run because Zusak uses it as a spy to railrun you through events he
sets up like the Mutiny and the confrontation with Zusak in LH1. Here's what
happens in this fight-

Round 1, someone shouts at you to look out behind you. You need to avoid -20
Health damage by either looking behind you (Seer Level, Rune Warrior Level, 50
Perception avoids damage, +2 Perception bonus for Stat check) or dodging (50
History or 45 Agility avoids damage, earns +3 & +2 to these Stats for success).
Siren Level, you can command Rale'Run to show itself, but this only avoids
damage here. You can't kill the Demon yet.

Round 2, you need to make Rale'Run briefly visible so your allies can hit it,
preferably without taking damage yourself. If you're a Berserker, Alchemist,
Catalyst, or Seer (needs 2 Levels), you have special Options for success.
Otherwise you need to use Magic (70 Magic, Arcana or Nature succeeds and you
get +2 to Stat used, fail and you take -20 Health damage while the Demon
strikes you to reveal itself). It is also possible to alter your Humanity for
success here- this gives you a Demon Hunchback & -35 Humanity. You can also
wait for the Demon to reveal itself and then attack, succeeding with 80
Perception. 4 Monk or Guard Levels, Rune Warrior Level, or Demon Spikes, this
succeeds automatically.

If you fall to 0 Health in this scene, you get Game Over with the Puppet
Ending. Yep, bad endings are now possible. So be careful! If you manage to
avoid or survive Rale'Run's Round 2 attack, it is taken out automatically. Your
Summoner ally is dying, however. You now need to pass your Demon Stone to
another Companion (you pick who from all those alive of P, G, K, T, B, or J-
choice does not matter) and then heal your Summoner ally if possible. Here are
the successes possible for the latter task (you only have time to try one
method)-

- A Vampire Lord can use their blood to heal the dying Summoner. If you made
your Companions into Vampires in Act 9, this is the only method that works
unless you're healing Sam rather than Pop/Syn (Sam won't be a vampire, Pop/Syn
will).

- Brother Eli's Healing Potion works, if you have it. A 2nd Level Alchemist can
also use their own Healing Potion.

- A Holy Symbol & 3 Levels in Priest or 1 in Cleric or 1 in Paladin, and you
can heal your ally with Magic. Success earns +2 Religion. P or the Orphan (if
the Orphan's a Priest) can pass this check for you (no Stat bonus for P).

- With 80 Nature, you can use CPR to save the Summoner. There's a -2 Relations
penalty with your lover for this if they see you use CPR, and special text if
you save Pop/Syn this way.

After you succeed in helping the Summoner, or after you fail and they die, you
can briefly talk to your other allies. Tell them any response, and then you
return to the Demon Realm to search for K'Girr a third time. You'll immediately
appear back in K'Girr's Lair and spot a Demon pretending to be asleep that you
suspect (correctly) is spying on you for Zusak.

You can try to kill this Spy Demon here if you like. 60 Stealth & 60 Charm, you
can fool it and damage it. Otherwise, you take -20 Health trying to kill it
this way (you can embrace your Demonic Essence to avoid damage, but this is a
bad idea- you develop the Demon Hunchback, Skin, and Claws to avoid damage and
lose a lot of Humanity).

In any case, you cannot kill the Spy Demon in one hit. You must hit it a second
time using a Skill (70 Blades or Archery, 80 Unarmed, 90 Magic, success earns
+2 to Stat used) to kill it without taking an additional -20 Health if you
fail. Using Demon Claws to attack here earns Demon Skin & Hunchback as above,
it is a trap. Lose all Health here, Puppet Ending (this happens if you lose all
Health from now on until noted otherwise).

It may be better to just walk past the Spy Demon instead of trying to kill it
early. You may have a better chance at defeating it later (see below).

After you kill or walk past the Spy Demon, you at last find K'Girr. This is the
first stage of the Final Boss Fight.

Final Boss Fight- Zusak & K'Girr.

In this conflict, you will be facing Zusak, K'Girr, and several other Demons in
a multi-stage battle. The first stage has you against K'Girr alone, with the
Demon Lord trying to grab you. Once you get to a certain point, the second
stage begins. You can hold K'Girr off through various methods or let it grab
you and move ahead. Here are the possible strategies-

- With Demon Spikes, K'Girr will take damage if it grabs you (-35 K'Girr
Health). Then it drops you and is delayed further. You can damage it again, but
not kill it. A Vampire Lord can not damage K'Girr through biting, but you can
try.

No Demon Spikes? You can either let K'Girr grab you (advance to Round 2 below)
or try to avoid the grab in various ways.

- 75 Agility, you can dodge K'Girr's first grab attempt (+2 Agility for
success). Fail, you incur -20 Health and then get grabbed. 90 Magic can be used
to cast Mirror Image for the same success (+2 Magic earned) or fail results.

- With a Sword, 70 Blades & 50 Arcana, you can angle your sword so K'Girr gets
stabbed as it attempts its grab (-35 K'Girr Health, +2 Blades). Fail, you get
grabbed with Health loss as above.

- With a Bow & 95 Archery, you can damage K'Girr on this round and prevent its
grab (+2 Archery for success). Fail the Archery check, you get grabbed.

Round 2 of this stage progresses differently whether you are grabbed or still
on the ground. Still on the ground, you warp to Round 4 (see below).

Grabbed? K'Girr tries to bite you. You can do the following in response-

- A Sword can slash K'Girr's face as it holds you up. 80 Blades & 60 Agility,
you are dropped (K'Girr takes -35 damage, +2 Blades for success). Fail the stat
check, you take -20 Health damage before being dropped and do no damage to
K'Girr.

- You can also try creating and dropping a rock into K'Girr's mouth through
Magic. 90 Magic, 50 Perception, and 50 Nature are the checks to pass here.
Success earns +1 to all Stats and damages K'Girr, then it drops you. Fail, and
you are dropped and take damage as above.

- Brace yourself in the Demon Lord's jaws. 60 Strength & Endurance, you earn +2
to both Stats and it drops you to the ground (no damage taken by either party).
Fail, you take -20 health damage, then get swallowed (see below). The Magic
Shield can be used to pass this check and get swallowed without immediate
damage this round.

- A 3rd Level Druid can transform into a porcupine here and wound K'Girr. 4
Levels, the Demon Lord takes damage as above. Less, K'Girr just drops you and
is not wounded. Less than 3 Druid Levels, you are prompted to try something
else.

- The Spider Statue or Staff of the ArchMagi can be dropped into K'Girr's mouth
to damage it. This destroys the Artifacts, but the Demon Lord takes 35 damage
as above and then drops you.

If you are swallowed by K'Girr, you are in Round 3. Here are the Options now-

- A Sword can cut you out of K'Girr's mouth with 40 Blades & 30 Agility.
Succeed, you get +2 to both Stats, do 35 damage to K'Girr for -35 Health, and
are back on the ground (Round 4). Fail, you take -40 Health damage then get
spit out back onto the ground (Round 4). The Demon Blade or a Dagger can be
used in place of a Sword here (same Stat checks).

- Kicking the Demon Lord's mouth open is possible with 80 Unarmed & 80 Strength
(same effects as above). 1 Monk Level drops the checks to 40 for each Stat
(success causes no damage, K'Girr spits you out with no Stat bonus). 3 Monk
Levels succeed automatically. Fail, you take -40 Health before being spit out.

- An Assassin or Berserker has special Options to automatically damage K'Girr
from the inside here (Assassin Option earns +2 Nature). Demon Claws can also be
used to slice your way out automatically. Any of these methods do -35 damage to
K'Girr before you are spit out into Round 4.

Round 4, K'Girr has either dropped you or you have avoided its grab attempt. It
may be damaged once or at full Health, but it is not down yet. New Options-

- A Sword can be used to strike the Demon Lord. K'Girr will fall (but not take
damage unless undamaged) if you try this with 80 Blades, 1 Level in Rune
Warrior, or 1 in Blade Master. With 2 Blade Master Levels this knocks K'Girr
down for -70 Health if the Demon Lord's Health is still 100. This earns +2
Blades for success. Fail, and you take -20 damage from getting stomped before
Round 5 (see below).

- You can run between K'Girr's feet and dodge its blows. 50 in Agility,
Endurance, and Perception is enough to avoid damage (+2 to all Stats). 80
Geography also works (+5 Geography for success). Otherwise you get hit for -20
Health before K'Girr trips on Round 5.

- Shield yourself with magic. 100 Magic & 50 Agility, you avoid damage and
K'Girr collapses. Fail the checks, you take damage as above. The Magic Shield
does not work to pass this check!

- An Imp Familiar (Za'bin) can be used to damage K'Girr with an eye scratch
here. Then it trips (no damage to you).

- A Dark Knight can hit K'Girr with a rotting touch and automatically damage
it, then cause it to trip.

- A Bard can attempt to enthrall K'Girr and make it trip. No Lute is needed,
even though the text asks for one. 5 Bard Levels, K'Girr falls automatically.
Less, you take damage before he falls.

- Shadow Weavers & Druids of Decay have special actions to automatically trip
K'Girr but cause it no damage and incur no Health loss. Lacey's Marble can also
be used for this effect.

Round 5, K'Girr trips over its own feet trying to hit you and collapses. You
now have a chance to stab its Anchor Stone (weak spot). Before you can do so,
however, you vanish from the Demon Realm via your Summoner's call and enter
Stage 2 of the Final Boss Fight, what I call the Grand Final Battle.

This event may be familiar if you have played Lost Heir 1. You appear before a
massive army of Demons with your own army behind you. The first choice to draw
a weapon or give a signal to attack is a false choice here- no Stat bonuses are
awarded unlike the opening scene of Lost Heir 1. The second choice is a chance
to help your Army win the battle- A Win Factor of at least 100 is needed, total
Win Factor depends on your progress over the entirety of the Lost Heir games.

You will see various Win Factors evident in the text here- Dragon Knights,
Vampire Coterie, the Undead Red if raised, Gnomes, Orcs, Dwarves, Kratog,
Soldier Tattoos, etc. I'll give the full listing of possible bonuses below.

Here are all the possible bonuses for increasing Win Factor on the Great Final
Battle's second round (only one may be chosen, the big additions are yet to
come).

- Bards can sing inspiration for a boost depending on Levels- 5/7/10/12/15 for
1st-5th Level Bards.

- Druids can invoke nature to help out for a similar Level-based boost-
5/7/10/15.

- War Masters can boost for 12/20 points dependent on Levels. Guards, Knights,
or Clerics can boost for similar amounts by giving the troops orders-
+15/12/10/8/6 depending on Levels. Any non-martial Class can pick the same
Option for +5 boost.

- Any character can pray to the Gods for victory for +5 points. A Holy Symbol
and Divine Classes (Priest, Cleric, Paladin, Dark Knight) increase this to
6/8/10/12/15 depending on Levels. Higher Levels give higher bonuses.

- A Luck Mage can boost the odds +15.

- A Catalyst can contribute +15 if J is present.

- Seers or Sages can give last minute insights for +20/15 for Seer Levels or
15/12/10/8 for Sage Levels. +5 is given to any other character who picks this
Option.

- You can call out to the attacking Demons also- this gives +30 Win Factor at
the cost of -35 Humanity for creating disunity among the enemy via controlling
Demons with a newly developed Demon Control Power.

All these bonuses are further boosted after your decision of which to take by
points for every success you have achieved over the course of the Lost Heir
trilogy (these all stack). Many of these are only available to characters
imported from the previous games.

- Dragon Knights (import multiclass Knight / Dragon Rider from LH2, take Dragon
Knight Level, find Dragon Eggs in Act 8 of LH3) add +10.

- A Vampire Lord's minions on the field (create new vampires in Act 9) add +10.

- A Tycoon has hired extra mercenaries for +15.

- An Artificer will have given the army enchanted equipment- +15. Arcane
Tattooists will also have exercised their art ahead of time to boost the army-
+10 or +15 depending on Level.

- A Necromancer will have added undead soldiers to the Army- +10/15 depending
on Level. If the Red was raised as Undead, that adds an additional +10.

- Naistalan and his Elves are always present to give +10 to Win Factor. The
various other Demi-Human Alliances that can be imported from LH2 (Dwarves,
Gnomes, Half-Orcs, Halflings) add +5 each. Note that Gnomes and Half-Orcs must
have also been made citizens of Daria during Act 9 of LH3 for their bonuses to
apply. A Norgan Alliance from LH2 also adds +5, whether or not T is alive to
lead it. Wizards from the Academy also add +5 if they were recruited to your
Army in LH2. Kratog and the Silver Blades, if recruited in LH2, also add +5
each.

- If you equipped your Army better via leaving them Gold in Act 9, you can get
an extra +5/+7/+10/+15 depending on how many times you left the Army an
increment of 200 Gold. Hiring extra mercenaries via living them Gold has a
seperate tree of bonuses for the same additional Win Factor points.

- High Levels of Knowledge boost the Army's training somehow. 100 History or
Geography adds +10, 75 adds +7, less adds +3. A seperate bonus is granted for
High Nature or Arcana, and an additional one for high Religion, Perception, or
Charm.

- Frederick and his Gypsies will be on the field if Frederick did not die
saving you from the Demon Assassin in Act 5. Dura will also be helping if the
Epiphany did not sink during Act 9. These allies each add +10 to Win Factor.

- Each Adventuring Companion on the field- P, G, T, K, J, B, and Pop/Syn- adds
an extra Win Factor depending on your final Relations with them. +10 for 95 or
above, +7 for 70-95, +5 for less than that. There are no extra bonuses for high
Squire, Tovor, Orphan, Vale, or Cumari Relations unfortunately.

- High Citizen Fear boosts the People's Loyalty & Discipline- +5/+10/+15/+20 to
Win Factor for various amounts. Note that 0 Citizen Fear gives +10, more than
75 gives +20.

- High Citizen Reputation boosts the People's Resolve. Low Citizen Rep gives
negative bonus here- -5 Win Factor for less than 0, +3/5/10/15/20/25 for
various amounts above 0.

With all these Factors available, a final Win Factor of 100+ is easy to get. If
you are frustrated by a low score, remember you can boost your Companion
Relations, Citizen Rep, Army equipment, and Mercenary help levels in Act 9 by
giving away Gold. You can also import characters from LH2 who have earned that
game's alliances and extra Levels of Relations and Citizen Rep/Fear along with
the various Prestige Class bonuses. Protecting Frederick and Dura by keeping
them alive also adds bonuses.

If you end up with a Win Factor below 100, you get the unique bad ending "The
Wanderer". You may want to play with a character with low Relations at this
point, low Knowledge Stats, no extra Alliances or Prestige Classes (not
imported from LH2), and who hoarded their Gold rather than gave it away in Act
9 to Achieve this ending.

Win Factor 100+, the Grand Final Battle is won by your army- but you still need
to deal with K'Girr and Zusak. You warp back to the Demon Realm to do just that
and Stage 3 of the Final Boss Fight (there are 4 total) begins.

In this stage, you are facing K'Girr again, and possibly also Zusak's Spy Demon
if you did not already defeat it. First, you need to find the Demon Blade
quickly after you arrive. K'Girr will strike at you for -20 Health while you
search for it- you can avoid this loss by passing a test for having 60
Perception (search for the Demon Blade), 70 Arcana (where could it be?), or 60
Agility (dodge, then search). Success earns +2 to Stat used. Sirens and Seers
have special Options for success. An Imp Familiar will also find the Demon
Blade quickly if invoked. K'Girr can also point it out if you invoke Demon
Control (or a Siren Level). It is best to find the Blade fast without injury-
the bad ending 'The Puppet' is what you get here if you die.

Once you have found the Demon Blade, Round 2 starts. If Zusak's Spy Demon is
still alive, he sends it to confront you here and keep you from killing K'Girr.
There are some ways to quickly take out this extra enemy, which is your next
task (no Spy Demon, skip to Round 3 below).

- With 80 Arcana or Geography in this scene, you can notice a rift in reality
behind the Spy Demon. Push it through the rift to earn +2 to both Stats.

- 90 Blades, Magic, or Unarmed (grab the Demon) is enough to attack and kill
the Demon Spy before it injures you. Fail a Stat check, you take an additional
-20 Health before killing the Spy Demon and facing K'Girr alone on Round 3.
There is no Archery Option.

- With Demon Control or a Siren Level, you can command the Spy Demon to attack
K'Girr. This gets it killed instantly (no extra damage to K'Girr is possible
during this stage).

- Jump through the reality rift yourself while confronting the Spy Demon if you
like- this earns a special Achievement "Warnings Were Made to be Broken" and
"The Puppet" Ending.

Once the Spy Demon is down, K'Girr advances. Round 3!

On Round 3 of this stage, Zusak begins to Summon K'Girr back to his side. If
you are injured, you have a brief chance to heal yourself for +20 Health before
this happens- Use a Healing Potion (Brother Eli's Potion or 2nd Level
Alchemist) or Priest Healing (4th Level Priest/Cleric or 1st Level Paladin) to
get this bonus. Fail the Level checks, no extra Health.

Once Zusak starts his ritual, K'Girr grabs you automatically. You need to stab
the Demon Lord's Anchor Stone quickly with the Demon Blade. You will take an
extra -20 Health doing this unless you can exercise and pass one of the
following Stat check Options-

- "Ignore pain". 60 Endurance prevents injury (+2 to Stat).

- "Kick and distract". 60 Unarmed succeeds.

- "Use Magic to distract K'Girr". 90 Magic succeeds here.

- Tyborr or an Imp Familiar can distract K'Girr and allow you to stab the
Anchor Stone.

- A Shadow Weaver has a special success Option. The Vampire Lord Option does
not work.

- Lacey's Marble can be used to distract K'Girr.

- You can also alter your body to distract K'Girr. This mutates you with Demon
Slime and costs -30 Humanity. It should be a last resort.

After K'Girr's Anchor Stone is stabbed and destroyed, you return to Daria
alongside the now-mortal Demon Lord. The Demon Blade is destroyed, but K'Girr
and Zusak are vulnerable now. You can and must take on them both. The Puppet
Ending is no longer a concern.

The game checks for more than 0 Humanity here. Fail the check, you get the bad
ending "The Monster" as you transform into a Demon and lose all sense of self.
You can kill Zusak or leave him as directed, but the game still ends without
you fully knowing what's going on.

If you still have Humanity of any amount, you have reached the final stage of
the Final Boss Fight and are now in Zusak's flying castle faced with two final
enemies- Zusak & K'Girr. You must take out K'Girr to win. Die before taking out
K'Girr, you get the bad ending 'The Ghost'. If K'Girr is reduced to 0 Health or
you can stay alive until its scripted demise (see below), you get a Good
Ending- 'The Martyr' if you die, 'The Hero' if you survive. 'The Villain'
ending is also possible, if you can take control of K'Girr away from Zusak
during the Demon Lord's scripted death (see below). Zusak is a concern during
all this, but at the end he is an optional target- he does not have to die in
order for you to win, and there is in fact special text for the Hero and
Villain endings if Zusak survives (see below for how to make this happen).

On Round 1 of this fight, K'Girr kicks a large cloud of dust and stones at you.
You must dodge it or ignore it and strike at K'Girr or Zusak (who can't die yet
but can be disabled as an immediate threat, although not disabling him here is
necessary to keep him alive for the special Hero Ending). If the debris hits
you, you will take -20 Health. Here are the various Options available.

- Charging Zusak will automatically disable his runebag (threat device). This
gets you hit by the debris however.

- You can also disable Zusak's runebag using a Bow & 70 Archery or 60 Magic.
Success at either of these adds +2 to Stat used and disables Zusak's runebag,
but still gets you hit by the debris. Fail the Stat checks, you take damage and
Zusak's runebag is not disabled.

- 45 Agility is enough to dodge all debris damage, earning +2 Agility- you only
take damage if you fail the Stat check in this case. Alchemists and Luck Mages
have special Options for automatic success in dodging the debris. The Magic
Shield can also block the debris if you have it.

- You can damage K'Girr at a distance with a Bow & 60 Archery- succeeding at
this gains +2 Archery and does 35 damage to K'Girr- it may take out the Demon
Lord if it was already injured during Stage 1 of the Final Boss Fight. Trying
this does earn you -20 Health damage however.

- You can also try using Magic to throw the debris back at K'Girr. 100 Magic &
50 Endurance, you succeed, gain +2 Magic, and K'Girr takes 35 damage. Fail, you
take -20 Health. 50 Magic & 40 Endurance is enough to harmlessly scatter the
debris instead. If you have and can use the Zon'ch Demon Stone here, Zon'ch can
be Summoned to automatically pass this check and throw the debris at K'Girr (no
Stat bonuses).

- If you charge K'Girr, you will take -20 Health damage from the debris. You
can damage him when you get close however- choose and pass a check for Sword &
65 Blades, 70 Magic, or a Ki Strike to damage K'Girr here. Fail, you do no
damage. You can also push K'Girr to damage him with high Strength- 60 Strength
will injure the Demon Lord if his Health is 35 or below, 100 if his Health is
70. If K'Girr is still full Health, a Strength check will not damage him.

Round 2 comes after the debris falls, if you and K'Girr are both still up. The
game checks if you disabled Zusak's runebag here. If you did, you advance
straight to Round 3 (see below). If you did not, he Summons a Winged Demon to
aid K'Girr and it's your next target. The Demon also shows up as a final
opponent if K'Girr is defeated but Zusak still has his runebag. Here are the
Options to take it out-

- A Sword can kill the Winged Demon with 80 Blades & 50 Agility. Fail, you take
-20 Health before killing it. Success earns +2 to both Stats.

- 95 Unarmed is enough to throw and kill the Demon. Failure earns Health damage
as above.
</pre><pre id="faqspan-6">
- 95 Magic also works for that check (create a stone wall for protection, Demon
smashes into it). Failure earns Health damage.

- The Spider Statue can be used to take out the Winged Demon. So can Lacey's
Marble or the Belt of Speed.

- You can try to feint and trick the Winged Demon into hitting K'Girr instead
of you as it dives, if K'Girr is still up. This succeeds with 65 Agility & 65
Arcana- K'Girr will take -35 Health damage. Fail this, you take Health damage.

Round 3 comes if you and K'Girr survive Round 1 and 2. On this round, Zusak
commands K'Girr to Summon a horde of Demons. You must push through them and
advance on K'Girr. Here are the methods to avoid taking -20 Health damage while
doing so (Stat check success earns +2 to Stats used)-

- Sword, 100 Blades, 50 Strength, 50 Endurance? You can cut the Demons down and
do 35 damage to K'Girr during your charge. Fail, you take -20 Health.

- 50 Strength, Endurance, and Agility is enough to push through the Demon Horde
without injury (but not damage K'Girr).

- With 50 Agility, Perception, and Stealth you can dodge through the Horde.

- Sister Geri's Rings can teleport you past the Horde to stand beside K'Girr.

- 80 Magic, 35 Agility, 35 Strength, 35 Endurance allows you to shield yourself
as you advance on K'Girr through the Horde. The Magic Shield can be used to
achieve this effect with no Stat bonus.

Once you reach K'Girr's side, it's Round 4. The Demon Lord grabs you and starts
to fall as Zusak's flying castle shakes (K'Girr is a Load Bearing Boss and
losing control of the Demons keeping the castle afloat). This is its scripted
death. Here are the Options for success here-

- Do nothing but close your eyes and you win (Martyr Ending).

If you want to survive, you need to make K'Girr drop you somehow.

- Magic can be used to make K'Girr drop you. This causes you -50 Health damage
however (die and you still get the Martyr Ending).

- You can squeeze out of K'Girr's grasp with 80 Strength. Demon Slime allows
you to pass this check automatically. Fail, you die (Martyr Ending).

- Shapechanging (Vampire Lord or 3rd Level Druid) is not effective for escape,
but you can still try someting else.

- Sister Geri's Rings can teleport you out of K'Girr's grasp if you still have
them- you may want to save them for this.

- If you have 100 Evil & 100 Magic here, you can save K'Girr from its fall and
exercise a bargain with the Demon Lord here. Fail these checks, you will be
prompted to try something else. Succeed, you get the Villain Ending- you
conquer Daria by suborning Zusak's plan to your own design. His survival is
optional (special text either way). There is also special text for getting this
ending and having a Good or Evil Holy Symbol, Souldrinker, and/or  Levels in
Druid of Decay, Necromancer, and Vampire Lord.

If you get out of K'Girr's grasp, you earn another chance at the Hero Ending
here as you confront Zusak alone on Round 5. If Zusak still has his runebag
(not disabled on Round 1), you have another chance to disable it now via magic,
archery, or knocking it away. No Stat checks are involved in any of this, any
attempt automatically succeeds. However, there is one response that does
involve a Stat check- negotiating by saying "Stop, it doesn't have to be like
this!" You can get the "Ultimate Good" version of the Hero ending here by
passing the checks involved with this Option.

You will first need either a Siren Level or 100 Charm to make Zusak listen to
you. Pass that check, and you can then either knock the runebag from his grasp
while he's distracted by your words (same results as before- see below) or
distract him further by mentioning Lachlan (you should know who that is by now
if you're playing the game, I won't spoil it). Do that, and Zusak will explain
his great regrets about what he has done. Forgive him here (you'll need to pass
a check for 100 Good) and he will surrender to you, then get you both safely
out of the collapsing fortress. You will get the ultimate Good Hero Ending (no
special Achievement for this, but it is satisfying IMO).

If you can't pass the Good & Charm checks, or if you refuse to forgive Zusak,
you must knock the runebag from his grasp with no further chance at
negotiation. If you already knocked it out of his grasp on Round 1, then you
will skip the chance at negotiation. You go right to Round 6, the final round
of the Final Boss Fight.

Zusak starts this final confrontation by saying "You have wrecked all my
plans!" You have a final chance to banter with him here- any response leads to
the same results. After this, he voluntarily destroys his flying fortress. You
will have the choice to either run towards Zusak and kill him (any method
succeeds and earns you the Martyr Ending) or run away and try to survive the
flying castle's collapse (Hero Ending, if you succeed).

If you want to survive, here are the last minute aces in the hole you may use
to escape death once you leap off the falling fortress-

- A Dragon Mount to provide rescue (1 Dragon Rider Level is enough for this).

- A Catalyst, Luck Mage or Vampire Lord Level.

- Druid Shapechanging (only 2 Levels are needed here even though it's usually
three).

- The Prison Orphan as a Priest or Wizard (no Relations check involved for them
to catch you).

- 60 Magic to cast Feather Fall. 2 Wizard Levels automatically pass this check.
The Option will not appear if you cannot pass the check.

- Demon Wings or Demon Legs (either can help you land safely if you have and
trust them).

- A Holy Symbol and 50 Good/Evil to pass the check for a deity's aid (fail, and
you get the Martyr Ending).

- Dura may also save you if she is alive and you close your eyes, then make
peace with your death. If Dura is not alive and you do this, it earns you the
Martyr Ending.

The Hero Ending is achieved if you pass any of the above checks.

For a full review of all Game Endings and how to get them, see below.

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.

Get the 7 various endings (50 points each, 100 for the Hero Ending). See next
section.

Unlikely Ally: You learned Tyborr's story. (25 points) You get this Achievement
by Summoning Tyborr in the Heart during Act 8. You'll need to be a Demon
Summoner and find his Demon Stone during Lost Heir 1, then import it into this
game after playing Lost Heir 2.

Love is in the Air: Find romance for you and all of your friends. (25 points)
See the walkthru for the various companion Romances in the game. You'll need to
marry one character and find Romances for all the others in your Adventuring
Party. G loves the bandit Trevor/Teresa (Act 2), K loves Naistalan, B loves
Lacey the gypsy, J loves Pop/Syn (Acts 4 and 5), T loves Captain Dura, and P
loves Bennett the merchant (Act 6). Get the various characters together and
make sure they stay that way. Whoever you're marrying will not need to find
their personal individual Romance.

Tournament Champion: Win the Grand Tournament. (25 points) This is a really
tough one due to the many random features involved with the Grand Tournament.
The one time I ever won was with a Demon Summoning Cleric who had maxed Blades,
Archery, and Magic along with several high Knowledge Stats. Lots of luck was
involved too. In general, any character with diverse high combat and Knowledge
Stats should be able to get far in the Tournament. Just vary your attack
methods as much as you can and hope for the best. Full section in Act 6.

Protector of the Royal Blood: Assure that your lineage is secure by finding an
appropriate protector. (25 points) Import a child and the Prison Orphan from
Lost Heir 2, then complete the sidequest to make the Orphan your child's
protector. Basically get the Orphan a good job in LH2 (Royal Page, Priest,
Weapon Master, Wizard), then do whatever they want you to do at various
decision points.

A Full Set: Collect 7 Demonstones. (25 points) You need to import a specialized
Demon Summoner character from LH2 with Gaa'bon. Then pick up Moff in Act 3 of
LH3 and in Act 4 become a Demon Master and buy a 7th Stone from Pop/Syn (need
80 Pop/Syn Relations & 50 Charm, also 300 Gold).

It's Lump: Keep Lump, the mule. (25 points) Import a character with Lump the
Mule from LH1 and hang on to this low level but dependable Mount until the
Final Mission.

Look Who's Back: Bring back an old friend from the dead. (25 points) Import a
Necromancer who won the Siege of Tornassa, then complete the 'Raising the Red'
sidequest arc.

Warnings are Made to be Broken: Ignore the warnings, but don't be surprised
when things turn out bad. (25 points) This is the trophy you get when you
voluntarily kill yourself in Stage 3 of the Final Boss Battle by jumping into
the rift in reality instead of pushing the Spy Demon through.

Gotta Know When to Hold 'em.: Win the big card game. (25 points) The big card
game comes in Act 3. See that section for full details.

Last Call: Be the last person standing at the party. (25 points) See Act 5.
Basically you need to get every one of your Adventuring Companions to leave the
Gypsy Party before you do.

Achieve Top Level in the various Character Classes (10 points each).

Game Endings- Here are the seven Game Endings and how to get each one.

The Puppet- Die during the Final Mission before the final stage of the Final
Boss Fight. You end up a Demon slave of Zusak's power. You can get a special
Achievement if you do this voluntarily by jumping into rifts in reality.
Otherwise, you will need to lose all Health during Stage 1 or 3 of the Final
Boss Fight.

The Wanderer- Lose the Grand Final Battle in Final Boss Fight, Stage 2. You
will need less than 100 Win Factor. It helps to start the game with a new
character with low Knowledge Stats and then get allies killed off as you fail
various events in LH3. You can also lower Citizen Rep at various points in the
walkthru and avoid the bonuses for that- see above for how. This ends the same
as The Puppet, but with special text.

The Monster- Lose all your Humanity and reach the final stage of the Final Boss
Fight. You will lose all sense of self at that point and turn into a Demon. At
least you won't be a slave to Zusak.

The Ghost- Die during the Final Boss Fight before K'Girr's scripted death. You
will end up a Ghost like Hamlet's father, waiting for the next Lost Heir of
Daria to finish the job you failed to complete.

The Martyr- Die in the Final Boss Fight after killing K'Girr. Either die when
the Demon Lord falls off the fortress, or when the fortress collapses. There is
special text for Levels in Vampire Lord or Necromancer when you get this
ending. You also get different text depending on whether you have 50 Good or
Evil and whether you have a Good, Evil, or Unknown Holy Symbol. You will have
achieved your game goal, but your character does not survive.

The Villain- Suborn Zusak's plans to your own design, take control of K'Girr
and save the Demon Lord from its scripted death, then command it. You will need
100 Magic & 100 Evil, and must not kill K'Girr before its scripted death.
Special text exists in this ending for characters with Good or Evil Holy
Symbols, Souldrinker, and Levels in Druid of Decay, Necromancer, or Vampire
Lord.

The Hero- Defeat Zusak and save Daria. You will get this Ending if you kill
K'Girr in the Final Boss Fight and then survive the collapse of the flying
fortress. If you have 100 Charm & 100 Good, you can save Zusak also (see
above). Otherwise he will die. You can get special text variations of this
ending for the following variables- save Zusak, create Dragon Knights, Summon
Tyborr in the Demon Realm, be a Demon Summoner; 3 Druid or 1 Vampire Lord
Levels, Unknown Holy Symbol, any lasting Romance (T, G, P, K, J, B, Pop, Syn),
and the following allies alive- T, G, P, K, J, B, Pop, Syn, Vale, Dura,
Naistalan. You also get special text if you resolve your allies' various
sidequests in LH2 and 3- including Auriel's Grief, T becoming chief of their
tribe, and the various Companion Romances in LH3 (T & Dura, G & Trevor/Teresa,
P & Bennett, K & Naistlan, B & Lacey, J & Pop/Syn). J gets a different ending
depending on whether or not you condemn Soulburning as Evil in LH3 Act 9. P
gets a different ending depending on whether or not you give them back their
nobility in LH3 Act 1. It will also be mentioned if you finish a game with a
Squire or the Prison Orphan alive (you get special text for making the Orphan
Protector of the Royal Blood too). This is the most complete and satisfying
game ending IMO.

Romance Summary

Here I will list the game characters you can Romance and how to achieve that.

There are eight possible long-term Game Romances along with a few one night
stands. All the long term ones are among your Adventuring Companions. Romancing
T, G, P, K, J, and B is as simple as creating or importing a character dating
them and then staying with them throughout the game. The new long-term Romances
for LH3 are Pop & Syn (Pope/Poppy & Synden/Syndi). Both require high character
Relations and being single at the start of the game.

Pop- You need high Charm or Good. Favor them as much as possible during Act 3
to get them in your party, then win the Porter Boss Fight to ensure they stay
alive. Later in Act 5, go to the Gypsy Party, talk to them, and kiss them.
Don't dance with Lacey at the Gypsy Party. Later in Act 6, take Pop to the
tower when prompted and kiss them as soon as possible. Then the Romance is
yours.

Syn- You need high Charm. Favor them as much as possible during Act 3 to get
them in your party, then win the Porter Boss Fight to ensure they stay alive.
Later in Act 5, go to the Gypsy Party, talk to them, and kiss them. Later in
Act 6, take Syn to the tower and just talk to them at the top. Don't kiss them
until after you come down (it settles their nerves). If you kiss Syn at the
bottom, Romance is yours.

I covered the one night stands in the walkthru- look back to see them. Lacey is
in Act 5, the Druid Mating in Act 6, Lane/Lana in Act 7.

Playthrus-

In this section I will cover how to do various things in the game specifically.
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 were
built up during my playthrus of the previous Lost Heir games (see those FAQs).

Character# 1. Renata, Neutral Princess. Monk & Druid.
Companions- Sister Geri, Gale, Karla, Theo, Jess, Bran, Poppy.
Romance- Theo.
Mount- Worm.
Ending- The Hero.
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
utilizes her dual classes' best strengths to dominate the opposition.

Starting 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)

Act 1- Renata starts out having lost the Siege of Tornassa and is picking
through the rubble alongside Jess, who is now an ally again after being an
enemy at the end of the last game. We start with an easy decision- Renata can
light a safe fire easily, since she has maxed Nature. Then our Endurance needs
a boost, so we stay up all night (Endurance 54). In the morning, we continue
into the village with Jess, encouraging her at every step (J Relations 78).
Maxed Magic takes care of the Fat Demon, and we don't need any free equipment
from the shop. We protect Jess from the angry mob that grabs her in the town (J
Relations 81), then rejoin our full party.

Perception & Arcana are high, so I invest in the bakery to profit later. Act 1
has no other optional scenes for this character.

Act 2- Renata journeys to Vernex with all her companions, no soldiers. She
names her child Brand before leaving. We also stop by and dig up the grave of
Sister Geri's suitor Stanton to power up Sister Geri's rings. After gaining
some extra Gold (Gold 675, Religion 73 after refilling grave, no Morality
change because we took all valuables and then refilled the grave) and the new
Artifact (which I will never use), we proceed via the road- we avoid the Gem
Demon and go straight for the bandits, where we allow Gale to make peace with
them and then stay with Trevor to cement that Romance (Renata is going for the
Achievement Love is in the Air).

Arriving in Vernex, we take Bran with us for the next Act (lowest Relations, B
Relations 79 now). Saving our Gold in the Tavern, we exit the common room and
use Magic to get upstairs and Perception (Perception 92) to find the student's
room. We get the papers by promising to protect her (Good 50), then board the
ferry. Our toll is 100 Gold after exercising Perception & Charm (Perception 94,
Gold 575 left).

Act 3- We start the Act by creating Poppy and Syndi. Renata will favor Poppy,
so she intervenes in the argument on Poppy's side (Pop Relations 70, Syn 30)
and helps Poppy keep the Demon Stone. Class proceeds with only plot events- we
meet Mr. Porter and can't get Moff because we are not a Demon Summoner. In the
student hangout, we apologize to Syndi for max information gain (Syn Relations
50). Then we raid Zusak's chambers, exercising our Geography (40) to find them
and Strength (85) to break down the door. Renata finds some Gold and learns
about Lachlan, Zusak's dead son (Perception 97, Gold 635).

The next day, we meet Bran, who did good getting here (B Relations 81). We go
with him to the card game, where we eliminate Synden and then get to the final
round but lose to Bran at that point (Pop Relations 85, Syn 35, Gold 830). Bran
won the Vault Stone and gives it to us. Renata doesn't have enough Endurance or
Monk training to hurt the Demon Dog during the Sickness Demon attack, so we let
Poppy get us through that, then go to take our Final Assignment after joining
our new ally. Having Theo's dream brings our Strength to 92.

I buy the Book of Fate Manipulation, it will get me 100 extra Gold later and I
don't want to kill Ambrose this time around. I pass the Final Assignment, then
flee quickly to the Master's Library when things go awry. After a random search
to find the Som'Reth Book and spotting the Winged Demon's Ambush, Renata now
has Max Perception (100). We brace ourselves for impact and block the Winged
Demon's attack (Strength 94). We get the Old Boots using the Vault Stone,
cripple Synden's Demon with Unarmed attacks (should have used Magic to avoid
injury, whoops) and then run for the Ferry with 50 Health left.

Renata boards the Ferry using her Monk training to will herself to go faster
(Endurance 59). The Ferryman is a patriot, so he keeps rowing once he learns
we're Queen (high Citizen Rep & Charm). Porter is an easy Boss to kill thanks
to our Worm Mount springing an ambush on him.

Act 4- We sold our Runebag at the end of last Act and sell the Book of Fate
Manipulation at the start of this one after talking to Naistalan. Karla goes
with Naistalan to the Elf City and we hire Ruby to decipher the Som'Reth Book
(net Gold 1530 after bakery profit). Renata qualifies for several Classes- she
becomes a Rune Warrior because that sounds pretty cool. This has great gains
for our physical Stats- Agility 83, Endurance 74, Strength 100 (Max). Our son
plays in Bran's room and we laugh (B Relations 86). We then welcome Tovor back
to our side (Tovor Relations 94). Time to leave for Brightwater to seek the
Demon Blade.

Act 5- At the Gypsy Party, we get Bran with Lacey and then Jess with Poppy to
continue earning the Love is in the Air Achievement. We also identify the Boots
of Travel and talk to Poppy before she leaves (Pop Relations 95). Renata then
returns to her own camp and faces the Demon Assassin Boss.

The Demon Assassin isn't much trouble- we get both our arms free on the second
round thanks to Rune Warrior power. The 3 Flying Demons scratch us a bit
(Health 65 left), but Magic gets rid of them and then we wriggle out of the
Demon Assassin's grasp and use our Boots of Travel for a safe descent. We use
Magic to ward off the Flying Demon Flock and then the Gem of Seeing to spot the
Wizard Bandits. Orphan Annie rejoins us here- no harm done (Annie Relations
85). We say all forbidden Magic can be used for Good or Evil, then encourage
friendship between Poppy and Jess at the Act end (J Relations 86, Pop Max).

Act 6- We get all the mandatory information in Brightwater, then proceed to the
harbor with guards behind us (Citizen Fear 40, Citizen Rep Maxed). After
meeting Dura and talking to Naistalan, we have some downtime while the ship is
repaired. Renata pays off Bennett with extra Gold (Gold 1230 left), then allows
Annie to watch her son (Orphan Relations 95, Max after we let her join in the
Tournament later). Renata enters the Tournament but doesn't make it past the
third round due to random factors. At least we have a fun wedding with Theo
(Love is in the Air Achieved). We then Achieve Protector of the Royal Blood by
making Annie our son's bodyguard after she helps us catch the kidnappers
(Devices 14 after using Perception to find their tracks, History 57 after
making Annie P of the RB). Some Monk events bring our Agility to 85, Endurance
to 76 after climbing the tower. The last thing we do before departure is to
assure Jess she is not the Red Wizard anymore (J Relations 91).

Act 7- The Sea Voyage starts with us losing some food for the Worm Mount (93
left but Mounts can't be changed). Then we battle the Black Shark. Renata hits
it with a fireball on the first round, then uses her Rune Warrior power to
avoid damage as the enemy closes in. Renata beats back the pirate boarding
party with Unarmed attacks, then jumps onto their ship (Agility 88). Here
Renata takes out the Reaver and then the Ballista gunners with more Unarmed
attacks, taking a little damage to keep her ship safe (Health 65 left). The
Epiphany takes a hit from the Ballista (75 Ship Health left), but we sink the
Black Shark next round with a meteor storm. We then dispel the whirlpool and
wait for the winds to pick up (Arcana 75). We have 21 Crew Members left after
the fight concludes, and Crew Morale is 71 after we cheer for Dura's Weather
Magic.

The voyage continues with a social event. Renata has Theo leave Jess alone
instead of piling rocks at her door (J Relations 96, T still Max). We use Food
as we travel (53 Food left). Renata kills the wimpy disoriented Demon we
encounter for free with her Sword (Blades 10), and next we meet the Evil
Mer-people. Renata uses Magic to access the Sunken Temple, then more Magic to
finish the sidequest there. We take damage fighting the Evil Mer-people, but
Lana and the Good Mer-people appreciate our aid and heal us after that quest,
also sharing their Knowledge with all our crew (Arcana 78, History 60,
Geography 43, Religion 76, Ship Food 100 again, Morale 91, B Relations 91, all
other Companions Max).

We favor Bran in the fishing dispute that ends the Act, this raises his
Relations to Max but drops K to 98. Time to scout the Som'Reth Island!

Act 8- We anchor in the old sea-cave, just in case of trouble. Exploring the
Island, we shoo away the Monkey and use our Druid powers to hunt for food.
Arcana improves to 81 as we hear the local parrots talking in Som'Reth. Renata
has to get Theo out of a snare trap- easily done with Druid Power. Karla
vanishes, but our Perception tracks her captors easily. We soon meet the Ugo
Shaman and jump away from his beam attack (Agility 90). Renata then shoots the
Shaman with Magic and scales the building to help Jadarra (Agility 92). Our
Unarmed attacks get us through the fight against 2 Ugo warriors. We agree to
help Jadarra further by eliminating the Ugo Chief.

Taking the Ugo warriors along, we calm the birds protecting Ugo territory with
our Druid Power. Renata is spotted by the warriors trying to sneak in (low
Stealth), so we fight. Unarmed and Magic skillls win easily. Returning to
Jadarra's tribe, we meet the Oracle and enter the Heart of the Som'Reth City.
Our Max Strength gets us through the door of the Treasure Room, where we take
the Demon Blade and the chest of Gold, then run (Gold 1730). The Belt of Speed
gets us out of the collapsing Treasure Room with only 25 Health lost. We get
Karla back, then start to leave the Island (Morale 81, Food 60 at time of
departure).

The Kraken attacks as we try to leave. Renata walks on water with her Boots of
Travel and then uses her Magic to drive it off (Morale 86).

Act 9- Renata helps get some extra Food for the ship using her Druid powers,
high Perception and high Nature- 90 Food before losses. We use all this Food up
to boost Morale to Max. When the Mutiny hits, we easily survive thanks to high
Strength and Crew Morale. Ship Health 50 after Dura is attacked means the
Epiphany survives as well. We return to Brightwater and prepare for the Final
Mission.

Renata names Theo & Prince Brand as her Heirs, Naistalan as Royal Wizard
(Religion 81). Our Citizen Rep is high enough that we can declare Soulburning
not Evil, make Gnomes Citizens, and make Half-Orcs Citizens without dropping
Rep below 100 (Dura also helped with the Half-Orcs, so that loses us nothing
anyway). I use Renata's Gold to hire extra Mercenaries and equip the Army 4
times each- all our Relationships are high enough for full Win Factors already.
After regulating Demon Summoning with the Academy of Wizards, we enter the
Demon Realm.

Final Mission- Renata has high physical Stats, so we should get through the
Demon Realm with minimal Humanity loss as long as I'm careful. We lose 5 upon
gaining Demon Direction Sense, then pass the checks to climb down the cliff
with our Cloak of Spiders on and gain Demon Strength (Humanity 90 left, Agility
97, Endurance 81). Renata breaks the Hungry Demon's arm and is then captured by
Zusak. We banter with him until Poppy rescues us, then face Syndi for her Boss
Fight.

Renata defeats Syndi's Ogre Demons with Magic and then beats back her Fire
Demon with it also (Agility 98). We smash open the window with our maxed
Strength to escape the collapsing building and kill Syndi with Poppy's Demon.
Returning to the Demon Realm, we travel quickly (Humanity 85, past all
mandatory losses) and then find K'Girr's Lair.

Renata climbs down with her Rope and faces the Mirror Demon Kut'Seen. We know
we can't hurt him (Arcana 83, Perception Max, no Magic Weapons), so we dodge
his strikes (Agility Max) and then run. Renata outdistances Kut'Seen through
sprinting (Endurance 83), pushes him off a cliff, then goes back into K'Girr's
Lair, where we find and stab Bozar (Blades 15).

We banter with Zusak again after killing Bozar, then are Summoned to Poppy's
side to help fight the Invisible Demon Rale'Run. We dodge its attack, then
improve Arcana to 85 as we spray water to reveal the Demon and kill it. We save
Poppy with CPR through high Nature, then head back to the Demon Realm.

Final Boss Fight- Ignoring the Spy Demon for now, we face off with K'Girr.
Renata lets herself get grabbed, then uses Magic to drop a rock between
K'Girr's jaws. This drops the Demon Lord to 65 Health. We hit it with our sword
next Round (Rune Warrior Level avoids the Blades check, K'Girr has 30 Health
left) and are through Stage 1.

The Grand Final Battle now begins. Renata boosts the Army with her Druid Powers
for +7 Win Factor, and all her successes over the course of the games give her
a total Win Factor of 215- easy Victory.

Back to fighting K'Girr! Renata uses her Arcana to figure out where the Demon
Blade could be and find it (Arcana 87), then takes out the Spy Demon with
Magic. We use our Endurance to ignore pain and stab K'Girr's Anchor Stone
(Endurance 85), then reach the final stage of the fight. Renata wins this round
by throwing the stones back at K'Girr with Magic (K'Girr down), then dodging
the Flying Demon Zusak Summons and throwing it to the ground. Renata knocks the
runebag from Zusak's grasp, declares "you will face justice!", then lets him
collapse the fortress. As our enemy dies, we escape via aid from the Orphan.
Hero Ending Achieved!

Final Stats- Renata, the Demon Queen of Daria.

DEMON TRAITS:
 Humanity: 85%
- glowing demon eyes
- unnaturally large, well-defined muscles
 Health: 100%
SPECIALIZED TRAINING:
Monk Levels: 2
Druid Levels: 2
Rune Warrior Levels: 1

MORALITY:   Good: 50% Evil: 50%
ABILITIES:
 Agility: 100%
 Charm: 100%
 Endurance: 85%
 Perception: 100%
 Strength: 100%
 Willpower: 23%
SKILLS:
 Archery: 3%
 Devices: 14%
 Magic: 100%
 Blades: 15%
 Stealth: 26%
 Unarmed: 100%
KNOWLEDGE:
 Arcana: 87%
 Geography: 43%
 History: 60%
 Nature: 100%
 Religion: 81%
RELATIONSHIPS:
 Theo: 100%
 Bran: 100%
 Gale: 100%
 Karla: 98%
 Jess: 100%
 Annie: 100%
 Poppy: 100%
 Lord Tovor: 94%
YOUR MOUNT: a wild forest worm named Tremor.
Snowy, your owl companion.

KINGDOM:
 Citizen Reputation: 100%
 Citizen Fear: 40%


TATTOOS:
- a full-face tattoo of black swirls and runes
INVENTORY:
- a dirty pouch on your well-worn belt containing 130 gold
- a tarnished wedding ring on your finger
- a torn spellbook
- a dented sword on your belt

A tattered backpack containing:
- a pair of black shackles with glowing white runes
- a waterskin
- flint and steel
- torn sleeping roll
- a children's book from Zusak's quarters

You are wearing:
- your badly torn and ragged clothes
- the Circlet of Daria rests upon 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 Bonus to All)
- Sister Geri and Lord Stanton's Short-Range Teleportation Rings in your pocket
- the Boots of Travel on your feet

**

Character #2. Alec, Evil Prince. Priest, Wizard, Priest, Necromancer, Vampire
Lord.
Companions- Lady Emaline, Peter, Karla, Thea, Jace, Bran, Syndi.
Romance- Karla.
Mount- Dreadhorse.
Ending- The Villain
High Stats- Magic, Religion, Arcana, Charm. Blades and Stealth are 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
continues his Evil acts and takes office as Evil Overlord at the end.

Starting 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)

Act 1- Vampire Necromancer Alec won the Siege of Tornassa, so we start this
game on a Demon Suppression Mission. Our sword easily handles the first
encounter and the second- Blades 83, Citizen Rep Maxed. We of course claim Red
Warrior Thea's body and start the Raising the Red sidequest at the Act
conclusion. And because I have 50+ Perception & Arcana, I make the bakery
investment too. I don't legitimize Peter's nobility- Alec's never been big on
Companion Relations (P Relations 77).

Act 2- Alec agrees with Vale they must strike back at the Demons (Vale
Relations 85). To do it, he will journey to Vernex with a dozen soldiers.
Before leaving, we name our daughter Emma and deny her human blood- perhaps she
can earn it once she's older (story purposes). Alec avoids the roads on the way
to Vernex and meets the Gem Demon. Blades improve to 86 as we defend ourselves,
but our Sword won't hurt the Demon. So we command our soldiers to attack
instead and they are wiped out to a man. Alec picks up the Demon's Gold (Gold
1170), then raises the soldiers as undead, which he buries outside Vernex next
scene (no Bandits encounter, low Perception).

Alec takes Peter with him into Vernex (P Relations 80). This goes bad, as we
fail our Stealth check to get upstairs past the Innkeeper. Oh well, Alec's
Magic gets him in just as easily from outside. I improve Perception to 71
listening at doors, then find the student and threaten him for his papers.
Ferry toll is 200 Gold after Alec's Charm lowers it a bit- unfortunately we
can't lower it any more.

Act 3- In Vernex, we meet Pope and Syndi. Alec stays out of their argument, so
Syndi gets the Stone (Pop Relations 40). In Vernex, we go right to Zusak's
rooms, exercising our Geography to find them (Geography 38) and our Magic to
melt the door's hinges. Perception improves to 74 as we find Zusak's Gold and
the book about Lachlan. Alec goes through the Class scene next, ignoring Pope
but saving Samson, and then visits the student hangout because he must. Alec
chats with Syndi here (Syn Relations 60), gets all the info he can, then moves
on.

The next day, we pick up Brother Eli's Potion- it's worth spending 200 Gold
(830 left). We compliment Peter's overalls after meeting up with him (P
Relations 78), then go to the card game. Alec plays fairly and eliminates Pope,
then wins due to high Arcana (Arcana 97, Pop Relations 25, Syn 75, Gold now
1325, got Vault Stone). Goddess Shadi ignores Alec's call when he gets hit by
the Sickness Demon (low Endurance), thankfully Syndi saves us. We have Peter's
dream and Magic was already Maxed- oh well. Alec joins forces with Syndi, then
goes to take the Final Assignment. We kill Ambrose for the Book of Fate
Manipulation on the way- this is an Evil character run.

Alec completes the Final Assignment, but is exposed! Quickly he stabs dead the
Winged Demon (Blades 88), then runs to the Library and finds the Book through
high Arcana (Arcana 99). We also run grab the Old Boots using the Vault Stone.
We slice down Pope's Demon as it attacks us after meeting back up with Syndi
(Blades 90), then flee onto the Ferry using the Belt of Speed. We threaten the
Ferryman to advance and have Peter heal us as we ride the Ferry. Porter meets
us on the other side, but the Undead we had lying in wait takes care of that.
Alec sells his Runebag for extra Gold to finish the Act (Gold 1575).

Act 4- After the discussion with Naistalan about our next move, Alec translates
the Book himself (max Arcana) and then becomes a Vampire Lord and unholy terror
on the battlefield- Agility 58, Endurance 56, Perception 89, Strength 46,
Blades Max, Citizen Rep falls to 99 but we'll work on that. Gold is 2425 after
selling the Book of Fate Manipulation and recouping our bakery profits. Emma
plays in Peter's room and we laugh (P Relations 83). We welcome back Lord Tovor
(Relations 68) and use our Nature to help Raise the Red (Nature 71). Act
completes.

Act 5- Alec attends the Gypsy Party and talks to Syndi (Relations 85). He then
Achieves Last Call by sending Bran back to camp, letting Karla fall asleep in
front of the fire while listening to music, drinking once to get rid of Peter,
and then casting a spell on the fire to dismiss Syndi and Jess. Once he is
alone with Lacey, Alec gets the Boots of Travel identified, dances with Lacey,
and then sleeps with her- Vampire Lord Stat boosts earned us this fun.

Demon Assassin! Alec has his Shade attack the Demon Assassin, first round, then
tries to pull his arm free while the smaller Demons attack. They cut our Shade
to pieces and us too- the Strength & Agility check to get free fails. So we
lose Frederick and wake up with 10 Health. Oh well. Moving on, we expose the
Wizard Bandits with the Gem of Seeing (Perception 91) and let Jace & Syndi
become friends after reminding them Necromancy is the worst kind of Evil Magic
(Syn Relations 90, J 47). We'll let them have their Romance- for now.

Act 6- Arriving in Brightwater, we talk to the mandatory people and then head
for the harbor, Guards behind us (Citizen Rep Max, Fear also). After meeting
with Dura and Naistalan about our next moves, we sacrifice Bennet to Shadi to
get back in her good graces and suppress war profiteering (Evil, Citizen Fear,
Religion already Maxed, roleplaying). Citizen Rep falls to 94 after this, but
we'll get it back up soon enough. We let Orphan Timmy watch our daughter and
tell Tovor to cancel the Royal Wedding till after the Demon War (Tovor
Relations 58, Orphan Max). Alec enters the Grand Tournament and makes it to
Round 3 (Citizen Rep 96).

When our Heir is kidnapped, our Perception helps find her (Perception 93,
Devices 5). Orphan Timmy rescues her, so we make him Protector of the Royal
Blood after putting the kidnappers on trial (Citizen Rep Max, History 83).
Perception improves to 95 after the Wizard sidequest with the boy and his dog,
but we can't tell what's wrong due to low Wizard Levels. After killing the
witness to our Raising the Red Warrior, we set out across the sea.

Act 7- Alec starts with a Morale hit- the ship crew doesn't like traveling
alongside a Necromancer with high Citizen Fear (Morale 45). The Black Shark
attacks, so we hit it with a fireball and then let the crew see our courage
(Morale 55, Health down to 65). Alec goofs up trying to use Magic at close
range against the enemy boarding party (low Unarmed, Health down to 30)- this
makes boarding the enemy ship a no-go. We send our crew after the Ballista
instead, then are knocked out by the Reaver's fire spell. This seriously
damages the Epiphany (11 Crew lost, 25 Ship Health remains, Crew Morale back at
45). Nature improves to 73 as Dura gets the wind moving. We cheer for her
(Morale 48) and don't raise Undead crew members to keep Morale high. Ship
Health improves to 50 thanks to repairs and we continue.

Alec kills the weak Demon with his sword as we advance. The Evil Mer-people are
a threat, but our Vampire powers and Blades skill get us through Lana's
sidequest. We let our Crew spend time with the Good Mer-people for Morale
improvement (History 86, Nature 76, Geography 41, Morale 68, Food Max, P
Relations 88, J 52, Syn 95, B 68, K already Max). Siding with Bran in the
fishing dispute brings B Relations to 78, and then we arrive at the Som'Reth
Island.

Act 8- We need to keep Morale high, so I anchor next to the beach. After
killing the Monkey, we start exploration with our Shade hunting for food
(Nature 79). We ignore the parrots and use Magic to free Peter from the trap.
Syndi is apparently captured by the Ugo, and Perception improves to 98 as we
follow their trail. Alec jumps away from the Shaman's beam (Agility 60) and
then zaps him dead. Our Magic finishes off the other two Ugo, and after meeting
with Jadarra's tribe, we agree to try our luck against their Chief too.

Our Stealth gets us past the Parrots (Stealth 82) but not the second line of
defense. We kill the Chief with our sword, then return to Jadarra's tribe. Alec
is taken to the Heart, but he needs the Oracle to open the way (low Stats). In
the Heart, we pick up the Demon Blade and the Vest of Attraction, then escape.
We get out thanks to the Belt of Speed, recover Syndie, defeat the Kraken with
close up Magic after using the Boots of Travel to walk on water, then escape
the island and head home. Crew Morale exiting the Act is 88, Food 70, Ship
Health 50, the Vest of Attraction boosted our P Relations to 98, J 62, B 88,
all other Companions Maxed.

Act 9- Alec feeds the Crew most of the Rations and stores the extra, Morale is
high when the Mutiny arrives. We get out of our cabin using Vampire Power, then
let Dura kill the mutineers. The Epiphany barely survives the voyage (Ship
Health 25 left). Alec makes out his will- Peter is Royal Wizard to max P
Relations, we establish Soulburning as Evil to spite Jace (J Relations 47,
roleplaying), make Gnomes & Half-Orcs Citizens, then use our Gold to Max
Relations with Bran, improve J to 92 (thanks for your service), then hire Mercs
and improve the Army 4 increments each. After this, we ban Demon Summoning (Syn
Relations down to 90, but roleplaying), keep our Vampire power to ourselves
secretly (I'm ok with no extra Vampire coterie, I think) and Alec sets off for
the Demon Realm. There he plans to gain ultimate power!

Final Mission- We use our Vampire abilities to travel down the cliff face
(gained Demon Strength & Direction Sense, 90 Humanity left, Agility 65,
Strength 56, Endurance 61). We use our Sword to fight off the Hungry Demon,
then let Zusak capture us and Syndi save us. Alec's Magic & Agility gets him
through the Pope Boss Fight (Agility 66), but we gain Demon Claws smashing the
window to escape (70 Humanity left).

Humanity drops to 65 as we travel quickly across the Demon Realm, fighting off
enemies with our Magic. Again we use our Vampire shapechanging powers to access
K'Girr's Lair. Inside, we dodge Kut'Seen's attack, run, and then use Magic to
defeat the Reflective Demon (Agility 68, Perception Max). Agility & Magic also
get us through the Invisible Demon Fight, where our Vampire blood saves Syndi.
Peter is shocked, but lets us keep to our quest for now. Alec kills the Spy
Demon before the Final Boss Fight also, using his high Stealth, Charm, and
Blades Stats.

Final Boss Fight- The challenge here is to keep K'Girr alive and ourselves too
so we can get the Villain Ending. Magic gets us through the first stage, we
confuse K'Girr with Mirror Images and shield ourselves as the Demon Lord trips.
At the Grand Final Battle, we Achieve Look Who's Back, give up some Humanity
for Demon Control (30 Humanity left) and then triumph over Zusak's Demon Army
(Win Factor 241).

In Stage 3 of the Final Boss Fight, we start by commanding K'Girr to find the
Demon Blade. Using our Magic to stab the Anchor Stone, we then face K'Girr at
Zusak's Flying Fortress. Alec ducks the debris first round (Agility 72), uses
his Sword to kill the Winged Demon Zusak Summons, then uses Magic to reach
K'Girr and save it from falling to its death. Zusak dies, we get the Villain
Ending. I imagine Alec's reign won't last long when his companions see him
return and Peter rallies them against his evil trickery, but that's just
fanfiction.

Final Stats- Alec, the Demon King of Daria.

DEMON TRAITS:
 Humanity: 30%
- glowing demon eyes
- unnaturally large, well-defined muscles
- sharp demon claws
 Health: 100%
SPECIALIZED TRAINING:
Priest Levels: 2
Wizard Levels: 1
Necromancer Levels: 1
Vampire Lord Levels: 1

MORALITY:
 Good: 0% Evil: 100%
ABILITIES:
 Agility: 75%
 Charm: 100%
 Endurance: 62%
 Perception: 100%
 Strength: 57%
 Willpower: 23%
SKILLS:
 Archery: 6%
 Devices: 5%
 Magic: 100%
 Blades: 100%
 Stealth: 84%
 Unarmed: 3%
KNOWLEDGE:
 Arcana: 100%
 Geography: 41%
 History: 86%
 Nature: 79%
 Religion: 100%
RELATIONSHIPS:
 Peter: 100%
 Jace: 92%
 Karla: 100%
 Bran: 100%
 Timmy: 100%
 Syndie: 90%
 Lord Vale: 85%
 Archmage Cumari: 94%
 Lord Tovor: 78%
YOUR MOUNT: an undead Dreadhorse named Felicity.
Beggar, your Shade familiar.

KINGDOM:
 Citizen Reputation: 100%
 Citizen Fear: 100%


TATTOOS:
- a white circle on your shoulderblade
INVENTORY:
- a dirty pouch on your well-worn belt containing 25 gold
- a torn spellbook
- a dented sword on your belt
- a holy symbol secretly dedicated to the goddess Shadi hangs around your neck
- a dagger in your torn sleeve
- the sparkling, many-coloured Vest of Attraction (+10 Citizen Reputation and
+10 to All Relationships)

A tattered backpack containing:
- a rope
- a waterskin
- flint and steel
- torn sleeping roll
- the Book of the Dead bound in human skin
- a letter from Lady Emaline, your foster mother
- a children's book from Zusak's quarters

You are wearing:
- your badly torn and ragged clothes
- the Circlet of Daria rests upon 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 Bonus to All)
- A rare Healing Potion in your pocket
- the Boots of Travel on your feet

**

Character #3. Bernie, Good Prince. Bard, Thief, Bard, Demon Summoner, Bard
again.
Companions- Amos, Petra, Karla, Thea, Jess, Brinn, Synden.
Romance- Brinn.
Mount- Lump.
Ending- The Hero with Zusak forgiven.
High Stats- Archery, Devices, Agility, Charm, Willpower.

Play Summary- Bernie started out Evil but became Good when all was said and
done. 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 confirms he is now on the side of
Good and saves Daria by the skin of his teeth.

Starting 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)</pre><pre id="faqspan-7">
- 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)

Act 1- Much like Renata, we start off in the ruins of Tornassa with the Red
Priestess. We light a fire and stay awake through the night (Endurance 71).
Encouraging Petra, we enter the village of Redmond. Brahl takes care of the Fat
Demon thanks to our high Willpower (75 is high enough for any game check that
it is possible to pass btw, so I won't be getting more). Faced with the mob, we
keep Petra under our protection and legitimize her nobility after Jess & Brinn
rescue us (P Relations Max, Citizen Rep still high because Bernie is a just
ruler). Bernie also invests in the bakery- Perception is low, so this isn't a
profit, but it will keep our Gold on hand low for the Ferry Toll in Act 3 and
ultimately save us money there. Maybe I can boost Perception on the way too
before the check- I will try.

Act 2- Can't wait out the Demons? Ok, let's head to Vernex and find a way to
stop Zusak then. Bernie wants a challenge, so he takes only Karla with him (K
Relations 92). We start out with 236 Gold thanks to scraping money together
(forgot this), then take the road north. Our Thief Level could get us past the
Bandits (ambushed due to low Perception), but I need some extra Good to forgive
Zusak, so instead I reveal myself as the King and request the Bandits disband.
Max Charm helps out here, we succeed (Good 99). On to Vernex!

In the Inn, Bernie picks up 20 Gold playing his Lute for tips to keep waitress
attention off him (Gold 256). We don't have enough Bard Levels for a free room
this way- instead Bernie leaves the Inn and then picks the lock to get back in
(Devices 92). Gaa'bon the Phase Demon helps us scout for the student, whom we
promise to keep safe in exchange for her papers (Good Max). Bernie boards the
ferry for 200 Gold after exercising his Charm.

Act 3- Entering Vernex, we meet Pope and Synden. Bernie is a gullible fool and
sides with Synden in the dispute- "Give it back, Thief!" Syn gets the Stone
(Pop Relations 30, Syn 70). Bernie sneaks into Zusak's rooms via Geography and
lockpicking (Geography 37, Devices 97). He can't find the extra Gold here (low
Perception), but does get the plot coupon. After learning about Lachlan, we
gather all the information we can at the local tavern (Syn Relations 80 after
conversation here). In the classroom, we pick up Moff.

The next day we meet Karla in the garden and compliment her overalls (K
Relations 95, amicable exes now). Bernie easily wins the card game due to high
Arcana and eliminating Pope (Arcana 90, Syn Relations 95, Gold 551 and got
Vault Stone). Bernie has high Endurance, but his only high combat stat is
Archery, so we can only fail checks in the Sickness Demon Event. Synden helps
us here and is pleased we can keep ourselves safe with Demon Summoning in the
future (Syn Relations Max). Petra's dream boosts Magic to 33. Now it's time to
use Moff to pass the Final Assignment. Bernie is not interested in the Book of
Fate Manipulation, so we let Ambrose walk on.

Pope exposes us at the Final Assignment, but Moff kills the Winged Demon and
then we escape. We use Arcana to find the Som'Reth Book in the Library (Arcana
92), also picking up the Old Boots with the Vault Stone. We boost our Magic
fighting Pope (Magic 35), but fall to 50 Health as Demons attack. Better run!
Bernie boosts Endurance boarding the ferry (Endurance 73) and rides free
because he is the King. We use our Archery to take out Porter- Bernie drops to
25 Health, but the Act is complete.

Act 4- Karla is allowed to go with Naistalan to see the Elves (K Relations 98).
Bernie translates the Som'Reth Book (Arcana 97) and becomes a 3rd Level Bard
(most plot coupons). This boosts our Perception enough to recoup a profit from
the bakery investment at the last minute- perhaps we did some advertising?
(Perception 56, Magic 42, History 72, Geography 44, Gold 1351) We let our son
play in Thea's room, laugh at her antics, and then welcome back Tovor the
reckless fool (Relations 96, love that we can call him that and still earn a
bonus). Tyborr still won't help us, but Bernie finds notes about the Demon
Blade and thinks that might. To Brightwater!

Act 5- The Gypsy Party is in full swing. Bernie dances with Lacey and with
Brinn, identifies the old Boots of Travel, and casts magic on the fire to get
Jess & Synden together. We then achieve Last Call by getting Brinn to leave and
drinking twice so Petra & Thea leave also (Brinn is our lover, so we can get
this without worrying about the B & Lacey Romance).

With the Demon Assassin, Bernie's max Agility allows him to get a hand free on
the first round (Strength 32). Now our Demon Summoning can help us out some.
Brahl gets rid of the smaller Winged Demons and Moff kills the Demon Assassin
next round. Our Boots of Travel get us down safely, and our Bard music wakes
our soldiers to fight off the Demon Flock. Heading on to Vernex, we use the Gem
of Seeing to expose the Wizard Bandits (Perception 58). We confirm all
forbidden Magic can be good or evil, and that Synden & Jess should be friends,
then arrive at Brightwater.

Act 6- After the mandatory conversations, we drop Citizen Fear to 0 by keeping
the guards behind us as we enter the harbor. Bernie meets Bennet and Dura,
allowing the latter to get punched by Thea so they can get together and giving
Bennet his demanded Gold (it hurts, but I'm roleplaying the Good King here). We
also have a long plot discussion with Naistalan, let Petra lecture Bennett
(Love is in the Air will be Achieved!), allow Orphan Roland to watch our son
Prince Amos (Relations 90), and agree to marry Brinn.

Bernie has some optional events now. We learn about the Luimar Spider Statue we
got from our foster parent, mention we heard the wizard committed suicide, and
then activate the Statue's power. This may come in handy at some point. We also
meet the Guildmaster of Thieves- Bernie gets him to agree to suspend operations
for one year. Next Bernie enters the Grand Tournament and allows Roland to go
in as well (Relations 95). Bernie makes it to Round 3 before random factors
boot him out of the Tournament. Oh well.

We have the wedding, then our child is kidnapped. After examining the scene of
the crime (Perception 60 & Devices 99), we let Roland save the Prince, put the
kidnappers on trial, and make Roland Protector of the Royal Blood (History 82).
Bernie can now write an epic historical song about the Battle of Tornassa and
his Devices Stat ensures it has a lot of instrumental solos (Perception 67,
Devices Max, History 85, Gold 1251). After accepting Petra's thanks for saving
her from being Red, we depart on the Epiphany.

Act 7- The voyage starts off well. Food drops to 95 thanks to our Mule, but
Morale stays high. Bernie fights the Black Shark with his Spider Statue and
Archery on the first round, using his Magic Shield for protection on the
second. More Archery takes care of the boarding party. The enemy has 25 Health
left, so we don't worry about the Ballista once they pull back and keep
fighting. They sink next round and we get through the fight with 75 Ship Health
remaining. Bard chanting keeps us afloat till the whirlpool fades. We lose 5
Crew Members due to low Nature (Morale 65). After waiting for the wind to pick
up, we encourage Dura with Bardic music (Arcana 99, Nature 53, Morale 70). Food
drops to 55 as we continue. Jess and Thea can solve their own problems! We use
Magic to deal with a wimpy Demon as we continue (Magic 44).

Arriving at the Evil Mer-people's Sunken Temple, we descend using Zon'ch to
create air. Perception improves to 69 as we find a way to open Lana's cage, and
then we rush towards the Life Crystal and smash it after shooting dead the 4
enemy Guards with Moff & Xi'atta. Spending a few days with the Mer-People helps
our food supply and Knowledge Stats, bringing down our whole crew improves
Morale (Food Max, Morale 90, K Relations Max, Nature 56, Religion 77, History
88, Geography 47). Favoring Karla in the fishing dispute to keep Relations
high, we finish our voyage and arrive at the Som'Reth Island.

Act 8- Food drops to 40 and we anchor in the Sea Cave for defense. After
shooing the Monkey away, we use our Bard music to help food gathering (Magic
46, Nature 58). We shoot the rope holding Jess with our Bow after she's caught
in a trap and notice Petra missing. Hmm. Karla finds tracks easily (Perception
72), so we hunt for the Ugo. Magic Shield blocks the Shaman's attack and we
kill him and his warriors with our Bow. Ok, Jadarra, we'll go hunting for the
Chief too. You and your warriors better come along just in case.

Bernie calms the Parrots with music (Magic 48, Nature 60). This allows us to
set up a trap and kill the Chief easily. We then escape with the aid of
Jadarra's warriors. Time to enter the Som'Reth Treasure Room! Gaa'bon gets us
in. Bernie then Summons Tyborr and negotiates some free treasure (Willpower 80,
Unlikely Ally Achieved)- the Demon Blade and the extra Gold (Gold now 1751).

Rejoining Petra, we depart the Island. The ship's catapult takes out the Kraken
thanks to our high Devices. Morale 80 upon departure, Food 60, Ship Health 75.

Act 9- Summoning a Whale with music gets us 10 extra Food, which we store in
case of an emergency. One comes in the form of Mutiny! Bernie screams for help
to get out of his cabin (low Stats, nothing else succeeds, Morale 75) and then
helps Dura finish off the Mutineers.

Back in Brightwater, we draft our final decrees. Brinn and our child are our
Heirs, Jess is Royal Wizard (Magic 53), Soulburning is not Evil, Gnomes are
Citizens, Demon Summoning should be regulated. Bernie leaves 800 Gold to the
Army and 800 to Mercenaries (Relations and Citizen Rep are Max, nothing else
will help in the Grand Final Battle. We Achieve "It's Lump" for still having
our Mule, then enter the Demon Realm.

Final Mission- Bernie gets Demon Direction Sense and Goat Legs as he fails the
climb check due to low Strength (85 Humanity left). Our Demons are useless now,
great. We lose Xi'atta, but at least Tyborr will help. Archery gets us past the
Hungry Demon, but then Zusak captures us. We banter with him a while, then are
saved by Synden & Jess. Pope attacks. We develop Demon Horns fighting the Ogre
Demons here (should have kept our Spider Statue, 50 Humanity left). Bard Level
helps Synden beat Pope's Demon, Devices gets us out of the building, and then
an arrow kills Pope. We lose another 5 Humanity traveling quickly through the
Demon Realm with Archery for defense (45 Humanity left).

Arriving at K'Girr's Lair, we descend using our Demon Legs after finding a
place to drop down. Perception 74 for spotting that we can't harm Kut'Seen the
Mirror Demon, we use our Magic Shield to block his attacks and then run,
Summoning Tyborr for help and then pushing the enemy off a cliff. We then kill
Bozar with Magic (Magic 55). I escape Zusak afterwards, jump to the side to
avoid being attacked, then try using Magic to reveal Rale'Run the Invisible
Demon- this fails because we need 70 Magic. Health drops to 80 and we have no
way to save Synden. Oh well, back to the Demon Realm!

Final Boss Fight- Bernie ignores the Spy Demon for now and looks for, then
confronts K'Girr. We damage the Demon Lord with Archery on Round 1, then get
hurt on the second round when I forget the Magic Shield is no help here (60
Health left). We win the Grand Final Battle with Bard Music & Win Factor 202.
On Round 3, we push the Spy Demon through the tear in reality (Geography 49)
and then use Tyborr to help us stab K'Girr's Anchor Stone. Final stage!

Bernie needs to take out K'Girr quickly before he is grabbed! Archery on first
round, 40 Health left. We trick the Winged Demon into flying into K'Girr next
round (Max Agility & Arcana) and K'Girr is down! Bernie then negotiates with
and forgives Zusak as planned (Max Charm, Good) and achieves the Ultimate Good
Hero Ending.

Final Stats- Bernie, the Demon King of Daria.

DEMON TRAITS:
 Humanity: 45%
- glowing demon eyes
- goat-like legs
- sharp demon horns
 Health: 40%
SPECIALIZED TRAINING:
Bard Levels: 3
Thief Levels: 1

MORALITY:
 Good: 100% Evil: 0%
ABILITIES:
 Agility: 100%
 Charm: 100%
 Endurance: 73%
 Perception: 74%
 Strength: 32%
 Willpower: 80%
SKILLS:
 Archery: 100%
 Devices: 100%
 Magic: 55%
 Blades: 10%
 Stealth: 61%
 Unarmed: 0%
KNOWLEDGE:
 Arcana: 100%
 Geography: 49%
 History: 88%
 Nature: 60%
 Religion: 77%
RELATIONSHIPS:
 Jess: 100%
 Thea: 100%
 Karla: 100%
 Brinn: 100%
 Petra: 100%
 Roland: 97%
 Lord Tovor: 96%
YOUR MOUNT: a stubborn mule named Lump.

KINGDOM:
 Citizen Reputation: 100%
 Citizen Fear: 0%


TATTOOS:
- a white circle on your shoulderblade
INVENTORY:
- a dirty pouch on your well-worn belt containing 151 gold
- a tarnished wedding ring on your finger
- a dented sword on your belt
- a holy symbol dedicated to the Goddess Auriel hangs around your neck
- a dagger in your torn sleeve
- a bow slung over your back
- a badly scratched lute slung over your back

A black runebag containing:
- several Demonstones that belonged to Tarro Cooperson.
- 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 tattered backpack containing:
- a pair of black shackles with glowing white runes
- a lockpick set
- a rope
- a cracked lantern
- a waterskin
- flint and steel
- torn sleeping roll
- a statue of a spider stolen from the wizard Luimar by Amos, your foster father
- a children's book from Zusak's quarters

You are wearing:
- your badly torn and ragged clothes
- the Circlet of Daria rests upon 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 Magical 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 in the shape of a dagger, on a chain around your
neck (+3 Bonus to Stealth, Devices, and Agility)
- the Boots of Travel on your feet

**

Character #4. Emily, Good Princess. Squire, then Priestess, Cleric, Knight,
Paladin. Demon Summoner.
Companions- Sir Grady, Gill, Karl, Thea, Jace, Bran, Synden.
Romance- Synden & Lana.
Mount- Celestial Warhorse.
Ending- The Martyr or The Hero.
High Stats- Blades, Strength, Religion, Charm. Perception, Archery, and
Endurance are secondary priorities.

Play Summary- As a Knight & Paladin of Auriel, Emily is incredibly skilled in
martial combat, a passion matched only by her dedication to Good. Demon
Summoning is something she practices but does not master- it's just a desperate
tactic for her. In this game, Emily has an unnecessarily tragic ending after
completing several side quests.

Starting 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

Act 1- Like Alec, Emily won the Siege of Tornassa, so we start off chasing
Demons out of Tornassa. We use Archery to clear the first mob (Archery 85) and
our Demons to clear the second (Brahl isn't much use due to low Willpower, but
still gets the job done here). Emily has Max Blades, but I want to improve her
other skills where I can as opposed to just using the free success. After the
fighting, our Citizen Rep is improved extra. Emily is reminded of Karl the Red
Archer now- we give him a proper burial (Religion 97), then move on. Emily too
makes the bakery investment, her Perception & Arcana is high and 100 extra Gold
later is well worth it.

Act 2- Emily, valiant heroine, must find out what Zusak has been doing. With
our companions, we investigate. On the road, Emily spots the bandit ambush, so
she leaves the road. Then she finds the Gem Demon! Seems we can't escape
danger- oh well, the Bandits sounded easier, so we lead the Gem Demon into
their ambush and get all enemies to take each other out. Profit! (Gold 744)

In Vernex, we go with just Bran (B Relations 67), sit quietly in the Inn and
then spend Gold to access the rooms after Charming the Innkeeper. We find the
room we need with Perception (Perception 77). Emily also bribes the student for
papers, we're trying to stay hidden per role-playing (Gold 234 left). We have
34 Gold left after the Vernex ferry, Emily is apparently taking a vow of
poverty now.

Act 3- Emily meets Poppy & Synden. She thinks the latter is cute, but doesn't
want to get involved in his dispute, so she stays out. Synden gets the Demon
Stone (Syn Relations 50, Pop 40). Afterwards, Emily wants information first, so
she hangs out with the other students. Talking to Syn here earns 60 Syn
Relations and lots of info. More confident now, we go to class and pick up
Moff. Emily is exhausted after her lack of Planewalking knowledge gets her
ejected early from the Demon Realm, but we still need to seek out Zusak's
rooms. At least this gets us some benefits- Geography 22 after getting the map,
Perception 80 for finding extra Gold (94 now) and the book that details Zusak's
motives.

The next night, we meet up with Bran- good work getting over here (B Relations
69). Sure, I'll play some cards. Better eliminate Poppy, she's a doublecrossing
thief and probably cheats (Pop Relations 25, Syn 75). Emily then wins the game
(Arcana 88, Gold 589, Gained Vault Stone). The Sickness Demon nearly cripples
us afterwards, but lingering rage from the Jekyll Potion gets Emily through
(Gill's dream, Charm maxed already, no bonus Stats). We also gain a new ally-
Synden. Yes, we can have a Demon watch us at night now (Syn Relations 85).
Emily avoids Ambrose, we don't need the Book of Fate Manipulation this run.
Moff gets us through the Final Assignment, but we are exposed. Ack!

Emily looks for her accuser, but sees only a Winged Demon she quickly has Moff
destroy. She must now run through the Library- Arcana helps us find the Book we
need (Arcana 90). We also get the Old Boots using the Vault Stone as usual.
Poppy attacks us on the way out- we slash up her Demons with our Sword (wanted
to use Brahl, but I can't with low Willpower), then use Endurance to run for
the Ferry (Endurance 72), and cross the lake with Charm. Porter confronts us on
the other side, our Maxed Blades handles him. Emily finishes the Act with 75
Health (we used Lay Hands while crossing the lake to handle one injury).

Act 4- Back in Tornassa, Emily consults her companions about Zusak, translates
the Som'Reth Book (Arcana 95), then becomes a 2nd Level Paladin (Religion Max,
Agility 56, Endurance 82, Gold 1189 after bakery investment recouped). Emily
welcomes Lord Tovor back to her side after this (Relations 82) along with
Orphan Gwen. Time to leave for Brightwater!

Act 5- At the Gypsy Party, Emily gets the Boots of Travel identified and
discusses Sir Grady with Lacey. We do some dancing after this- Synden Relations
are improved and Gill is ejected after group dancing (cautioning Thea drops
Relations to 95 here). Lacey prefers Bran to us, so we let them dance and talk
to Synden instead, then kiss him (Relations 100). We then change the fire's
colors- testing whether Jace complicates the relationship, I'm guessing not-
and after Lacey is rude, leave the campfire.

The Demon Assassin attacks now! Emily yanks her arm free first round due to
high Strength, then draws her sword next round and fights off the smaller
Winged Demons (30 Health left). Emily Summons Xi'atta next round and it kills
the Demon Assassin. We use Boots of Travel to get down and our Sword to finish
off the Flock of Demons. Lacey gives us her Marble the next morning.

The Gem of Seeing gets us past the Wizard Bandits (Perception 82). We tell
Synden & Jace all forbidden magic can be good or evil, and friendship is what
really matters (still get stat bonuses here, but Synden is our lover, not
Jace's). On to Brightwater!

Act 6- We talk to everyone we must in Brightwater and have the Guards clear our
path to the Harbor (Citizen Fear 20, Rep still maxed). We meet Dura and point
out her flirting to Thea. After meeting with Naistalan and learning our Demon
Blade plan will work, we start waiting for the ship to be fixed. Bennet
interferes, pissing off Emily, who has him publicly executed for war
profiteering as an example to all (Citizen Fear 45, Good still way above 100
due to excess from previous games).

Our relationship with Synden is cemented during the winter- we talk to him atop
the tower and let him kiss us once we get back to the ground, then sleep with
him after repelling a small Demon attack and greeting Lacey when she comes to
see Bran. Emily and her Squire enter the Grand Tournament next. Emily loses to
a close random roll on Round 2. :( At least we get our Holy Avenger afterwards
(made peace with my doppleganger due to high Good & Religion).

Next, because we have a Cleric Level, we meet the prophet of Lumina. Emily
converts to a new Goddess here for the History bonus (History 56, Arcana Max,
title still Paladin of Auriel due to game bugs). Time to depart now.

Act 7- The Black Shark strikes as the voyage begins. Emily prepares the ship
for battle first round and then stands in the open courageously (Morale 80, 65
Health left). Emily charges the boarding party as they attack next round,
eliminating them with her sword. We then use the Boots of Travel to reach the
enemy ship and take out the Ballista gunners. The Reaver eliminates us as we
try this- I should have taken him out first, oh well. The Epiphany is left with
10 Crew and 25 Ship Health after this encounter, Morale 70.

Nature improves to 56 and Morale to 73 as Dura gets the winds moving again. The
ship is repaired (Ship Health 50) and we use some food (Food 65 left). As we
continue, we side with Thea- Jace could use exercise (T Relations Max, J 95).
Emily kills the wimpy Demon with her sword and we then confront the Evil
Mer-people. I use Zon'ch to breathe, save Lana with Perception (Devices 8,
Perception 84), use Xi'atta and Moff here for fight success with no Health
loss, then spend a few days alone with the Mer-People and sleep with Lana (this
drops Good to 97 since it counts as cheating on Synden, History 59, Geography
25, Nature 59, Crew Morale 83, Food back to 100). Back with Synden, we talk
about the future, then head onwards!

Act 8- Food drops to 40 as we dock at the island. I anchor next to the
tree-filled shore here (future Food 85). We shoo away the Monkey and explore
the island. Emily has no way to avoid Health loss from starvation as we explore
(if only Nature was one point higher, 75 Health left). Jace is caught in the
snare trap and we get him down with our Bow (Archery 87). Gill is missing now,
we find the tracks (Perception 87) and go after him.

Emily dodges the Ugo Shaman's beam attack and then shoots him and both his
warriors dead (Agility 58, Archery 89, Jadarra injured because we fail the
second check and don't save her fast enough). We agree with Jadarra to take
down the Ugo Chief too, but can't get past his Parrots without setting off
their alarms. Oh well, we have 100 Blades and that kills the Chief. Having
Jadarra's warriors along avoids further injuries (Layed on Hands before the
Chief encounter).

In the Heart, Daan'da opens the door for us. We tell the Guardian why we need
the Demon Blade, then leave without extra treasure (no danger). Rejoining Gill,
we depart the island. Emily fights off the Kraken during the escape with her
Boots of Travel and sword (Morale 88. 50 Ship Health left).

Act 9- Morale improves to Max due to extra Food. We pull ourselves free from
the Mutineers' Demons and rush onto the deck to confront them. The ship is
damaged here, but can be repaired (Final Ship Health 25).

Back in Brightwater, Emily needs to journey to the Demon Realm. We make Gwen
our Heir and Jace Royal Wizard with Soulburning not Evil (J Relations Max,
Magic 42). Gnomes are Citizens and so are Half-Orcs (Citizen Rep still max due
to excess). We use our Gold to improve Bran Relations to 99 and also improve
the Army twice and hire Mercs once. We keep Demon Summoning regulated. Off to
the Demon Realm!

Final Mission- Emily gets Demon Direction Sense and wings (75 Humanity left) as
we descend the cliff. Our Demons are no longer trustworthy, and it costs us
Daan'da to learn this. We use our sword to fight off the Hungry Demon and keep
advancing, then are captured by Zusak. Synden saves us after some banter with
the villain, but now we must fight Poppy. We lack the Agility to fight the Ogre
Demons with our Sword, so Emily grows Demon Horns to win (40 Humanity left).
Fortunately our Sword can handle Poppy's Whip Demon since it's a Holy Avenger.
We use our 100 Strength to escape the collapsing building, have Synden kill
Poppy, and then go back to the Demon Realm.

We travel quickly in the open with our Sword ready (35 Humanity left). Demon
Wings get us into K'Girr's Lair and two jabs of our Holy Avenger takes out the
Mirror Demon Guardian (feinted to avoid damage on second round, Perception 89
for recognizing Magic Weapons will help here). We kill Bozar and are then
called away by Zusak. Time to fight the Invisible Demon. We jump away from its
first attack, then use Perception to locate and kill it (Agility 60). Our
Paladin power saves Synden afterwards and we return to the Demon Realm. Emily
avoids the Spy Demon for now and challenges K'Girr directly.

Final Boss Fight- Emily angles her sword to stab K'Girr on the first round,
then stabs the Demon Lord again on Round 2 (K'Girr has 30 Health left). We are
called away to the Grand Final Battle next- praying for victory gives us a Win
Factor of 195, easy success. On Stage 3, we find the Demon Blade with high
Arcana, kill the Spy Demon with our Sword, then use Endurance to ignore pain
and stab K'Girr's Anchor Stone (Endurance 84). Final Stage!

First round, Emily Summons Zon'ch and has it throw the debris back at K'Girr.
This doesn't kill K'Girr even though I stabbed it twice earlier (game bug?). Oh
well, I use Lacey's Marble to kill the Winged Demon next round, then advance on
K'Girr with my sword and strike it down (Endurance 86). Zusak is still a
threat, but I knock the Runebag from his grasp. Two endings are possible now. I
can either kill Zusak with my sword while his fortress collapses (The Martyr)
or flee his fortress and fly away as it falls like a valiant Demon-Winged angel
(The Hero). You decide which is best for Emily!

Final Stats- Emily, the Demon Queen of Daria.

DEMON TRAITS:
 Humanity: 35%
- glowing demon eyes
- demon wings
- sharp demon horns
 Health: 100%
SPECIALIZED TRAINING:
Squire Levels: 1
Priestess Levels: 1
Cleric Levels: 1
Knight Levels: 1
Paladin Levels: 2

MORALITY:
 Good: 97% Evil: 3%
ABILITIES:
 Agility: 60%
 Charm: 100%
 Endurance: 86%
 Perception: 89%
 Strength: 100%
 Willpower: 50%
SKILLS:
 Archery: 89%
 Devices: 8%
 Magic: 44%
 Blades: 100%
 Stealth: 20%
 Unarmed: 0%
KNOWLEDGE:
 Arcana: 100%
 Geography: 25%
 History: 59%
 Nature: 59%
 Religion: 100%
RELATIONSHIPS:
 Bran: 99%
 Thea: 100%
 Jace: 100%
 Gill: 100%
 Raquel: 80%
 Gwen: 90%
 Synden: 100%
 Lord Vale: 83%
 Archmage Cumari: 92%
 Lord Tovor: 82%
YOUR MOUNT: a divine warhorse named Spirit.

KINGDOM:
 Citizen Reputation: 100%
 Citizen Fear: 45%

INVENTORY:
- a dirty pouch on your well-worn belt containing 189 gold
- the mighty Holy Avenger on your belt (+20 Bonus to Blades)
- a holy symbol dedicated to the goddess Lumina hangs around your neck
- a dagger in your torn sleeve
- a bow slung over your back

A black runebag containing:
- several Demonstones that belonged to Tara Cooperson.
- 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 tattered backpack containing:
- a rope
- a cracked lantern
- a waterskin
- flint and steel
- torn sleeping roll
- a children's book from Zusak's quarters

You are wearing:
- your badly torn and ragged clothes
- the Circlet of Daria rests upon 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
- the Boots of Travel on your feet

**

Character #5. Malcolm. Evil Prince. Guard, Sage, Priest, Dragon Rider, then
Tycoon.
Companions- Sir Grady, Gale, Karl, Theo, Jess, Bran, Pope.
Romance- Jess.
Mount- Dragon.
Ending- The Monster.
High Stats- Arcana, Blades, Endurance, History, Geography, Charm. Secondary
priorities Religion, Magic, 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. I've achieved that already, so in
this game I'm adding lots of money to the portfolio. Then I will become the
ugliest Demon possible and let myself be destroyed by hunger for power. (I love
a good tragic ending).

Starting 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)

Act 1- We won the Siege of Tornassa and start this game on Demon Mop-Up. We use
the Staff of the Arch-Magi to burn away Demons by the Cathedral (Magic 81),
then burn Demons but not our own troops against the Cloud of Imps (Magic 84,
Citizen Fear 65 because some of our troops still got hit by less than 90
Magic). Citizen Fear becomes 67 after we throw the Red Assassin's body to
feasting Demons. Malcolm invests in the bakery as the Act concludes (Gold 1636
left).

Act 2- We can't just sit in Tornassa, we need to find out what Zusak has been
doing. Malcolm will travel with his companions, leaving his daughter Gradine
behind. We pledge to deal with our daughter even if she is a Soulburner like
her mother Jess, let Jess kiss us, then head for bed with extra Gold (1786
now). The next day, we travel through the trees. The Gem Demon attacks and even
dragon fire and our Sword can't harm it! Ok, try freeze Magic! Not strong
enough? Run away injured! (65 Health left). We arrive in Vernex the next day.

Bran comes with us into the city (B Relations 82). We sit quietly in the Inn
and don't spend money. We leave the building when prompted, then use Magic to
get back inside (Magic 86). After knocking on random doors and using Charm to
avoid a hostile encounter, we find the student and gain the papers through
invoking Citizen Fear. Priest prayers get us back to full Health here. The next
day, our toll is 200 after using Charm on the Ferry Guards (Gold 1586 left).

Act 3- Malcolm meets Pope and intervenes on his side in the dispute. We also
meet Syndie and become her enemy (Pop Relations 70, Syn 30). Class proceeds
without much Stat changes and only plot developments- we're not a Demon
Summoner so we can't get Moff. I improve Syn Relations to 50 in the Tavern
through apology and get as much info as I can there. I then raid Zusak's rooms
though tricking a servant (Max Charm) and melting door hinges (Magic 88). Low
Perception means no extra Gold here. After learning about Lachlan, we sleep.

Nice to see Bran the next day (B Relations 88). We go to play cards, eliminate
Syndie, then win (Arcana Max, Gold 2081, gained Vault Stone, Pope Relations 85,
Syn 35). The Sickness Demon strikes and Pope helps us. We have high Endurance,
so we can use Magic to defeat the Demon Dog (Magic 90, Endurance 88). Theo's
dream improves Strength to 78. Magic protection will keep us safe in the future
(Magic 92). The next day, Malcolm gets the Book of Fate Manipulation by killing
Ambrose (bad luck, cheater!) and then passes the Final Assignment, quickly
fleeing when Syndie outs him as an impersonator.

In the Library, we Max History to find the Som'Reth Book we need. Perception
improves to 51 as we return from the Library and are attacked by the Winged
Demon. We dodge its attack (Agility 91), run to grab the Old Boots using the
Vault Stone, then escape and meet up with Pope. Syndie shows up, so we fight
her Demons with Magic (Magic 94) and then get hit as we run for the Ferry (75
Health left, Agility improves to 93 as we zigzag). Being King gets us across
the Lake without issue. Our Dragon kills Porter. I Max Pop Relations giving my
Runebag to Pope at Act end.

Act 4- Sure, Karl, you can go with Naistalan to the Elf City. We'll stay in
Tornassa, translate the Som'Reth Book, and become a Tycoon (Max Geography,
invested all my 1931 Gold after selling the Book of Fate Manipulation). Luck
Mage, Priest, Guard, Dragon Rider... I could have done a lot of other things,
but Tycoon was what I decided on for this run.

My daughter plays in Bran's Room and I laugh (B Relations 89). We welcome back
Lord Tovor the reckless fool (Relations 82) and then head for Brightwater.

Act 5- Malcolm visits the Gypsy Party and gets the Boots of Travel identified.
We also give Lacey Sir Grady's Letter. Malcolm then Achieves Last Call by
sending Bran back to camp, drinking three times to let Thea & Karl pass out,
then dancing with Lacey to piss off Jess, and finally changing the color of the
fire to get rid of both Jess and Pope. Malcolm sleeps with Lacey afterwards
(playing Evil wicked person).

The Demon Assassin attacks next. Malcolm uses his Agility to wriggle free on
the first round (Strength 80), also calling his Dragon for help. Second round,
the 3 Winged Demons attack (65 Health left) and we fry them with Magic. Our
Dragon saves us next round, and we beat back the Demon Flock with more Magic
(Magic now 98). We get Lacey's Glass Marble, then continue on. Gem of Seeing
reveals Wizard Bandits (Perception 53) and we kill them all, including Enzo
because we're Evil (Citizen Fear 72). We remind Jess and Pope all Magic can be
used for Good or Evil (no Romance to be earned here, since Jess is our lover).
Onwards!

Act 6- After doing all that's mandatory, we have the Guards clear our path to
the harbor and meet Dura (Citizen Fear 77). We point out Dura's flirting to
Theo and let them get together. My Tycoon Trade House helps take care of
Bennett's high prices (Tovor Relations 92, Gold 600). Yeah, sure, I'll do the
Royal Wedding. Malcolm makes it to the 4th round of the Tournament, but is then
eliminated by random factors.

After the Royal Wedding (we say "I do" and wed Jess), our child is kidnapped.
Malcolm finds the abductors easily from the back of his dragon. We use Magic to
save the toddler Princess (Max Magic) and then publicly execute the kidnappers
without a trial (Citizen Fear 92). Gold improves to 2000 by the time we depart-
no other optional events take place.

Act 7- Crossing the sea, we incur some Morale loss due to high Citizen Fear
(Morale 50, Food 93 thanks to Dragon). The Black Shark attacks, so we release
our Dragon from the hold. Ducking to avoid damage on Round 2 (Agility 96), we
then mount our Dragon on Round 3. We attack the enemy pirates with our Dragon
next- enemy ship has 50 Health left and we are at 30 Health due to enemy
attacks). The Reaver collapses on Round 4 after burning us (75 Ship Health
remains), so we destroy the enemy with dragon fire and then Malcolm dispels the
whirlpool. We lose 4 Crew members in the battle and save two more with Priest
Healing (Max Religion, Crew Morale 53). Nature improves to 90 as Dura gets the
winds moving, I cheer her on for Morale 56.

Food drops to 53 as we advance. Theo, Jess, handle your own problems! Malcolm
kills the Wimpy Demon with his Sword, then meets the Evil Mer-people. We use
Magic to breathe under water and free Lana by breaking her cage (Strength 82),
then betray her and convert to Vythis (Max Nature). As we advance, Malcolm
chats with Jess about the future and says nothing when Bran & Karl have their
dispute (B Relations 86, K still Max).

Act 8- Upon arrival at the island, we run out of Food. I anchor next to the
beach (future Morale 71, Food 30). Malcolm shoos away the monkey, but must
incur starvation during exploration (no Bow or other food sources, 75 Health
left). We use Magic to save Karl from an Ugo trap and Pope disappears- Karl,
find his captors' tracks! (Perception 56) Soon we encounter the enemy Shaman,
jump away from his attack (Agility 98), and then kill him and his Guards with
Magic. Ok, Jadarra, guess we need to kill the Ugo Chief too. Our Priest Level
heals us as we prepare.

Jadarra's warriors come with us. Our Sage Level gets us past the Parrots, but
low Stealth fails us when we try to get further. Oh well, max Magic kills the
Chief and gets us out without further injuries. In the Heart of the Som'Reth
Capital City, we use History to open the door and then take the DemonBlade and
the Pendant of Life. To escape injury in the collapsing treasure room we run!
We then rejoin Pope and escape. (Max Agility, Endurance 95, Perception 61,
Strength 87) The Kraken attacks next (50 Ship Health left), I have Karl kill it
with the Infinity Arrow (last time in the game I can be sure I'll have it
available).

Act 9- We need 60 Food to sail home, with Tycoon bonus I have 73. Feeding the
Crew extra improves Morale to 76. The Mutiny is next. Malcolm uses Strength to
escape the Demons (Strength 90) and then runs on deck. We finish our voyage
with 25 Ship Health left, no Stat damage thanks to high Morale.

Our maturing investments have earned us a final Gold tally of 5862. Malcolm
drafts some final decrees before entering the Demon Realm- our daughter is
Heir, Cumari is Royal Wizard, and Soulburning is not Evil, Gnomes & Half-Orcs
are Citizens, Demon Summoning is allowed but regulated. I spend Gold to max
Bran & Tovor Relations, improve the Army & hire Mercs 4 times each, then give
the rest to charity for the heck of it until I have 862 Gold left (Good Max).

Final Mission- Ok, Malcolm's goal is to become the Monster, so we get glowing
Demon Eyes and then climb down the cliff for Demon Strength (max Strength,
Endurance, 90 Humanity left). A Hungry Demon wants to feast on us and we allow
it (gain Demon Skin, 70 Humanity left). Zusak captures us next, after lots of
banter we are saved by Pope and have to fight Syndie.

We avoid Demon Horns and Tail here by fighting off the Ogres and Fire Demon
with our Sword and Demon Skin. Breaking the Staff of the Archmagi gets us out
of the collapsing building (thanks, Max Magic!) and Jess eliminates Syndie.
Back to the Demon Realm!

Malcolm now attempts to travel cautiously, but this gets him Demon Spikes (30
Humanity left). We arrive at K'Girr's lair and use Magic to get in. The Mirror
Demon attacks and we learn we need magic weaponry to fight it (Perception 63).
Malcolm runs and then uses Magic to defeat it with a timely cave-in (Perception
65). We kill Bozar next, then leave Zusak's side quickly to fight the Invisible
Demon. Magic gets us through here and high Nature helps us save Pope.

Back in the Demon Realm, Malcolm tries to kill the Spy Demon but fails his
Stealth check and embraces his Demonic essence. We drop to 10 Humanity, gaining
Demon Claws while killing the Spy Demon. Now Malcolm needs to stay alive and
self-aware as long as he can!

Final Boss Fight- K'Girr attacks, but we trust our Demon Spikes to block his
grab and they work. We chop it down next round (max Blades, K'Girr has 65
Health left). We use our Sage Level on the Grand Final Battle to Win Factor
233, then return to fighting K'Girr. Malcolm finds the Demon Blade with
Agility, then allows himself to gain Demon Slime to strike K'Girr's Anchor
Stone. This drops Humanity to 0. We get the Bad Ending The Monster. Game
complete!

Final Stats- Malcolm, the Demon King of Daria.

DEMON TRAITS:
 Humanity: 0%
- glowing demon eyes
- unnaturally large, well-defined muscles
- black, leathery demonskin
- sharp demon claws
- spikes running down your back
- a slick and slimy coating
 Health: 100%
SPECIALIZED TRAINING:
Priest Levels: 1
Guard Levels: 1
Sage Levels: 1
Dragon Rider Levels: 1
Tycoon Levels: 1

MORALITY:
 Good: 100% Evil: 0%
ABILITIES:
 Agility: 100%
 Charm: 100%
 Endurance: 100%
 Perception: 65%
 Strength: 100%
 Willpower: 23%
SKILLS:
 Archery: 5%
 Devices: 9%
 Magic: 100%
 Blades: 100%
 Stealth: 14%
 Unarmed: 5%
KNOWLEDGE:
 Arcana: 100%
 Geography: 100%
 History: 100%
 Nature: 100%
 Religion: 100%
RELATIONSHIPS:
 Karl: 100%
 Theo: 100%
 Jess: 100%
 Bran: 100%
 Pope: 100%
 Lord Vale: 73%
 Archmage Cumari: 77%
 Lord Tovor: 100%
YOUR MOUNT: a mighty dragon named Parnaxxus.

KINGDOM:
 Citizen Reputation: 100%
 Citizen Fear: 92%


TATTOOS:
- a white circle on your shoulderblade
INVENTORY:
- a dirty pouch on your well-worn belt containing 862 gold
- a tarnished wedding ring on your finger
- a dented sword on your belt
- a holy symbol secretly dedicated to the god Vythis hangs around your neck
- Lacey's Glass Marble in your pocket
- a dagger in your torn sleeve

A tattered backpack containing:
- a rope
- a cracked lantern
- a waterskin
- flint and steel
- torn sleeping roll
- a children's book from Zusak's quarters

You are wearing:
- your badly torn and ragged clothes
- the Circlet of Daria rests upon 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 Bonus to All)
- the Boots of Travel on your feet
- the Pendant of Life (+5 Bonus to Agility, Endurance, Perception, and Strength)

**

Afterword.

I hope you enjoyed playing Lost Heir 1, 2, and 3 and my FAQs were of
assistance. Please send feedback to [email protected] if inclined. Happy
gaming. -AN