Walkthrough for The Lost Heir 1: The Fall of Daria, 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 1: The Fall of Daria' 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 am also creating a similar document for the two sequels 'The Lost Heir 2: Forging a Kingdom' & 'The Lost Heir 3: Demon War.' These games are available from Choice of Games as iPhone or Droid App, Steam, Google Play, and other formats. I personally give them high ratings for story and player involvement. They are just text, no graphics or sounds, but your imagination can easily fill in the blanks, especially if you are a fan of fantasy media. Disclaimer- I did not create the Lost Heir games, nor do I own them. I created this document for entertainment and to help others play the games. There are spoilers for the game plots inside. I intend no financial profit from these documents. If you wish to give praise, constructive criticism, correction, or any other feedback, please email me at dougelder21@yahoo.com . 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 Explanation of Stats & Mechanics Game Character Classes General Gameplay Tips Act 1- Childhood Act 2- Elmvale Act 3- Sheep Escort Act 4- Ludd Act 5- Som'Reth Ruins Act 6- Winter Act 7- Journey to Vernex Act 8- Approach Act 9- Confrontation Game Wrap-Up Game Achievements Romance Summary Playthrus- 1. Renata, Good Princess. Monk, then Druid. 2. Alec, Evil Prince. Priest, then Wizard. 3. Bernie, Evil Prince. Bard, then Thief. Demon Summoner. 4. Emily, Good Princess. Squire, then Priestess, Demon Summoner. 5. Malcolm, Evil Prince. Guard, then Sage. Afterword. * Game Plot Summary I will summarize the game's plot here and then address the mechanics and individual plot segments below. In this game, you are the Heir to the Throne of the Fantasy Kingdom of Daria. As a young Prince or Princess, you must build a character who is talented in swordplay, archery, magic, and various other fantasy hero-related skills. Barely after this begins, you watch as your family is overthrown and your kingdom destroyed by an evil conspiracy headed by a Demon Summoner and his corrupt Noble allies. You escape with one of four possible Mentors, and then build up your character further while in hiding over the next six years of game time. When you emerge from hiding, you become an Adventurer. You join 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 will complete various quests and then at the climax confront the Demon Summoner and defeat his Warrior ally. There are two more games after this in the series- in them you will go on to confront the Demon Summoner's Noble allies and then the Summoner himself along with his Demon Horde. Throughout all this, you will further build your character, acquire magical artifacts, develop friendships, complete side quests and main quests, find Romance, and do various other things one would expect in a CYOA fantasy game. 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. 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. Game Character Classes- There are 15 Classes in the game that you can acquire for various bonuses. Six are available to any character with the right prerequisite Stats, four are dependent on your Mentor, and five more you can acquire once you get about midway through the game. Priest- An agent of the Gods using their divine power. This Class requires 20 Religion, meaning any character can take it. 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. 25 Agility is required for this Class. Guard- A member of the military trained in Strength, Endurance, Geography, and Blades. 30 Strength is required to become a Guard. Sage- A scribe, librarian, author, someone with a high level of Knowledge. Sages get bonuses to Arcana, History, Geography, and Religion, but nothing else. You will need combat training from other Classes and available instruction to survive as a Sage. The bonus is you can often figure out unexpected ways to understand a problem. Requires 40 Arcana- although you can become a prototype Sage at first Level by becoming a Scribe (requires 30 Arcana) this is not necessary for the Class nor is Scribe a full Sage Level. Hunter- Want bonuses to Archery, Geography, Nature, Endurance, and Perception with only a 20 Nature prerequisite (again, all starting characters have that)? This is your starting Class. Not a real Ranger, but will help you become one later in the game if you so desire. Thug- Like a Guard, but independent of the military and working for the highest bidder instead. Requires 30 Strength and provides training in Strength, Endurance, and Blades or Unarmed depending on whether your Thug carries a Sword. You also get access to effective threats and dirty tricks during combat. Squire- A lone hero in training to become a Knight. Good Morality is expected, but not required- if you follow an Evil God you can become a Dark Knight in Lost Heir 2. Squires get training in Strength, Endurance, Charm, History, Blades, and Archery. They can also get free Swords and Horses at various points in the game. Escape the Castle with the old Knight Sir Grady and gain 55 Relations with him to unlock this Class. Assassin- A killer for hire. You get bonuses to Stealth, Blades, Agility, Nature, and Devices. Mentor with the Royal Assassin Lady Emaline, develop 55 Relations to unlock. 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. Train with the Monk Sister Geri at 55 Relations and you can be one of these. 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. Get 55 Relations with the Mentor Amos and you can be a Bard. Bards have the highest Charm bonuses of any Class, meaning they can talk their way through various situations. They can also use their music to magically inspire allies and soothe enemies at various points. Cleric- At 2nd Level, a Priest can choose to keep developing their Magic or transition into a more militant order and train in Blades, Strength, and Archery. They still get bonuses to History and Religion either way. Requires 1 Priest Level. Wizard- Wizards get bonuses to Magic and Arcana. In Lost Heir 2 and 3, they can acquire Familiar Animal Companions. Requires 40 Arcana and a Spellbook to unlock midway through the game. Druid- Druids are Magic-Users connected to Nature. They get bonuses to Nature and Magic along with the ability to make plants grow and soothe animals. In Lost Heir 2 and 3, they can also acquire Animal Companions. Requires 30 Magic and 30 Nature. Ranger- Higher level Hunters with special training in Archery, Nature, Geography, Perception, and Stealth. They also can get Animal Companions in Lost Heir 2 and 3. Requires 20 Archery and 30 Nature. Nature Guide- You get this Class if you try to become a Ranger or Druid and can't pass the Magic or Archery prerequisites. You still get bonuses to Nature and Geography. 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. 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. 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 intend to also play through the later games. The other possible Character Classes will be addressed in the narrative listed below. You can also explore them in your own play. While I have beaten the Lost Heir games with every possible Class, addressing them all in individual playthrus is beyond the scope of this document. Spoiler Notes- I will attempt to summarize situations throughout the plot and keep spoilers low, letting the game text speak for itself where it is not necessary to address specifics. You are encouraged to play along as you read for best game effects. I have the game script and am using it to write this document- I will also note bugs I know about that got past beta testing even though the script says they shouldn't be there. Hopefully they will be corrected someday in a future version, or at the least you'll know what could have been. Even with the bugs, this game is still awesome. Act 1- Childhood When the Lost Heir official game begins, you are standing on a wasted landscape, leading an army of soldiers and faced with a terrifying army of Demons! You can draw your sword (+3 Blades), signal for catapults to fire (+3 Devices), shoot an arrow (+3 Archery), cast a spell (+3 Magic), or command your army to advance (+3 Charm). The bonuses are free, all actions are guarenteed success. After you do any of these actions, you wake up from a dream and realize you are still a child. That battle is far in your future (near the end of Lost Heir 3 to be exact). At least you retain the dream's Stat bonus. Now we need to build our character on the way to that eventual future. We start with our Gender, Male or Female. We are the Prince or Princess of the Fantasy Realm of Daria. Our gender doesn't affect much in the game other than flavor text and how we imagine our character. Next we must pick our Prized Possession as a twelve year old child, something that gives us a big Stat bonus. The choices are: - a Spellbook- +10 Arcana, +20 Magic. Necessary to become a Wizard later, but not needed for any other Magic-Using Class. I usually get one for the Stat bonuses, though. - a Holy Symbol- These are used by Priests to invoke the will of their Gods. You must choose whether it represents a Good or Evil Deity and either pick one of the four Gods the game offers you- Lucien, Auriel, Noct, and Shadi- or input your own Good or Evil God or Goddess. For some reason, you cannot use the name "Unknown" or "The Unknown" as the name of your God. +5 Arcana, +5 Magic, +20 Religion. - a Sword- +10 Strength, +20 Blades. This or a Dagger is necessary to use the Blades Stat. - a Set of Lockpicks- +10 Agility, +20 Devices. Not always necessary for the Devices Stat, but often needed to use it. - a Bow and Arrows- +10 Agility, +20 Archery. Necessary for the Archery Stat. - a Lute- +15 Agility, +15 Charm. Not immensely useful to any characters other than Bards, but may be useful now and then. Now we have the Item in question and its associated Stat bonuses, which may be more valuable. Let's start what seems to be an ordinary day. First obstacle is a mob of servants in the Castle hallways. We can push our way through them (+10 Strength), smile politely (+10 Charm, +1 Good), step around them (+10 Perception), dodge them gracefully (+10 Agility), part them by force of presence (+10 Willpower), or smartly avoid where they will be (+5 Arcana & Nature). Again, we can get a good Stat bonus to help future character building here. Now you must decide which of two possible friends you are going to meet. These friends will go on adventures with you later in the game after you grow up and use their Skills to aid you if you develop Good Relations. You can become great friends with them and even Romance Partners. They also each provide unique side quests and training. Peter or their female equivalent Petra is a child of Noble birth and will one day become a Cleric of an unspecified Deity (starts out apparently Good but may become Evil if you imagine it that way, the game supports this). Gale or their male equivalent Gill is the castle cook's child and a future Thief. As you might guess, they each have unique Skills and the character you don't create now will not come into the story later unfortunately. :( Gender is irrelevant for these characters outside personal preference- it only affects flavor text and Romance. If you want to Romance them, they need to be your attracted gender of course (your sexual orientation is the next decision). Create the character you want, then proceed. Your next decision sets which potential Romantic Partners you are attracted to in the game- Men, Women, Both Genders, or None. Again, this is largely flavor, although there are many bonuses associated with Romance in Lost Heir. Being attracted to Both Genders exposes you to all of them, or you can limit your character if you prefer that for whatever reason. After picking our sexual orientation, we finally get to choose our character's name. The game lists five random names from a list of 75 possiblities for either gender, allows you to see five other random names from the list ("None of These"), or allows you to choose and type in your own preferred name. Next up, we can get some training from playing with our friend. Peter/Petra (abbreviated to P from this point on) can practice fencing (+10 Blades) or archery (+10 Archery) with us, while Gale/Gill (abbreviated to G) can stalk rats alongside us (+10 Stealth) or wrestle with us (+10 Unarmed). Either friend can read books with us (+10 Arcana) or play in the woods (+10 Nature). Get the bonus you want here, then proceed. After playing, we eat breakfast. Our next decision varies upon whether we are sexually attracted to our childhood friend. If no, we skip ahead. If yes, we get a chance to start a Romance by shyly touching their hand (+3 Relations) or kissing them (+5 Relations). We can also just eat our breakfast and move ahead as though our friend was not our type. If we pick either of the Romantic decisions, we will start partial Romance with our friend. Later in life, we can start a full Romance with them, but for now, we can't progress beyond innocent kissing. We are a child, if you forgot. After starting our Romance (or not) we can move on to what kind of friend we are towards P or G. Are we neutral (option 1), supportive (option 2, awards +3 Relations & +1 Good if P or +2 Good if G) or mean (option 3, -5 Relations & +2 Evil)? Here you can see the first of many examples where an early decision to be Evil hurts you later. You don't get anything positive from negative Relations except a possible additional opportunity to get improved Relations with that character later. Positive Relations have all kinds of benefits. They are important to continuing a Romance (you can try to establish one, but it won't go forward if you lack a certain Relations level), getting training from your friend (again, they will deny you if you lack certain Relations), and getting aid in desperate situations (we need 80 Relations from G to have them disarm a trap that can kill us in the late game for example, and 80 Relations with P has other benefits in the same encounter). You can delay your Evil and get rewards, or if you want to be Evil now be prepared for the cost. After this decision, we won't interact much with our friend for a while. We move on to our tutor, who teaches us various classes, and we must pick our favorite studies. Are we academically inclined (+10 to Arcana, Geography, Religion & History)? More into music, dancing, and speechcraft (+10 to Perception & Charm)? Or are we a physical type (+10 to Strength, Agility, & Endurance). Get your last big stat bonus for a while, then the plot progresses. We are now in a dialogue tree with our tutor lecturing us. The first response decision provides no bonus if you pick Option #1, or you can get +3 Geography (#2), +1 Evil (#3), or +3 Charm (#4, #5 if we pass the check addressed next sentence). +3 History can also be acquired if we pass a 40 Arcana Stat Check and pick a secret option (this is the first such option in the game). Next response can give us +1 Arcana (Option 1), +1 Evil (#2), or just let us skip ahead (#3, not recommended unless you want to miss out on some knowledge regarding Demon Summoning and the game plot). After that, we can get an additional +1 Charm from our tutor (Option 1) or +1 Evil (#3). Options 2 and 4 skip ahead to the next scene. Now we meet our parents. The dialogue tree here only provides a bonus with Option 2 (+2 Charm). Following this, we meet the game's main bad guys- Zusak, Selina, and Thuja. Either response to them moves us to the next scene, this is what is known as a 'flavor' or 'false' choices. The responses may provide alternate text on the next screen, but they don't give Stat bonuses or change the plot much. We now have five options- the last one will move us ahead, but we can do the first four in any order as free options. They will allow us to meet and interact with our 4 possible Mentor characters for the subsequent parts of the game. We can get bonus Stats from all of them, so this is highly recommended. The 1st Mentor, an aged Knight named Sir Grady (SirG), resides in the Castle's training yards. His first list of Options allows us to test our Magic by zapping him (if we have 20 Magic, we get +3 Magic and +5 Evil, also -10 Relations with poor SirG, the Magic bonus only comes if we chose a Spellbook as Prized Possession, otherwise we are told we needed 20 Magic and just get the Evil), throw rotten apples at him (above Evil & Relations Penalty), speak to him politely (bonus tree), or walk away from him. The bonus tree- if picked with Option 3- can get us +3 Blades or Archery from this Mentor along with +5 Relations. You can also prank him here and get -10 Relations, +1 Evil. The 2nd Mentor resides in the Castle's dungeons. He is an old Thief named Amos (A). You first get a flavor choice to bluff your way past a Guard, then you can either meet Amos or walk past him (no bonus). After that, you can either ask why he's in jail (bonuses) or pick up + 7 Evil and -30 Amos Relations by being a bully. If you want the bonuses from meeting A here, ask why he's in jail. You can then get +3 Devices or Stealth along with +5 A Relations, or again +1 Evil & -10 Relations by being mean. "Why'd you do it?" is a free extra dialogue option. Mentor #3 is Sister Geri (SisG), a venerable Monk in the Castle Temple. She can give us +5 Relations & either +3 Unarmed (Option 1) or +3 to Magic & Religion (Option 2). Or, if you prefer, we can be mean to her too (+2 Evil, - 10 Relations). Finally, we have an elderly lady in the Castle gardens who appears senile. Lady Emaline (LadyE) can give us +5 Nature & Relations (Option 1), +3 Blades (#2), or -5 Relations & +3 Evil (#3). We later learn she is the Royal Assassin. Get all the bonuses you want from the Mentors, then move on. Keep in mind your Relations with them are hidden at first and start at 50 if you want their special Classes later. Your next three decisions are all flavor choices with no hidden bonuses. This is an in-game cutscene where the main plot begins, our parents die, and we become the Lost Heir. After you proceed past the flavor, you'll be at your first dangerous encounter of the game. The enemy here will attack our character. We can do nothing (-10 Health, same as if we failed a check to do something else) or we can attempt one of several possible Stat Checks to dodge the blow (requires 30 Agility to get 3 more) or hurt our enemy. Having a Sword as Prized Possession allows us to use it for +3 Blades. We can also try to zap the foe with Magic (needs 20 Magic for +3 Magic, again only possible if have a Spellbook as Prized Possession) or punch him (if we have 10 Unarmed, we get 3 more, this only succeeds if we wrestled with G during our morning play). There is also a hidden option to Curse the enemy if we have the Prized Possession Evil Holy Symbol (this gets us +3 Religion). Now we are dragged away by Thuja and have another series of options. #1 gives us +2 Nature, #2 +2 Perception, #3 +2 Religion, #4 +2 Charm, and #5 nada. After making a decision, then taking a mandatory -20 Health and grabbing 4 Demon Stones, we flee to the next decision. Here we can get a free +2 to Strength (Option 1), Agility (#2), or Charm (#3). Next we need to pick the Mentor with whom we escape the Castle- SirG, A, SisG, or LadyE. Run towards the Mentor you want, then follow them. The other 3 Mentors will die to ensure your escape. :sad: I prefer SirG for Blades characters, A for Thieves & Bards, LadyE for Stealth or Nature characters, SisG for Magic-Users and Unarmed fighters- although any Mentor can work for any character outside their special Classes. Click past the next two sections of plot summary and we skip ahead to when our character is eighteen years old. Act 2- Elmvale Ok, we must now pick how we feel towards our new Mentor and foster parent. Option 1 or 2 provides +3 Relations, -5 Relations for Option 3. Next section, we learn we grew up on a farm if our Mentor was SirG (+3 Strength). Or we grew up in a flower store if we went with LadyE (+3 Nature). Or a temple with SisG (+3 Arcana). Or an inn with A (+3 Charm). We get to pick one major bonus from training with our Mentor. For SirG, this amounts to 30 Blades, 15 Magic & 5 Arcana, or 20 in Devices, Archery, Stealth, or Unarmed. Note that we gain 5 Relations for Swordplay and lose 5 for Devices. SirG doesn't like Thieves. LadyE can give us +30 to Stealth, 15 Magic & 5 Arcana, or 20 in Devices, Archery, Blades, or Unarmed. We get +5 Relations for picking Stealth. SisG can give us +30 Unarmed, 15 Magic & 5 Arcana, or 20 in Devices, Archery, Blades, or Stealth. We get +5 Relations for Unarmed and -5 for Devices. A can give us +15 to Stealth & Devices, 15 Magic & 5 Arcana, or 20 in Archery, Blades, or Unarmed. We get +5 Relations for the first option. Now we must pick our 1st Class Level. Note that this is the only time our Mentor-specific Classes (Squire, Assassin, Monk, Bard) will be offered. If you don't get them here, they will not be available in the future. Here are the possibilities, prerequsites for success, and bonuses for each Class- Squire- Requires 55 Relations with Mentor SirG. +15 Blades. +10 Archery, Strength, Endurance, Charm. +5 SirG Relations. Gain a Sword (if you didn't already have one) &175 Gold. Assassin- Requires 55 Relations with Mentor LadyE.+15 Stealth. +10 Blades, Devices, Agility, Nature. +5 LadyE Relations. Gain a Dagger & 140 Gold. Monk- Requires 55 Relations with Mentor SisG. +20 Religion & Unarmed. +10 Perception, History. +5 SisG Relations. Gain 130 Gold. Bard- Requires 55 Relations with Mentor A. +5 to Blades & Archery. + 10 to Arcana & History. +15 to Charm & Agility. +10 A Relations. Gain a Lute (if you didn't already have one) & 140 Gold, or 190 Gold if you already had a Lute. Priest- Requires 20 Religion, but any character that hasn't hacked the game stats negatively should have that. +5 Blades, +20 Religion, +15 Magic, +10 Arcana & History. Gain a Holy Symbol (if you didn't already have one and you can pick the deity now as above, keep in mind if they are Good or Evil) & 140 Gold. Thief- Requires 25 Agility. +25 Devices, +15 Agility & Stealth. Gain 190 Gold. You will need good training in combat from outside the class levels to operate as a Thief. Guard- Requires 30 Strength. +20 Endurance, +10 Blades, Strength, Geography. Gain 175 Gold. Scribe- Requires 30 Arcana. +15 Arcana, Geography, History. Gain 180 Gold. Again, you want combat training from outside the Class Levels. This is not a Sage Level, you should only do it if you need Arcana for Sage or Wizard later. Hunter- Requires 20 Nature, but again, any character should start with that. +15 Archery. +20 Nature. +10 Endurance, Perception, Geography. Gain 140 Gold. This Class will help build Archer, Druid, or Ranger characters later if you want to be one of those. Thug- Requires 30 Strength. +15 Strength. + 5 Agility. +10 Endurance, also +10 Blades or Unarmed (depends on whether you have a Sword). Gain 220 Gold. Your first Class Level here determines a lot of what you can do later. I usually operate as a Guard for Blades, a Hunter for Archery, or a Squire if I am interested in both. Priests have the best Magic bonus at this point, and Monks the best Unarmed. Thieves Thugs, Bards, and Assassins I get if interested in doing a playthru as that Class for their special bonuses and side events. Scribe I only get if I want extra Knowledge later- combat bonuses are usually far more valuable early game. After picking Class Level, we meet our eventual Archer ally, Karl/Karla (later K). Pick the character's gender as we did for P or G earlier. K can be a slightly more serious Romance, but still won't go very far with us. Also note that you can miss out on a high early Charm bonus if you try to Romance K, and breaking up with them (thus getting low Relations) risks denying you their in-game bonuses. At least your Relations with them start at 60, same as P or G. After we meet K, we can ask them about their special project- the Infinity Arrow- as a free option for +3 Relations. This helps unlock a possible end- game sidequest to acquire a one-shot never-miss Arrow in Lost Heir 2. We can also ask about the Infinity Arrow later if we decide to hang out with them on their night off- which we must do for several bonuses here, including the possible Charm and Romance noted in the above paragraph. If you are not interested in this, just choose "stick to business". That misses out on a lot of stuff, though. You need to ask about the Infinity Arrow to unlock K's special sidequest later (and it requires 70 Relations to further unlock later, so you may want extra from hanging out). Now we get our first shopping opportunity. K sells us a sleeping roll, flint & tinder (for starting fires), a water skin, and a backpack for free. We then have the Gold from our first Class Level to spend on other stuff. We get some more stuff to buy later, but not much. What you should buy depends on your character. Notes in below paragraphs- Weapons- If you have a high Blades Stat and no Sword, make sure you get one here to defend yourself (30 Gold). Same for the Bow (40 Gold) if you have high Archery- you need a Bow to use that. The Dagger (15 Gold) is a special weapon that works better than a Sword in close quarters and can be thrown at short range. Definitely grab one to supplement your Sword if you have Blades Skill- there are many hidden bonuses to having a Dagger. K will remind you to get a Dagger or a Sword if you try to leave without one (you still can leave- Magic, Unarmed, and Archery can cover you in various scenes- but this offers another chance if you forget). Equipment- A Lute (50 Gold) is most useful to a Bard, who should already have one. There are a couple hidden uses for the item, though (see below). Definitely grab the Lantern (15 Gold) if you lack 20 Magic, you'll need it for light in a couple places. The Rope (15 Gold) is also very useful. It provides aid to climbing and trap-building. Then again, if your character lacks Devices or has excess Agility, you may want to save some money. Don't bother buying the Hammer & Spikes (20 Gold), its only use is to cheat you out of an artifact later when you think it might help you avoid trouble- it's actually not needed for that. Look to the Kobold Pit scene below. You can also buy a Sleeping Roll here (5 Gold) if you lose your first one (it can happen). Thieves Guild- The Thief Harness (80 Gold) is an expensive climbing aid. You definitely want it if you're playing a Thief or Assassin- it lets you automatically pass some Agility Stat Checks without compromising the rewards and provides hidden bonuses too. You can hold off till a later shopping trip, though, if you want. The Rope is just as good sometimes, and they are seperate items. Definitely get the Lockpicks (60 Gold) if you are playing a Thief and don't already have them. You want these to practice your Devices Skill. The Spellbook (55 Gold) is needed to unlock Wizard Levels later- get this if you plan on playing a Wizard at some point and don't already have a Spellbook. You can wait till Act 4, though, if you wish. Temple- The Holy Water (40 Gold) is a largely useless item, like the Hammer & Spikes. There is one possible quest in the next game where it will help you, though. A Holy Symbol (25 Gold) can also be purchased here if you don't have one from a Priest Level. They are useless outside that in Lost Heir 1, but there are special uses in Lost Heir 2 if you want to wait. Remember, Priests get these free. "Donate Gold to the Needy" allows you to get Good points for charity- 1 Good for 10 Gold, 3 for 25, 5 for 50, 10 for 100, 15 for 200, 20 for 350, 30 for 500. Remember to donate in increments for best results. Just about all the items you can buy can be acquired for free later in various ways. Think about what your character might need, get what you can (read ahead if you like), and then choose "done shopping" to proceed. Remember- whatever Gold you spend here you'll never get back, so make sure it's spent wisely. New stores will open later. I'll cover them at the appopriate time. If you chose to spend time with K after shopping, you will begin doing so afterwards. Take their hand if you want to start a Romance (free action), but be careful to avoid that if you prefer to just be friends with the character. Their -40 Relation penalty for a breakup can come up unexpected and is hard to recover. Go out of town with K first for maximum stat gain, you can visit the Tavern later but once you go there, the night ends. Outside of town, always pick "Ready to Practice?" first. This will give you +3 Relations and the chance to get a Stat bonus from training with K (+5 to Archery, + 3 to Blades or Unarmed, or +3 to Magic if you have a Spellbook). After that, you can start an argument with K to end the night ("Tomorrow's pretty easy for you...") but all that gives you is a dialogue tree and -5 or -15 Relations penalties if you get mad at K (although keeping it positive allows you to still go to the Tavern or start kissing K at a couple points). Instead, kiss them if you are starting a Romance or if not, head on to the Tavern. If you are Romancing K here, kiss them (+5 Relations) and keep it up to build your Relations, but be sure to avoid invoking their shyness with attempts to remove clothing. You get a -5 Relations penalty and one warning if you try, then a breakup and end to the evening if you continue despite their protests. If you keep up the kissing without trying to remove clothing, you'll get an additional +5 Relations and a dialogue tree. Say you'll be true here for +15 Relations or buy a Ring for 20 Gold (+25 Relations). "Just be friends" is a let-down-easy breakup option that costs 20 Relations and ends the night. "See what the future holds" gets nothing. After this decision, as long as it wasn't negative, you can choose to keep kissing K until you go home for extra +15 Relations & +3 Charm, sit and talk for the rest of the night (nada), or go to the Tavern. If you go to the Tavern (note that you can't do this without K sadly), you start the dinner by ordering drinks. You can also take out your Lute here and play it for 50 Gold, but that ends the evening immediately. At the next choice, you are waited on by a handsome male server (if you only like males) or a pretty female server (otherwise). Order a Meal for +3 K Relations and more drinks for +5 (asking the server their name moves the scene ahead, but skips past the chance to order drinks for the bonus). You then get a Choice to talk to the server (leads to Charm bonus), or talk to K (leads to bonus K Relations, Romance). Talking to the server will cause them to sit down with you, but note that this makes K nervous. Flirt with the server at the next option and K leaves (this counts as a breakup at -40 Relations if you started a Romance). You can then suggest the server come home with you for a one night stand (needs 30 Charm, +10 Charm if successful!), or just keep flirting with them for +3 Charm. Trying to set K up with the server won't work and ends the evening without further bonuses. Talking to K makes the server leave, but you can get +5 K Relations and another chance to kiss them if starting a Romance. You can also argue with K and break up here to go for the server (full -40 penalty), otherwise they're gone. Ordering drinks at any of the above choices is just flavor, although it does affect some bonus dialogue here and there. If you want to continue the K Romance here, talk to them over the server, then take their hands into your own and ask them to spend the night with you. If you have less than 40 Charm or 80 K Relations, you get a breakup for -10 Relations. If you pass that check, though, you get reminded of K's modesty and an additional dialogue tree. Continuing to press them to sleep with you prompts a breakup. Same if you try to leave them for the server here. But you can just settle down and ask them to be your boy/girlfriend. This gets you +15 Relations & +3 Charm before the evening ends with the Romance in play. However the evening ends, you wake up the next morning alone and head out to start your day, then see your foster parent. They first give you back the Demon Stones you took from Zusak. Any option here gets you +3 Arcana, but #2 also incurs a -5 Mentor Relations penalty. The third option you might see with 30 Arcana is hidden, but provides the same bonus as #1. When your Mentor asks you not to use the stones, pick #1 for +3 Relations & +1 Good, #2 for -3 Relations & +1 Evil, or #3 to stay neutral. This does not affect the later decision to actually Summon Demons or not. After that, you get several free options to ask your Mentor about the game's bad guys and why they killed your parents. Get whatever plot info you need, then move forward. How you say goodbye to your foster parent is big here. You get +15 Relations if you hug them, +10 for thanking them, and -20 for saying nothing. Asking for money is -10 Relations and only worth a little Gold (50 from A, 30 from SirG, 20 from LadyE, 10 from SisG), not really worth it IMO. Keep in mind there is a chance to train with your Mentor again later for which you will need high Relations (see Act 6). Negatives here are pretty much impossible to recover without game hacking. Next scene is the Adventurers' Guild. You quickly find out all the jobs are taken. However, you also meet a large warrior named Theo (male) or Thea (female). They are a possible Romance, otherwise gender is irrelevant same as with the other eventual companions. If you pass a 30 Perception check here, you can see they have a plan to get a job. Follow them for +3 Perception, and you get some additional dialogue. You can get +3 Relations with Theo/Thea (T) here if you compliment them with Option 1 or -3 if you pick Option 2. Then you get hired by the same client as the scene plays out and you proceed to the next Act. If you failed the above Perception Check, or choose not to follow T, it is possible to get the same job in several other ways. Struggle to see the board, and you'll meet a young would-be Adventurer who has a job in hand but isn't sure about it. You can give him 10 Gold to give you the job instead, talk him into doing so for free (needs 30 Charm to be possible, awards +3 Charm), or threaten him (+2 Evil, then you need 35 Strength or 30 Unarmed to stand your ground- this gets +3 Unarmed if you succeed, or bounces you back to previous options if you fail. You can also ready your Sword if you have one for free +3 Blades- he has no weapon, so this succeeds automatically). Offering to do the job half price hurts later earnings and should be a last resort. When you have the job (yes, it's plot mandatory), you proceed to the next scene. The job is to escort a large herd of Sheep from Elmvale to the city of Ludd during the next several weeks of game time. T and 4 other young Guards are with you, along with a farmer named Master Jett who is going to sell the sheep and pay everyone at the end. The job pays 100 Gold (50 if half price), but you can get up to 150 Gold in bonus award if you keep the Sheep safe during the trip (see below). In Ludd, you'll meet the rest of your future Adventuring Companions and get your next Class Level. Of course, you have to get through the journey first. At the start, you can introduce yourself to T for +3 Relations. You can also flirt with them ("you're a whole lotta man/woman")- but keep in mind this will incur a -5 Relations penalty if you lack 40 Strength & 40 Endurance. If you have the requisite stats, you get +5 Relations for that instead. This will also start a partial Romance with T. Doing nothing gets you nothing. After you meet T (Master Jett introduces them if you said nothing), you get a goodbye scene with your foster parent and K taking various actions depending on your Relations with them. This is also the end of the free game demo if you are playing that. If you have the full version, continue below. Act 3- Sheep Escort The next scene offers several Options for helping the Sheep in special ways during the trip. Failing any check here or doing nothing will cost you 50 points off the Sheep Herd's Health (starts at 5000) due to natural predators. The Options to avoid this are- Cast Magic wards (needs 40 Magic), give a rousing speech (needs 45 Charm), take extra shifts to protect the sheep (needs 40 Endurance), set up rope and bell tripwire alarms (needs 30 Devices), and pick campsites away from predators (needs 40 Nature). Succeeding at any of these checks gets you +3 to the relevant Stat and preserves Sheep Health. You can also invoke a Bard power and soothe the Sheep with song (Option appears if you have a Lute, but it needs a Bard Level to work), this gets you a free +3 Magic. Priests, Good or Evil, can also ask their patron Gods to watch over the Sheep (free +3 Religion). After tending the herd, you have several free actions to try before continuing. First, you can ask T about their past. This earns you +3 T Relations, also +3 Geography if you pass a 30 Geography check. Fail the check, you just get the Relations. You can also Romance T some here if you are attracted to them. Putting your hand on their leg invokes a check of 50 Charm or 40 Strength- passing this earns you +5 T Relations & +3 Charm. You get a -5 T Relations penalty if you fail. Asking T to share your tent has them tell you it won't happen this trip, but if you can pass a 65 Relations check (possible if you've been collecting bonuses, T Relations start at 50 and you can have up to 66 if you passed the earlier Perception Check and flirted successfully) and then a 40 Strength check, you can get +10 Relations (-10 if you fail the first check, - 20 for the second). Succeeding at either of these actions starts a Romance. Giving T Flowers seems like it would also do that, but in fact does nothing because their character's not really into flowers. It is a funny scene, though.
Attempting Theft here will get you a free +3 Stealth and +3 Evil. You can
also earn 50 Gold if you have 30 Stealth.
When you are ready, select the "Go to Bed" Option to move on. The next
decison is whether or not you want to practice Demon Summoning by using the
Stones you took from Zusak. Keep in mind this is not necessary to complete
the Lost Heir games and while it does unlock some special Options for various
situations and bonus story content, it can also go poorly if you lack high
Willpower (to control Demons) and Arcana (to properly read their names off
the Demon Stones). I will mention where Demons can help you, but keep in mind
exercising your own Stats is often a better Option if you can pass the
checks. You get no Stat bonuses for invoking a Demon's help. If you are not
interested in Summoning Demons, say you will not use the Stones (this awards
you an Artifact later along with some bonus Mentor Relations) and skip the
next 5 paragraphs. Or you can risk it, your choice.
If you decide you will learn to Summon Demons, the action in and of itself is
not Good or Evil. It can be dangerous, though, as you may soon learn. You
start with 4 Demon Stones. The first is a strange Stone that does not appear
to be working. You will not find out anything about its powers until the next
game, and stopping the Demon inside it is the major plot of Lost Heir 3.
Until you get there, though, you will have to be content with the other three
Stones you also took from Zusak. Your starting 20 Arcana is enough to know
the name on one of them, 30 Arcana will get you the second, and 40 the third.
The first Stone's Demon is Xi'atta- he requires 20 Arcana to know his name
and 35 Willpower to fully master. 30 Willpower is the max possible at this
time, and the game script is set up to prevent cheating if you are hacking
that Stat. Your starting 20 Willpower is still enough to command Xi'atta- he
just won't do everything you ask of him. Xi'atta is an Ice Demon- he can
freeze objects and command cold. Sadly, he is weak in combat and useless
outside his specialty.
The second Demon, Brahl, is very powerful and can be used to settle any
combat Stat Check once you master him. However, that takes 50 Willpower,
which won't be possible for a while. Summoning Brahl before you get there is
always dangerous- here it costs you -3 Sheep Health. That may seem negligible
now, but it means a good bit of Gold later. So be careful! You may want to
avoid Summoning Brahl until later in the game. And no, "commanding him to
obey" does not help. :) In addition, more difficult fights in later games
will require 60 or even 70 Willpower to invoke help from Brahl. And wasting
time Summoning Demons who won't help may get you hurt.
The third Demon, Zon'ch, can be commanded at 30 Willpower. You need 40 Arcana
to read his Stone, though- "random magic syllables" puts the Demon in charge.
Zon'ch is a Wind Demon and can create powerful breezes to blow things around.
He becomes useful later. Failing to master him here will cost you -47 Gold
(or all your Gold if you have less than that). If you have less than 30
Willpower, you best wait to Summon Zon'ch.
Summoning here gets you +5 Willpower after the Demon intro scenes. Your best
plan is to Summon Xi'atta first and master him. Then, if you have 30
Willpower and 40 Arcana (see previous Acts for how to get this), Summon and
master Zon'ch as well. Avoid Brahl unless and until you get more than 50
Willpower. You'll get more Willpower as you continue to practice Demon
Summoning at various prompts. I'll mention them below. Put the Stones away
once you are done to advance. Or just choose to forever avoid Demon
Summoning, that is safer in many ways. You can't reverse your decision later,
though- keep that in mind.
After your experiences Demon Summoning (or decision to avoid it), you move on
to a Morality decision with a crying shepherd girl who's lost her cloak. Give
her a blanket to replace it (+3 Good), or tell her to stop whining like a
baby (+3 Evil). Getting the cloak back for her will net you +15 Good, but it
also gives your character a terrible illness with several penalties (-2 to
Strength, Agility, & Endurance, also -5 T Relations). For most characters, I
advise against that Option.
The next scene puts you in combat with a large Troll that attacks the Sheep.
You need 30 Perception to spot it as it approaches, otherwise you
automatically lose -100 Sheep Health.
T and the other 4 Guards will help you in the fight that now begins- T will
kill the Troll eventually if you don't, but the 4 unnamed Guards (let's call
them redshirts) will die here if you don't protect them. You need to wound
the Troll on the first round by passing a Stat check of 30 Blades (Sword
required), 40 Blades (with Dagger), 30 Unarmed, 40 Magic, or 20 Archery to
avoid losing a redshirt (and 20 Health if you failed the Unarmed check). You
can't use Blades without a Sword or Dagger, or Archery without a Bow. The
Dagger takes 40 Blades to use, you are better off with the Sword since that
check is lower and the bonuses are even. Unarmed is only dangerous if you
fail.
There are also a few special Options here. If you have a Lantern, you can
light it here in preparation to smash it for a quick fire next turn, invoking
the Troll's weakness- however, doing that will destroy your Lantern, which is
needed in later encounters. It also costs you a redshirt.
Watching the fight costs a redshirt straight up. Bards or Priests can inspire
the redshirts to fight better, this wounds the Troll and avoids damage. You
can also Summon Xi'atta and tell it to attack, but this will fail and you
take -20 Health damage. A cold blast will do nothing. Telling Xi'atta to put
ice on the ground instead is better- this wounds the Troll and moves things
forward. You need 30 Willpower for that, however. No other Demons can help
here. Running away is also possible, but that will cost you -20 T Relations
and give you big losses from this encounter- all 4 redshirts die, and you
lose a lot of Sheep. After wounding the Troll (hopefully), you move on to
Round 2 of the battle.
Now you need to make a decision- either help keep the Sheep from running
(this preserves your Gold for later, but gives you bad T Relations), or stay
and fight. If you stay and fight, you must either kill the Troll or set
things up so T can kill it. T warns you this will require a fire. You get +3
Arcana for passing a hidden 40 Arcana check to know he's right (less than 40
Arcana, you get nothing). You can create a fire with 40 Nature (+3 Nature for
passing) or 20 Magic (+2 Magic if you pass) or by destroying your Lantern if
you lit it last round. Failing the checks costs 2 Redshirts, even though a
fire is still created eventually. You can also throw your Lantern directly at
the Troll to damage it and create a fire that way, but this still destroys
your Lantern.
Immobilizing the Troll is what you want to do if you wish for minimal Sheep
loss here- however, it takes one of the following- a Sword & 50 Blades, 50
Magic, 30 Archery, or 40 Unarmed. Failing any of these checks means you fall
unconscious and miss out on the encounter. A Sword alone can also keep the
Troll occupied but not kill it if you have 20 Blades (you will lose -40
Health and a redshirt). The same is true of a Bow & 20 Archery. T builds a
fire if you try either of these. Note that your lesser Bow or Sword attack
does 50 damage to the Troll however, even if it doesn't immobilize it,
enabling you to kill it next round if you can. Magic or Unarmed, you need to
pass the full check. You also need to pass the full check to get a +3 Stat
bonus here. You will lose all 4 redshirts and pass out if you fail the
checks. Summoning Demons is no longer a possibility now, or anything else
special.
If you don't immobilize the Troll on the above round, you will now face a 3rd
round where you must set it on fire for 50 damage. Setting it on fire
requires 35 Agility to throw a torch, 35 Strength to push the Troll, or 20
Stealth to trip it. Success gets you +3 to the Stat used. Failure means -20
Health damage. Don't kill the Troll with your attack here, and T kills the
Troll instead of you. You can let T kill the Troll, but that will cost two
redshirts, so it is not recommended. Falling unconscious here means you wake
up next scene with 10 Health.
After the battle, you will assess the damage. If any redshirts died, a
Priest can get +3 Religion and +3 Good/Evil by praying for their souls. You
then lose some Sheep automatically if you stayed to fight the Troll (-100 +
an additional -150 for each redshirt that got killed, up to -700 total). T
will also award you +5 Relations if you helped him kill the Troll (if you
fell unconscious in the fight or didn't take off all the Troll's Health or
helped gather Sheep instead, you get -10 T Relations). Meanwhile T found a
Plot Box on the Troll's corpse. Your character knows a lot about it and will
tell T what they know. You can try to open the Box if you like, you need
Lockpicks and 30 Devices to succeed. Opening it is not necessary- it just
earns extra rewards.
Success nets numerous bonuses- +3 Devices, +5 T Relations, and you save 50
Gold later. You also find the game's first Mystic Artifact inside the Box-
the Gloves of Archery. This awards +20 Archery. You can tell T what the
Gloves are for +3 Good or lie to him for +3 Evil, he lets you keep the Gloves
either way. If you don't open the Box here, T will get it open later, but of
course that way you miss the rewards.
Following this mandatory plot is an encounter with a group of Kobold bandits
trapping the Sheep in a spiked pit. You can check it out with T, investigate
alone, or ignore it (-100 Sheep). If you were wounded last fight, you'll
regain +30 Health before the encounter.
The first obstacle in the encounter is the Kobold Pit itself. You need 30
Devices or 30 Perception to avoid falling into it (-40 Health), no bonus if
you avoid it. If you do see the pit first, you save T from injury (no
Relations bonus for this unfortunately) and have the chance to avoid it
yourself. You can leave the Pit at this point (-2 Sheep) or descend. You'll
take -40 damage if you try to descend into the pit lacking 40 Agility (you
can also use a Rope or Thief Harness to avoid this damage, but it's not
enough to knock you out as long as you survived the Troll, so keep that in
mind if you want to save money). T does not get injured climbing down as long
as they are aware of the Pit (they must have 40 Agility but not 30
Perception).
If you and T do fall into the pit and you survive, there are some hidden
benefits. T will be knocked out in the fall, and you can search them to steal
75 Gold (this also nets you +3 Evil). You can attempt to heal them with Magic
too, earning free +3 Religion. If you have a Priest Level, this succeeds and
you get +5 T Relations, plus you wake them up. It is also possible to steal
their Gold first if you are an Evil Priest who didn't see the pit, and they
never know you did it. Bandage their leg to continue if you do wake up beside
T- having them up and healthy has some benefits though (see below).
You now have a choice to climb out of the Pit with the Sheep (no further
Sheep damage), or search for whatever creature made the trap. Search, and you
automatically find a secret door. There are three hostile Kobolds on the
other side, so you get a choice of how to open the door or not. T, if present
and conscious, can deal with the problem automatically alone, killing all
three Kobolds at the expense of getting knocked out, possibly for the second
time. You can also support T with Archery, earning +3 Archery if you pass a
30 Archery test. Or you can just seal the door shut with a Hammer & Spikes,
but this denies you further rewards here.
If you open the door yourself, you will release the three Kobolds upon doing
so. Throwing your Dagger at the first is possible for free +3 Blades, but
then the other two will knock you out if you don't have T with you to help
beat them. This also costs you your Dagger (game bug here, you don't get it
back even though the text says you do).
To beat the Kobolds yourself, you need to pass one of several Stat checks. If
you have a Sword and 50 Blades (-50 Health damage if fail, +3 Blades for
success), that's one. Another is Magic (45 Magic check, +3 Magic for success,
knockout if fail). Archery can be used with 35 Archery (+3 Archery for
success, but -50 Health; again failure means knockout). You can also use your
hands (pass 40 Unarmed, +3 Unarmed but -25 Health), but if you fail this
check, you take an additional -50 Health damage and only survive if T is
present and conscious. It is also possible to trap the door and then wait
(passing 50 Devices Stat Check means +3 Devices and all Kobolds dead, but you
will need to try something else if you fail the check). No Demons are
helpful.
If the Kobolds win the above encounter, you lose -100 Sheep Health here, same
as if you ignored their Pit. You then wake up with 10 Health for the next
scene. Victory means you can search the Kobolds' Lair. In a CYOA cliche, it
is dark and you will be knocked out automatically if you attempt a search
without light (you can either use a Lantern if you have one, or pass a 20
Magic check and get +2 Magic to avoid this). There is one more Kobold inside
the lair- to claim its treasure you must use a Sword or Dagger (automatic +3
Blades either way), 30 Unarmed (+3 Unarmed for success, otherwise it
escapes), 30 Magic (again +3 for success, failure means it escapes), or 30
Agility (+3 if success, -50 Health and enemy escape if fail). Speaking to the
Kobold provides +3 Charm but no treasure and escaping means nothing. No
Demons can be used.
The treasure from defeating the 4th Kobold- their Leader- is another Mystic
Artifact called the Necklace of Nature- this gives you +20 Nature if you get
it, enabling you to become a Druid, Ranger, or Nature Guide in Ludd once you
arrive there if you didn't already have 30 Nature. It can also be sold at a
couple points.
After finishing the Kobold Pit side quest, you get +30 Health if you've lost
any and now face the final choice of the Sheep Escort before you are paid for
it. You can either continue on and earn 100 Gold (+50-150 Bonus Gold, bonus
levels are 150 at 5000 Sheep Health, 125 at 4951, 100 at 4851, 75 at 4751, 50
at 4601, 30 at 4451, and 10 at 4351, less means no bonus) along with +10 T
Relations, or you can double-cross and kill Master Jett (you then steal his
Sheep and sell them for a straight 250 Gold and +30 Evil).
Doing the latter may earn more money now (and you can get +3 Religion free if
you have an Evil Holy Symbol), but there are several long term consequences.
First you will need to corrupt T to help you- this actually has no Relations
check involved, you just think it might because of how the game gives you the
Option. Second, you will miss out on possible bonus Army Food in the next
game if you kill Master Jett (the replacement is possible bonus Citizen
Fear).
If you want to kill Jett, you'll get two chances to back out before doing it
(back out with insult at the second chance to incur -5 T Relations) and earn
+15 T Relations if you choose to proceed at both chances. You then earn your
Evil and the full 250 Gold as above. Or you can just give up on the plan in
the normal way and proceed with the above earnings. You then arrive in Ludd.
To review, if you want to finish this quest with No Sheep Loss, you need 30
Perception (to spot the Troll before it attacks and avoid the pit) and some
way of avoiding the loss to natural predators at the beginning (40
Magic/Endurance/Nature, 30 Devices, 45 Charm, or a Priest/Bard Level). You
also need to climb down the Kobold Pit and not Summon Brahl. You will have to
put up with some T Relations loss- watch him fight or injure the Troll first
round, then run to help round up the Sheep on the second round while all the
Guards die, and possibly Health loss at the Kobold Pit if you lack a Rope or
40 Agility. I usually kill the Troll for badass points and cut my losses (not
helping T with it also incurs some penalties later), or survive with my Stats
as best I can. You can see examples of this in the Playthrus below. I don't
go through with killing Master Jett unless I am playing Evil and don't mind
the long term consequences (sparing him means possible bonus Army Food in
Lost Heir 2, killing him gives possible bonus Citizen Fear).
After resolving the quest and getting paid, you finally reach Ludd. Stop by
the Temple first if you like- you can pick up an automatic +2 Religion and +2
Good or Evil if you pray here (it counts whichever Gods you pray to first, no
bonus for both). You can also take a No Thieving Vow if you have 50 Good and
no Thief Levels- this earns you +10 Good but will lock out Thief Levels and
Options to steal for the remainder of the game. It's useful for amassing
Good, but not necessary unless you want to save some money for a Good reward
later (look for Suno in Act 6). Donating Gold here will give bonus Good (+30
for 500, +20 for 350, +15 for 200, +10 for 100, +5 for 50, +3 for 10) at
higher levels than usual. Do all you like in the Temple, then 'Continue on
your way' and join T in the local tavern to start Act 4.
Act 4- Ludd
T will talk to you about the next main quest on your radar- exploring the
Som'Reth Ruins which are referenced by the Plot Box found on the Troll last
Act. Note that T treats your character slightly different here based on
whether you helped them kill the Troll or helped Jett gather the Sheep when
they scattered. T will offer you the choice to be his partner on financing
the expedition either way- saying yes costs Gold but gets you an Artifact
later that is well worth it. Unfortunately, you must pay the money now (you
can ask T for a few days if they are disappointed in you, but they won't say
yes). It's a total of 145 Gold, plus 50 more if you could not get the Box
open. T will comp you 25 Gold of this if you helped him kill the Troll- the
game does not tell you this, but on repeated playthrus you may notice the
different amounts. Say yes to partnership if you want a chance at another
Mystic Artifact in the next Act and +5 T Relations now, otherwise say no.
Partner or not, you will then automatically have to pay 20 Gold for lodging
in Ludd during the next few months of game time. T will loan you this Gold if
you don't have it, they just deduct it from your reward after the next main
quest. You now rest and regain Full Health. The next choice is to pick
another Class Level with the original 6 Classes and 5 new Classes open, plus
your Mentor's bonus Class if you picked it earlier. You can shop here too
(get a Spellbook if you want to try being a Wizard here). I'll cover the new
Store, then the available Class Levels.
The new Store is the Stables, which provides Horses at high cost. The game
will tell you to get one for the next quest, but it is actually not
necessary. T will provide you a free Mule if you don't buy a Horse. You can
also walk for Endurance bonuses. If you do want to buy a Horse, there are 5
Levels of them- the first one costs 50 Gold, the second 75, the third 150,
fourth 300, and fifth 500 Gold. You can probably only afford the lower level
Mounts at this point, especially if you became Partners with T or fared
poorly in the Sheep Escort. I recommend taking advantage of the Mule you will
get later to save Gold- a Horse is not really helpful until Lost Heir 2. A
Squire will also be getting a free Horse later that is Level 3 now and
becomes Level 5 in the next game (see below). If you buy a Horse now, you can
also sell it later for around half the Gold cost, possibly as a trade-in.
After exploring the Stores, you can now pick your second Class Level. Here
are all the bonuses and requirements-
Squire- Requires 1 Squire Level. Blades +10, gain 50 Gold. Not much incentive
to keep on this path, Squire is a Class that gets abandoned for its
replacement (Knight) in later games. I recommend going Ranger for Archery or
Wizard for Magic at this point if you have the requirements. You can also do
Priest to get on the Paladin path (can be completed in Lost Heir 2). The game
checks your Morality if you attempt a second Squire Level, characters with
less than 40 Good are reminded Knights are supposed to follow a code of
chivalry. With less than 40 Good, you may need to atone for past misdeeds to
become a Knight, or decieve the Knighthood somehow (this plays out in the
second game). You can change Classes at this prompt and still keep the
benefits of being a Squire for this (the free Horse side event later in Ludd)
and the second game (the chance to get Knighted). It's your choice.
Assassin- Requires 1 Assassin Level. Perception, Stealth, Blades, Nature +10.
Assassins can benefit greatly from multi-classing, but you need 5 Levels of
the base Class for the final Assassin side quest in LH3. Up to you what to
do. Note that you don't earn Gold for an Assassin Level, but there is a
contract side quest you can take later in Ludd if you have such a Level (see
below) and more you can get later. Other than the final side quest, it
doesn't matter if you multi-class or not for these side-quests.
Monk- Requires 1 Monk Level. Agility & Unarmed +10, Religion +5, gain 10
Gold. There are great special Monk abilities in the later Lost Heir games for
which you'll need up to 5 Monk Levels (5 Class Levels total are available,
plus 1 additional for Knights). Multi-classing is also good- Monk is a great
foundation for bonus physical Stats and early Unarmed Skill before you
transfer to Druid/Wizard for Magic (Renata's playthru later will show this
off). You will want at least 2 Monk Levels for the best physical Attributes
(Strength, Endurance, Perception, Agility) and at least 2 Levels of your
other class for special abilities if you do this.
Bard- Requires 1 Bard Level. +5 Arcana, History, Magic, gain 45 Gold. Bards
benefit very well from multi-classing, and you only need 2 Levels of Bard for
the bonus abilities of the Class. I recommend getting the second one in Lost
Heir 2 and multi-classing here for a Class that better builds your combat
ability (Wizard/Druid for Magic, Guard/Thug for Blades, Thug for Unarmed,
Ranger for Archery, Thief for Devices/Stealth). Bards can get under-powered
over time.
Priest- Again, requires 20 Religion. If this is your second Level of Priest,
you get Religion +20, Perception & Magic +10, gain 20 Gold. First Level, you
get Religion +20; History, Magic and Arcana +10, gain 40 Gold and Holy Symbol
(if you didn't already have one, you can pick the Deity here).
The game will check your Morality before you can take a second Priest Level
here. If you have less than 50 Good or Evil (depending on any pre-existing
Priest Levels), the game warns you your God is displeased. You can either
switch to the other alignment of Priest (no penalty), or Leave the Priesthood
(lose all Priest Levels, but you can pick another Class instead). If you pass
this check as a 1st level Priest, you can take another Priest Level (gain
above bonuses) or become a new Class- Cleric.
Cleric- Clerics are Warriors in the service of a God. They get stat bonuses
for Blades and Archery instead of Magic. Their spellcasting powers are
limited in the future, but there is a decent trade off. Requires 1 Priest
Level. +10 Religion, +20 Blades, Gain 20 Gold and Sword (if you didn't
already have one).
Clerics still get the side quests for Priests in this and later games. You
won't have as strong healing as Priests do, but you can still repel or
command undead. You will need at least one Cleric Level, now or in Lost Heir
2, to become a Paladin later.
Thief- If you don't have a Thief Level already, becoming a Thief here
requires 25 Agility and that you did not take a "no thieving" vow at the
Temple when you arrived in Ludd. You will also be warned Thief and Good
Priest or Squire Levels don't mix well on Morality if you are a Squire or
Good Priest (it's still allowed, though, just pick one of the flavor
responses instead of backing out). First Thief Level gets Devices +15,
Stealth & Agility +10, gain 45 Gold. Second gets Devices, Perception, Stealth
+10, Blades +5, gain 45 Gold.
Multiclassing works well to improve Thieves' combat stats. You can also gain
good benefits from staying on the Thief path to its end (the combat bonuses
improve in Lost Heir 2). Only 1 Thief Level is required for the side quests.
Guard- Requires 30 Strength without a pre-existing Guard Level. First Level
gets you Perception, Strength, Endurance, Geography, Blades +10, gain a Sword
(if you didn't already have one) and 40 Gold. Second Level gets you Blades &
Archery +10, Endurance & Strength +5, gain a Sword (if you didn't already
have one) and 40 Gold. Guard is probably the best combat Class for Blades
outside Squire, the Endurance bonuses are also nice. If you are interested in
the Lost Heir military Prestige Class War Master, it requires 2 Levels of
Guard along with 45 History and Geography. I recommend taking a Sage Level
now or later, or having pre-existing Academic studies from Act 1 and getting
Jowal's books later (see Act 6) for this.
Librarian (Sage)- Requires 40 Arcana. This is a full Sage Level, not a
Scribe. Arcana +10, History & Geography +15, Religion +5, gain 40 Gold. Sage
is a Class you want for the Knowledge bonuses and other side benefits (see
Act 9 for one in this game, more come in later games). Multi-Classing for
combat training is highly recommended.
Thug- Requires 30 Strength without a pre-existing Thug Level. You are warned
this Class doesn't mesh with Squire or Good Priest well, but is still allowed
(same as with Thief, see above). Strength +10, Blades or Unarmed +10 (depends
on if you have a Sword), gain 50 Gold. Thug is the best Class for Unarmed
characters outside Monk. The side benefits of threats and dirty tricks are
also pretty good (they come later), as is the large Gold gain from the Class.
Multi-Class for other Stats- Thugs can lean heavily towards Strength and
Blades or Unarmed, thus becoming one trick ponies later.
Wizard- Requires 40 Arcana and a spellbook (you can buy one before attempting
to take the Class). Arcana +10 & Magic +15, gain 10 Gold. This is a new Class
available in Ludd. It has many side benefits, the first of which is a
discount on buying a Horse at the shopping trip before you leave Ludd. You
can also build your Magic very effectively later in the game. Be warned that
a party member you'll meet later in Ludd does not like Wizards. Familiars can
be acquired starting in Lost Heir 2.
Nature Guide- Requires 30 Nature. You can get this from the Necklace of
Nature prize from beating the Kobolds in Act 3, playing in the woods in Act
1, or a pre-existing Hunter / Assassin Level. By itself, the Class gives
Nature & Geography +10, gain 75 Gold. But you can also unlock two new Classes
with this option by demonstrating your Magic or Archery to a client and
passing a stat test. Note that if you want to become a Druid or Ranger, you
need to start on the path now. You won't have the chance in later games.
Druid- Requires Nature Guide and 30 Magic. This can come from pre-existing
study, a Priest Level may also help. The game advises you to stay neutral as
a Druid if you have above 60 Good or Evil, but this is actually not necessary
(it was in the author's previous title Life of a Wizard, but it is not in
Lost Heir). Nature +20, Magic +15, gain 30 Gold. Druids have great Magic and
many special abilities at higher levels, just be sure to have a good pre-
existing combat Class for when Magic won't work (Monk and Assassin have
worked well for me). You can get Animal Companions starting in Lost Heir 2
and shapechanging in Lost Heir 3.
Ranger- Requires Nature Guide, Bow, and 20 Archery. It is easy to become a
Thief / Ranger if you have the Gloves of Archery and the right Stats to get
them in Act 3, plus the required Nature. You can also easily become a Squire
/ Ranger with the right pre-existing training. That's a good path to Dragon
Rider in Lost Heir 2 and then Dragon Knight in Lost Heir 3. For this Class,
you get Perception, Stealth, Geography +10; Archery & Nature +20, gain 40
Gold. Ranger is the best Archery Class in the Lost Heir games and has many
other great side benefits, including the Geography & Nature bonuses. You can
get Animal Companions starting in Lost Heir 2.
The bonuses here will improve with the second game's Class Levels. You should
have pretty good stats already. There are long term bonuses to both staying
in the same class and multi-classing, some of which were discussed above.
Demon Summoning- If you are not a Demon Summoner, skip the next two
paragrapghs.
You can also practice some Demon Summoning in Ludd after your second Class
Level, there are some benefits to it here. The game code shows that a Sage
Level can translate any Demon Stones you haven't read already for free, but
Sages should already have the Stats for that anyway with 40 Arcana.
Characters lacking this Arcana previously who get it at their Second Class
Level (with a Priest Level for example), can get +3 Arcana for translating
the Demon Stones on their own (+3 for Brahl now, +3 for Zon'ch later if you
get 40 Arcana). You can also pay a Sage to translate the Stones for you (100
Gold for Zon'ch, 50 for Brahl, 20 for Xi'atta but you should be able to read
his Stone on your own, for 200 Gold you can ask the Sage about the unglowing
Stone but he knows nothing and gives back your money). The latter is
recommended if you want to be a Demon Summoner with low Arcana.
You should have 25-35 Willpower at this point, the game will award you +5
more for Demon Summoning practice here (and block you if you try to cheat and
hack your character to give them more). That means you'll have 20-40
Willpower total. With this, you can Summon and command Xi'atta and Zon'ch (if
you know the latter's name). Make sure you take control of them now if you
want them available later (Zon'ch starts getting bonus uses in the next Act,
and Xi'atta also has one). Brahl still can't be mastered, but you can Summon
him for a free Dagger if you don't already have one. Zon'ch will not yet be
fully under your power even with 40 Willpower, but at least you can command
him.
After acquiring your new Class Level, you again meet T at the Tavern. They
have the Plot Box open now, if you didn't already open it. Responses 1 and 3
are neutral, but 2 is special. Make that response and if T Relations are
above 50, the game checks if T is your attracted gender. Then, if you have at
least 65 T Relations, and you match their preferred Attribute types (40
Strength & 40 Endurance, or 50 Charm), T kisses you! They still kiss you if
you pass the Attributes test, you just lose 10 Relations before they try.
Don't pass the test and you get a special choice to develop further
Relations- Response #1 gets +5 Relations, 2 gives further options, 3 moves
on. With 2, you get more options- #1 starts or maintains a partial Romance.
With #2, you can try kissing T for -10 Relations if you don't match their
type or a warning you needed 70 Relations if you do (the game code has them
accepting your kiss at 70+ Relations, but thanks to pre-existing code at that
level they should already be kissing you). Response #3 moves on with -30 T
Relations (big insult, Romance breakup) and 4 just moves on.
If T isn't your attracted gender, you get +5 bonus Relations points for
automatic response #1 as above. If they do kiss you, you can kiss back (+15
Relations, start full Romance, only partial was possible before now), or push
them away (-20 Relations, Romance breakup). The best way to start a partial
Romance here (and get the Childhood Friend Resume Romance Charm bonus later
if you want it), if you have low Relations, is to give Response 2 twice, then
response 1. Tell Thea you like them, then take it forward or break it off
later as you prefer.
After the kiss (or not) event, T introduces your new adventuring companions.
The first is Jace/Jess, a Magic User (abbreviated to J). Only the first
response gets you positive bonus here (+3 J Relations), #2 is neutral, #3 is
-3 J Relations, and #4 is -3 to both J and T Relations. J is joining the
party no matter what you say, but you can determine how awkward their
presence is. Note that your J Relations start at 40 due to their negative
expectations of you- if you want to be friends with them, get all the bonuses
you can.
After meeting J, the fourth member of your party turns out to be a familiar
face- your childhood friend P, now a Cleric, or G, now a Thief! Your old
friend hugs you upon seeing you. You can hug P or G back for +3 Relations
(also -3 T Relations if full Romance with T and also Romancing P or G but
that's no big deal) or push them away for -10.
Some special events now occur. First, if P is present, they will express
dislike towards J. Support J for +5 J Relations and -5 P Relations, or
Support P for vice versa. Being Neutral gets you no bonuses. If you have G
instead, the conversation moves forward. J leaves at this point.
Next, the game checks if you have 60 T Relations and are not Romancing P or
G. In that case, T asks you out to dinner later- say yes for +3 T Relations,
no for -3 T Relations, or Hell No! for -5 T Relations and Evil +1 (Romance
breakup).
If you are Romancing both P or G and T at this point, T will act somewhat
possessive. You can brush them off with three responses- #1 gets +3 T and -3
P or G Relations, #2 is -5 T Relations but +3 P or G, and #3 is -30 T
Relations and Evil +3 (also a Romance breakup).
T leaves after any of the above situations is resolved. You can now talk to P
or G alone. If they are your attracted gender, you can kiss them here. 65+
Relations means they kiss back, and you get +10 Relations, starting a
potential Romance if you didn't already have one in progress. Doing this also
gets you a special event if you were Romancing T- Lie with Option 2 for +5
Charm bonus (if you pass a 30 Charm test, failure is the same as Option 2) to
keep both Romances going (you will need to break up with at least one
character eventually), or pick Option 2 for -30 P or G Relations (P or G
Romance is still on, but may be hard to achieve).
If you choose not to kiss P or G, or can't because they're not your attracted
gender, you can get +3 Relations for chatting with them here as they ask, or
-5 Relations & +1 Evil for being a jerk. After they leave, you are next faced
with a potential sidequest depending on your Class.
Assassin- The local Assassin Guild gives you a contract if you want one. You
can kill the target in his house (automatic +3 Stealth or Nature depending on
if you use blade or poison, also +5 Evil if you also kill the woman who's
with the target) or stalk him from a dark alley. The latter gives an
automatic +3 to Stealth or Magic if you want to kill him right away. Using a
Demon for distraction is possible if you are a Summoner, but gives no
bonuses. You can also get +3 Archery if you have a bow and kill the target
with it. Following him gets you the option to poison him (automatic +3
Nature) or continue to follow him (another chance to do him in via Stealth,
Magic, Archery, or Demon Summoning). You can also talk to him, then try to
lure him close if you have a Dagger (40 Charm test, +3 bonus if success, this
is the only Stat test involved here, failure means you get another chance at
a different method) or warn him to leave town (+3 Charm, +10 Good, you still
get paid). You can follow him home too. Completing the contract earns 50
Gold, backing out at any point earns nothing.
Squire- You witness a brutal jousting match, and the loser wants to give up
their Horse. You can take this free Mount and keep it (Level 3 Mount, 50 Gold
value, will become Level 5 Mount in the second game if you enter the Knight
Tournament), sell it for 60 Gold, or kill it with dignity (Good +5). Keeping
the Horse is the best long term benefit.
Bard- Accept the first job offer and you get a second one. You can earn 50
Gold if you complete this job as the client requests or nada if you don't.
Thief- You have a chance to heist a rich merchant, but are caught by him and
his thugs. He gives you a chance to work for him instead. Say yes, and you
have the chance to open a safe (needs Lockpicks & 40 Devices), then gain a
strange Flawed Dagger and Devices +3 for success. You can keep this Dagger
(it has special bonuses later) or sell it to the Merchant for 250 Gold. You
can also run away from the merchant, this nets you 75 Gold & +3 Agility if
you have 50 Agility or a Thief Harness (failure means no bonus). Keeping the
Dagger or not opening the safe means you doublecross the merchant, but that
has no consequences.
Monk- You witness a more experienced Monk using Ki to escape a road accident.
They then speak to you. Response #1 gets +15 Perception, -5 Strength &
Agility. #2 gets +3 Perception, Strength, & Agility. #3 gets -10 Perception,
+10 Strength, +5 Agility. I find Options 2 or 3 the best long term benefits
here- you can make up the Perception loss later for #3, especially if you are
Partners with T and get the bonus Artifact for that.
Priest- An old woman asks you to perform a wake for her dying husband. Do so
to gain a strange amulet. Good Priests can destroy the amulet for +10 to Good
& Arcana or keep it for +5 to Good & Arcana. Evil Priests only get the Arcana
bonus. The Amulet has later benefits in bonus P Relations and a potential
sidequest if you go to Tornassa at the end of LH1 and then continue with the
same character in LH2. You can also walk away from the wake for +3 Evil.
You just need one Level in the appropriate Class for any of the above
sidequests. After you complete it, you get an additional event if you are
fully Romancing both T and G. You have the chance to let one or both of your
Romances down easy here (-5 Relations, break off Romance), or try to keep
both Romances going (the game warns you this will require high Charm and it
ain't kidding, you'll also have to break off at least one Romance
eventually). If you don't get this event, the game just moves ahead. The
event is not possible with P instead of G because due to character quirks a
full Romance with P is not yet possible. You will thus have a potential bad
breakup with P later (but T still gives you a few chances to let them down
easy). How bad a breakup with G goes depends on when you do it and your
Charm. If you are dating both T and G, but ultimately want to just keep one
of them, it may be best to let the other down easy at this point.
Now you get another chance to shop before you leave Ludd. You can buy a Horse
at a one-time discount here if you have a Wizard Level (adjusted cost 25 Gold
for Level 1 Horse, 30 for Level 2, 100 for Level 3, 250 for Level 4). All the
usual Stores are also available.
If you don't get a Horse, T buys you a Mule named Lump. This is a Level 1
Mount that can be turned down now (pick Response 1 for +2 Good, 2 for -5 T
Relations, this means doing the next Act with no Mount), kept now and
possibly sold later for 5 Gold (give response #3 for +2 Good or 4 for no
bonus), or kept as a free Mount right up until the final quest of Lost Heir 3
(there is an achievement for that). You also get another chance to buy a
Horse instead. There are several random names for Horses, or you can name
them yourself. After you get a Mount (or not), it's time for Act 5.
Act 5- Som'Reth Ruins
Your adventuring party travels to a set of Ruins to plunder treasure, guided
by a map in the Plot Box.
Having no Mount means you have to walk (+5 Endurance bonus) but with any
Mount, you can spend time with your companions in the evenings. There are
bonuses for this that are better than walking- G gives you +10 to Stealth or
Devices (+15 if you have a Thief Level) and +5 Relations (+7 with Thief
Level); P gives +10 Religion and +5 Relations for discussing Religion (this
improves to +15 Religion & +7 Relations with a Cleric or Priest Level), or
just +5 Relations for riding with them; J gives +10 Arcana and +5 Relations
(this drops to +5 and +3 if you have a Wizard Level, J has a bad past with
Wizards); and T gives +10 Strength & +5 Relations. A Bard can also spend the
evenings playing music (+5 Arcana & History, +3 all Relations), or a Priest
can spend them preaching (Religion +10, +5 P Relations if P is present). If
you didn't take a "no thieving" vow, you can also try to steal from your
companions in the evenings- you need to pass a 30 Stealth check to succeed
(failure means -10 to all Relations but G and +3 Evil; success earns +3
Stealth, +3 Evil, and +50 Gold). Pass a 40 Stealth check and you can get 150
Gold instead.
After deciding what to do with your evenings, you can explore up to 3
dialogue trees with your companions. I recommend completing them all for
bonus Relations and backstory side events, plus Romancing, before you move
on. You can only do each tree once, though, so be careful about the events
you complete if you want good Companion Relations, Romance, and full
backstory events unlocked later.
P or G's conversation gives free dialogue about fighting back against Zusak
with flavor choices. You can also ask them about their parents' fate and
their pasts (pass 60 Relations check, you get +3 Relations and more questions
to ask). Ask all possible questions regarding the character's past for
additional +3 Relations if you pass the first check. You can also get bonus
dialogue with G if you're an Assassin, and a further bonus +3 Relations with
P if you have the strange amulet from the Ludd Priest sidequest (pick
response 1 or 2, 3 provides no bonus). You can also ask P about J here for
additional dialogue- you can get +5 Relations if you support P regarding J.
Saying nothing gets nothing. Saying you are a Demon Summoner is supposed to
put in Relations penalties per the game script, but that did not happen in my
playthrus.
Romancing P here presents some challenges. You can give them flowers (you
need to for a full Romance), but you must pass a 70 Relations check for them
to accept the gift (+5 Relations). If you pass this check, the game will then
check your Stats vs. P's preferred type (55 Charm or 60 Good) and start a
full Romance if you pass (only a partial Romance was possible before now). If
you're also Romancing T, they notice the gift and take issue. Break up with
them here for -25 T Relations (easier letdown opportunity comes later), say
nothing for -20 T Relations, or attempt to explain it meant nothing (45 Charm
check, -10 T Relations if you fail but at least Romance keeps going either
way).
You can also enter P's tent during the night- pass a 70 Relations here
(failure means -15 Relations) and you get a chance to talk to them more,
there is a -10 Relations penalty for this, however, and Response #1 also
downgrades your Romance from full back to partial. Backing out costs nothing.
Giving flowers, then staying out of the Tent (as they will warn you) is best
for Romancing P.
If G is present instead of P, Romancing them is slightly different. You only
need 40 Relations with G for them to accept your flowers (+5 Relations), but
the gift makes no Romance difference as far as G goes. T will still take
issue with the gift as above if you are Romancing T also. Entering G's Tent
means a 70 Relations check, success means they throw you out, but a partial
Romance starts if you didn't kiss them previously. Failure means reduced
Relations.
If you kissed G before and enter their tent now, they welcome you in and a
full Romance is maintained. Spend time kissing G for +10 Relations and no
penalty if Romancing T (who doesn't notice your indiscretion). Attempting sex
("Remove your clothes") means you need to pass a 50 Charm check to continue
your advances. You can also back out with no penalty. Failure of the check
means you lose -40 G Relations and break up with them. Success means +20 G
Relations and +3 Charm, but if you are Romancing T, T sees you come out of
the tent in the morning and breaks up with you (-30 Relations). The best
choice here is to just kiss G if you want an easy let down with T later, or
if you want to go full on with G, get the Charm bonuses, and don't mind
possibly hurting T, go all the way.
Talking to T means you can ask them further about their past, then ask
another question (pass 60 Relations check, gain +3 Relations and unlock later
backstory dialogue) or mock them (-3 T Relations, Evil +1). If you killed
Master Jett earlier, you can also discuss T's guilt over that (Response 1
gets +3 Relations, 2 gets nothing).
Romance with T is awkward here. You need an existing full Romance for them to
accept the gift of flowers and it provides no bonus Relations. No Romance,
they drop it. Partial Romance, the game checks whether you have 50 Relations,
and T still won't accept the gift even if you pass. They're not the type of
person to like flowers.
Entering T's tent means they push you out at below 70 Relations (-5
Relations, Romance downgrade, -10 Relations if no Romance). If you have 70
Relations and a partial Romance, the game checks whether you match T's
preferred attributes here (40 Strength & Endurance or 50 Charm). Fail, and
you get -5 Relations, but the Romance can still start if T Relations are
above 70. If you do the Romance here, the best choice is to kiss T during
many nights (+10 T Relations). Then if you're also fully Romancing P or G,
you get an event where G or P notices what you're doing and you can lie about
it (need to pass 60 Charm check to maintain P / G Romance, failure means
breakup and -50 Relations) or break up with them (-30 Relations, breakup).
Partial Romance, no event. You are destined to hurt P or G if you attempt to
Romance them but ultimately stay with T past this point.
If you attempt to sleep with T here ("Remove your clothes"), they will only
go through with it if you have a full Romance. If it's partial, they warn you
to slow down, then break up with you at -40 Relations if you continue (if
you're also Romancing P or G, they witness this and also break up with you at
-50 Relations). But you can stop for no penalty with T and the "kissing"
event with G or P as above. If you do sleep with T here (full Romance
required), and have a full Romance with G or P here, they will notice and
break up with you (-50 P or G Relations, +10 T Relations). Partial Romance,
and they break up with you but it's somewhat easier (-20 P or G Relations,
+10 T). Or the game may give you a pass and leave you only Romancing T.
Backing out of the tent means a -20 T Relations penalty and may make later
Romance difficult.
With J, you can talk to them about their past, but you need to pass a 40
Relations check for +3 Relations. Asking the new question if you pass that
Check earns +3 Relations and a bonus backstory question later (all backstory
events play out in the next Act).
You can not Romance J here, but you can attempt it. Giving them flowers
prompts a 50 Relations check- failure means rejection now, but the Romance
might still start later. Success, and you get +5 Relations (this is only
possible if you supported J at expense of P before now, or if you are
spending time with J in the evenings and asked them all previous questions
about their past, and thus have the highest possible J Relations at this
time). There is no penalty to other existing Romances. If you enter J's tent
during the night, they automatically throw you out at -10 Relations.
Recommendations for Romance- give the flowers if you can, but stay out of
their tent!
After you continue past the optional dialogue trees, you get a social
challenge depending on whether you have P or G with you. For G, they steal
T's ring and J thinks they might have done it, but doesn't really care. Pick
Response 1 or 2 for -5 T Relations, +5 G Relations. Expose G with Option 3
for +10 J and T Relations but -10 G Relations. You can also accuse J of the
theft (-10 J Relations, +5 Evil) to prompt an additional event where you can
expose G (same stat changes as if you exposed them before), attempt a 30
Stealth check to plant the ring on someone (Planting it on T earns you +3
Stealth & +5 G Relations, failure earns +5 G Relations but -10 T Relations.
Planting it on J earns +3 Stealth & Evil, +10 G Relations, failure earns
above but also -10 J Relations), drop it and point it out to T (Stealth +3, G
Relations -10), or keep it to give G later (+10 G Relations, no further
penalties). Saying nothing earns you -10 G Relations. Take care to avoid
dropping your G and T Relations below 80 here, or you will fail their
backstory events later. Romance helps keep Relations high. For J friendship
and possible later Romance, get the +10 Relations bonus by exposing G at the
first opportunity.
If you get P's event, J magically swats a wasp before it can sting P, who
accuses J of hexing them. Support J (Option 1) for +10 J Relations and -10 P
Relations, or support P (option 2) for vice versa. Mocking P (Option 3) means
you get an additional event where you can apologize (+5 Charm, -5 all
Relations) or laugh (-10 all Relations, +3 Evil). Asking J to do more Magic
earns -5 P Relations & -3 J Relations. It is best to support J here if you're
interested in being their friend or Romance. It is still possible to Romance
J while mocking P though (if you apologize), or Romance P while mocking P (again make sure to apologize) or supporting J. Just be sure to get enough other Relations bonuses. T is only at risk if you mock P. After the social kerfluffle, you face a Quicksand obstacle. It can be avoided with 40+ Geography, 45+ Perception, a Druid Level, or a Ranger Level- any of this earns you +3 Nature. Fall into the quicksand and you can struggle out of the obstacle with 40 Strength or a Level 3 Mount. Failure at both of these checks means you lose your sleeping roll- and your sword if you have one. If you lose your sleeping roll, you can ask a companion to share a sleeping roll here- T or G means 50 Relations check, +3 if success, -5 if fail. With P, you'll need a full Romance for them to accept (+3 Relations), 50 Relations otherwise (-3 Relations for pass, -5 for fail). Asking J prompts a 50 Relations check (+5 if success, -5 if fail). P can also give you a sleeping roll here if you ask as a prince/ss, while G just laughs. After the Quicksand event, you arrive at the Stronghold and find it is protected by 6 Enemy Guards. There are several ways past them and you need to beat them for full bonus rewards from this quest. Here are the possible strategies. Charging at the enemy means straight combat starts (see next paragraph). You can also attempt a long range attack beforehand. Archery will kill 2 Guards if you pass a check for 40 Archery (this also earns +3 Archery), 20 Archery kills 1 Guard, and less kills none. 50 Magic means you can cast a Stinking Cloud to kill 2 Guards and earn +3 Magic. 30 Magic, and you can kill one Guard. Less, and the Cloud damages you for -30 Health. After any of this, the fight against the remaining guards starts as below. If you fight these Guards, you will be facing between 3 and 6 depending on how many you took out before the fight (see above and below for strategies that kill Guards before the fight). On the first round, you can grab a fallen enemy's sword as a free action if at least one enemy is dead, but you need to have 40 Agility to avoid -35 Health damage. This helps you if you lost your sword to the quicksand earlier. You can attack the enemies with a sword (pass 50 Blades and you earn +3 Blades, also kill one guard; pass 30 Blades and you avoid damage, less than that and you get -35 Health), fists (pass 40 Unarmed and you earn +3 Unarmed, kill one Guard; failure means -70 Health), a fireball (pass 60 Magic, earn +3 Magic and kill up to two Guards; pass 40 Magic and kill one, failure means -35 Health), a bow (50 Archery earns +3 Archery and kills one Guard, failure nothing), the grass (requires Druid Level, kills up to 3 Guards and earns +3 Magic), or backstabbing (requires Thief or Assassin Level and dagger, kills 1 Guard and earns +3 Agility & Blades). You can also flee (see below), or watch your companions fight. I'll cover the second round below after discussing some other possible strategies. Listening to the enemy before you fight is free and prompts an additonal strategy for beating them- using poison. P if present will disapprove of the plan while J likes it (-5 P Relations, +5 J Relations). You will need 30 Stealth to get close to the camp and 40 Nature to mix the right substance. Failure at this means you start the fight as above. Success kills three enemies, earns +3 Stealth & Nature, then the fight begins as above with 3 Guards left. Running past the enemy means you can enter the Ruins now- see below. This means you can kill up to 2 of the Guards and evade the rest till later (see below). It is a risky but possible strategy. Waiting for night is also risky. It means you can later sneak close to the enemy camp, alone or with your companions, but you have to deal with a Demon Sentry they have protecting their camp. You can also have G go in alone if they're present- this kills the Demon for free and you get into the Stronghold as below. However you will still need to deal with all 6 Guards when you come out. Sneaking to the camp alone or with G only is best- the latter is possible if G is present instead of P. You will then be faced with the Demon Sentry if you can spot it (requires 40 Perception, but you can still get close with 30 Stealth, failure at both of these checks means it sees you first, gives alarm, and combat begins as above). You can sneak close to the Demon with 30 Stealth if you don't have 40 Perception (this earns +3 Stealth), but you will automatically fail at this if you are with the entire party instead of alone or with just G. If you see the Demon or can sneak close to it, see the below paragraph for how to deal with it. Taking out the Demon Sentry before it gives alarm is possible with 30 Stealth or 40 Perception as above. You can tie it up for free if you have Rope, but this will cost you your Rope and make you have to buy more later. You can also have T kill it automatically (if the entire party is with you and you have 40 Perception), attempt to take control of it (if you're a Summoner, automatic alarm), wrestle it (requires 40 Strength or 40 Unarmed, earns +3 Unarmed, failure means alarm), have G deal with it (if they're with you), use a sword (automatic Blades +3), or use Magic (pass 50 Magic, earn +2 Magic, failure means alarm). If you set off an alarm, start the fight as above. Otherwise you can deal with the remaining enemies before entering the Ruins using a Stealth method (see below) or just enter the Ruins now and deal with the enemy when you come out (see below, this is a bad idea). Talking to the enemy before the fight means you can Bluff them into leaving with 55 Charm (+3 Charm and they're gone), threaten them for immediate combat (as above), or pass a 30 Charm check to get them to share their campfire- success at this earns bonus dialogue, then you can attack for immediate combat, back out to return to long range tactics, or attempt to sleep nearby for Stealth methods. If you pass the Charm check to share the campfire, you can also start the fight by killing one Guard automatically if you have a Dagger (this earns +3 Blades). Sleeping nearby means you need to pass a 50 Charm check- success earns +3 Charm and you can then use Stealth methods on the Guards as below after they sleep (no Sentry Demon to deal with), failure means they'll still talk to you but not let you camp next to them. Fail the 30 Charm check, and you have to fight now or back away (go back to start of encounter where you can spy, charge, run, wait, or attack from a distance). Stealth methods are possible here if you can either take out the Sentry Demon (see above) or Charm the enemies to share their camp. 20 Magic, and you can cast a Sleep spell on the Guards (failure means they all wake up and you fight as above, success earns Magic +2). With rope, you can tie up the Guards- this requires 30 Stealth & 30 Strength plus all your companions with you to succeed- it costs your your rope and still means an enemy ambush later, but earns +3 Stealth & Strength along with +5 Good. Failure means the fight begins as above. You can also try to murder all the sleeping guards if you have a Sword or Dagger- this is risky. If P is with you, they ruin everything and you lose -5 P Relations. Then you start the fight as above. If you are not with P, you earn +5 Evil and then must pass a 30 Stealth Check to get close to the Guards (failure means a fight as above, success means next prompt, see below). If you get close to the tent intending to murder the enemies (not with P and you pass the 30 Stealth check), you can earn +15 Evil and +3 Religion with an Evil Holy Symbol (similar to before if you killed Master Jett). You then earn +3 Stealth and if you choose to proceed, you can kill 1 Guard with a sword, but this starts an alarm next round and earns +15 Evil. If you are using a Dagger instead, you kill 1 Guard, and 1 more if G is with you. You still earn +15 Evil. Then you need to pass a 50 Stealth Check- failure earns 15 Evil and starts the fight as above, the remaining guards wake up before you can kill them. Success earns +15 Evil, and all Guards dead if you have G with you. If you're alone, you can only kill 4 Guards (still earning the +15 Evil) before the rest wake up. Then you fight the remaining 2 as though you were on the second round of the fight with all 6. If you fight the Guards and it gets to a second round with at least 2 still active, J will kill one automatically on the second round. If that drops your foes to only 1 enemy left, he flees and either gets away if you have P or is killed by G. If 2 or more enemies are left after a second round, you have a problem now- One of them Summons a Fire Demon! The Fire Demon will attack you and J. You can stand behind J (no penalty, they shield you), dodge the fire (50 Agility earns +3 Agility and no damage, failure means -35 Health, less than 30 Agility then earns -70 Health and unconsciousness), or shield J (automatic 0 Health, but gain +15 J Relations). Hopefully, you somehow survive to Round 3. Now, you need to deal with 2-5 Guards and the Fire Demon. You can get a Sword here with 40 Agility or -35 Health damage as before. Then you can flee into the Stronghold or attack the enemies. Attack methods include sword (35 Blades earns a dead enemy and +3 Blades, failure nothing), dagger (25 Blades earns a dead enemy and +3 Blades but loses the Dagger, failure loses the dagger with no bonus), bow (30 Archery earns +3 Archery, failure nothing), unarmed counter-strike (40 Unarmed earns +3 Unarmed and a dead enemy, failure incurs -35 Health), shock spell (40 Magic earns a dead enemy and +3 Magic, failure incurs -35 Health), or Summoning Xi'atta (this kills the Fire Demon and T takes out an additional enemy Guard, then the rest flee). Summoning Zon'ch does not help, nor does standing back. If you can get the enemy down to one Guard here, they flee as above. On the next round, G kills 1 enemy automatically if they're present. This also prompts the Fire Demon to vanish. If there is 1 Guard left now, they flee as above. More, and they will chase you into the Ruins as T gets wounded (see below). If you can kill all the enemies outside the Ruins, you will get the chance to pick up a Sword if you lost it at any point or didn't have one before now, plus 62 Gold. You can also get your Dagger back if you lost it on the last round. You can then enter the Ruins unopposed. If you enter the Ruins opposed (at least 2 enemies in pursuit), there are some options. You can try to run away, succeeding with 30 Endurance (+3 Endurance). You can also attempt to tear an explosive crystal from the wall and throw it at the enemy- this requires 30 Strength to succeed, it will earn +3 Strength and kill up to two enemies. You can then get a free Sword if they were the last two. If you fail to evade or kill the Guards inside the Ruins as above, one of them traps your party in a pit. You can escape with 40 Agility (+2 Agility), or get out with 30 Arcana (+3 Arcana) or 30 Devices (+3 Devices). G or T will get you out if you fail these checks, but you'll still have an enemy ambush to deal with later (see below). Falling unconscious at any point in this encounter means you wake up inside the Ruins. T is injured, and you have either 25 Health if P is with you or 10 if G is there. You can Heal yourself for an additional 25 Health if you are a Priest. A Level 2 Priest can Heal T of injury for +5 Relations (Level 1 Priest gets +3 Relations for trying but T is still hurt). You now face your first Ruins encounter. A large Demon statue is before you. You have free actions to attempt to explain what it means (30 Arcana check, success earns +3 Arcana) and read the Stone (it says Tyborr, Demon Summoners can now Summon the Demon but all this does is tease later game content because controlling Tyborr takes 80 Willpower and that is not possible at this time). To advance the plot, try to pry the Stone loose. The Stronghold's Guardian Demon attacks! This blob creature is too big to fight, it must be evaded. You can try to take the Tyborr Stone with you, but this will incur -35 Health damage if you lack 60 Strength or an uninjured T to help you pry it loose. After you get the Tyborr Stone, or leave it behind, you are in an antechamber. Help T ransack the chamber for treasure, but you will need Health to get the extra rewards here (extra Gold and a potential Artifact if you are T's partner in financing the expedition). T will also grab a Demon Stone called Daan'da here if you didn't get Tyborr. After getting treasure here or not, you flee the Ruins. If you didn't kill all the enemy Guards before this point, you get ambushed by them here. You face 2-6 enemies. You can defend yourself with Magic (this requires Health and 40 Magic, success earns +3 Magic and kills 1 Guard, failure incurs -35 Health), a sword (requires Health and 40 Blades, success earns +3 Blades and kills 1 Guard, failure incurs -35 Health), a bow (won't kill anybody, but Health and 40 Agility earns +3 Agility, failure incurs -35 Health), a dagger (20 Blades kills 1 Guard and earns +3 Blades, failure incurs -35 Health), fists (30 Unarmed earns +3 Unarmed and kills 1 Guard, failure incurs -35 Health), or a Demon Stone (Zon'ch kills all Guards automatically, Tyborr & Xi'atta won't help). If the ambush fight proceeds to a second round, you will take -70 Health damage if 5 or 6 enemies are still up, and then get surrounded. The fight then proceeds to Round 3 (see below). If you are lucky enough to only have 3 or 4 enemies at this point, the fight is more even. You take -35 Health damage, then it proceeds to Round 3. 2 left, you don't take damage, but the fight still goes to the third round due to a game bug (script says they should be fleeing now, but playthrus proved otherwise). 1 left, he is killed by T next round and you win as below. On Round 3, P or G kills an enemy and a Lightning Demon is Summoned by another. You can either jump at the enemies as the lightning hits you (-35 Health damage, but if you don't die, all the enemies are defeated), try to run (-35 damage, but your companions kill 2 Guards), try to use a weapon (useless), or try to strangle an enemy (same as jumping at them). The Demon leaves at the end of this round. Fourth round, you'll have 1-3 Guards left. Only 1 will flee, more means they keep fighting. You can help kill them with 40 Magic (success earns +2 Magic), a sword and 40 Blades (+3 Blades), a bow and 40 Archery (+3 Archery), or 40 Unarmed (+3 Unarmed). Failure at any of this loses you -40 Health. T will kill 1 enemy at the end of the round and you earn a potential free Sword but nothing else. If you fall unconscious during the ambush or fail to help T kill the remaining enemies on the last round, you will lose your bonus treasure from the Ruins as J takes out the enemy with a Limit Break, but at least you survive. Hopefully you got out of this encounter with good loot- plan your strategy carefully. After you escape the Ruins, it is time to start the next Act. Act 6- Winter You now must spend the winter in Elmvale divvying up your loot (if any) from the previous Act, connecting with your companions, and doing other things. You regain Full Health if you took any injury in the previous Act and decide to tell your companions who you really are before you begin the Act. The first event prompts you to seek lodging from your foster parent. Option 1 is neutral, 2 incurs -5 Mentor Relations & +1 Evil, and 3 looks like it will cost you 5 Gold but really doesn't. It instead prompts a Relations check (earn +5 Relations if Relations over 50, Good +1 success or fail). Whatever your response, the plot proceeds. Explain politely why you need the Tyborr or Daan'da Demon Stone at the next prompt (neutral), or demand it to incur -5 T Relations & +1 Evil. You get some flavor text depending on whether or not you were T's partner in financing the quest. You then get a chance to rest in your old room, and possibly invite a companion to join you if they are your attracted gender. Inviting T prompts a check of 80 Relations. Pass, and you get +10 T Relations, then offically begin a Romance with T even if you haven't already started one before. If you were Romancing P or G, they breakup with you at a cost of -40 Relations. Fail the check, T breaks up with you if any Romance existed and you lose -10 T Relations- you also lose -50 P or G Relations and incur breakup if you were Romancing them. At the next prompt after success, you can sleep with T with Option 1 (+20 Relations), try to avoid it till later with Options 2-4 (+20 Relations or -30 plus a breakup if you slept with them earlier), or kick them out (-30 Relations, breakup). Then you proceed to the morning after. Inviting P or G instead of T requires 80 Relations with them and existing full Romance to succeed. This earns +10 P or G Relations. If you were Romancing T earlier, they will break up with you at -50 Relations here. You then get the same choices to sleep with P or G as above. Rejection from P or G incurs -10 Relations from them, and a breakup with -40 Relations if you were also Romancing T. Sleeping with P or G, or asking them to wait if you haven't slept with them before now awards a full Romance and +20 Relations. If you kick them out, you earn a breakup and -40 Relations. If you slept with them before but reject them now (possible with G but not P), you earn a breakup and -60 Relations. It is possible to invite J to your room also. Romancing T and G or P before now but inviting J here will prompt T and P or G to break up with you (-40 T Relations, -30 P or G, -40 if just P or G). Inviting J in and of itself prompts a 60 J Relations check. Pass, you get +10 J Relations, but they reject your invite. It still starts a partial Romance, though. Fail, you incur -10 J Relations and must go to your room alone. Going to your room alone prompts additional encounters if you have existing full Romance with T and/or P or G here. First, T will barge into your room if you have at least a partial Romance with them and ask if you want to keep it going. Say yes, and you get the chance to sleep with them as above (but P or G sees you accept T if you were fully Romancing them also and breaks up with you at -70 Relations!). Or say no for -10 Relations, this is a good point to let T down easy if you don't want them as lover past this point. G or P comes into the room (right after T leaves) if you have Romance with them, provided it was a full Romance. You can then choose to sleep with them, ask them to wait, or reject them as above. Starting or continuing any kind of Romance with T, P, or G here locks you out of later Romance with K or J. Romancing K before, and sleeping with someone else now also prompts an awkward scene the next morning when K comes to visit. K will kiss you, and returning it prompts a breakup with both your would-be lovers at -70 Relations, the worst possible breakup in the game. You can reject K here for just a breakup with them (same Relations penalty), or stand awkwardly (P or G still breaks up with you along with K, same penalty, T does not break up with you but you still suffer K Relations loss). If you were Romancing K but not P/G or T, you just get the choice to embrace K or not here. Embrace K, and if you invited J to your room earlier, they will break things off with you at -50 Relations (this locks out further Romance with J and friendship too unless you are hacking your game stats). If there is no existing Romance with anyone else (or if J breaks up with you), embracing K here will earn +10 Relations with them. You can also break up with K for -30 Relations (J is the only Romance possible after this point, at least in LH1). Best Romantic strategy here is to invite and accept T if you want them. P or G, invite them if you aren't Romancing T, then proceed. Or don't invite anyone and reject T if you were Romancing T, then embrace P or G when they arrive. For K, don't invite anyone and embrace K the next morning. J, invite them but make sure you have no other pre-existing Romance. It is possible, but difficult to Romance J after this point (see below). The next morning, after resolving or avoiding all potential Romance progression, K joins the party. Your foster parent reveals they let K in on your secret identity and hired them to guide you to Vernex next Act. Response #1 to this awards +3 Relations to both Mentor and K. #2 gives -5 penalties to both, and #3 gives +3 to K alone. Next scene, T sells their loot from the last Act. If you were T's partner before and you helped T loot the antechamber, then kept your treasure (ie J didn't destroy it when the enemy Guards beat you, see last Act), you now have the chance to accept an additional Artifact reward for your success- the Gem of Seeing. This grants +20 Perception and has several secret uses in this game and later in the trilogy. Let T have it if you don't care for this, that earns an additional +140 Gold (same as if you were not a partner with T). You then earn 50 Gold, +180 additional Gold if you helped T loot and kept the treasure, or +90 if you didn't help T but J didn't destroy the treasure. Thus you earn a total of 50-230 Gold, plus 140 more if you forego the Gem of Seeing. T will also take 20 Gold from you here if you owe them money from staying in Ludd before (see Act 4). Next, you have the chance to shop at all possible stores in Elmvale, including the newly opened Stables. After the shopping opportunity, Winter begins. You have several special chances to do things here before you move on to the Act conclusion (final option). Keep in mind that you have three slots for bonus stat gain activity- training with someone or taking on a job or hobby fills one slot per task. It is easy to find out the hard way you are limited if you aren't careful. There are also some side events to explore. I'll first cover talking to your companions. There are several events possible here depending on your pre-existing Relations. For T, you can gain +5 Relations with a bonus Option if Relations are below 50 (the Option doesn't exist otherwise). At above 50 Relations, you can ask T if they like Elmvale and gain +3 Relations. There is bonus dialogue for a Monk sidequest (see Sister Geri below). If you have unlocked T's backstory, you can ask them about it for an 80 Relations check. Fail, you lose -5 Relations and the potential sidequest. Succeed, you gain +3 Relations, and learn a previous lover of T's was killed by their nemesis back home. Ask T for more info, and you can then suggest T confront this nemesis (+5 Relations, unlocks sidequest next game) or not (-3 Relations, no sidequest). Training with T is possible here at 50+ Relations- you can occupy a training slot for +10 to Strength, Endurance, or Blades and +3 T Relations per training slot. It is also possible to back out after you see the Options for training. Later, after you explore other areas, you can talk to T again and decide in fact to train provided you don't move on to the Act conclusion first. For P, similar options exist as for T. You can get an apology option if below 50 Relations (+5 Relations), a friendship option if above 50 (+3 Relations), and a backstory option if you fully unlocked it with earlier dialogue. You need to pass 80 Relations to get the backstory side quest here (failure incurs -3 Relations). If you succeed, listen to the backstory and you earn +3 Relations as you learn P has a Vampire enemy. Ask for more details and you can either agree to help P kill the Vampire (+5 Relations, sidequest later) or reject it as a fairy tale (-5 Relations, no sidequest). Training with P is possible at above 50 Relations- you have up to two slots to spend. Study scripture for +10 Religion & +5 P Relations. Go riding for +5 P Relations along with +3 to Agility, Endurance, & Strength (no mount is needed for this). For G, you get the same options as with P- mostly. Apology at <50 Relations earns +5 Relations, friendship at >50 earns +3. Again, you must have unlocked the backstory options previously and pass an 80 Relations check to get G's backstory here (failure incurs -5 Relations, no sidequest). Pass the check and you learn an insane nobleman is holding G's mother prisoner, earning +3 Relations. Say you'll help, and you get +5 Relations and another potential sidequest next game. You can also reject helping (-5 Relations, no sidequest). Training with G can occupy up to 2 slots, earning +3 G Relations per slot along with +10 Stealth or Devices. J has slightly different options. Again, you have an apology option to earn +5 Relations if you are below 50. Above 50, you can be friendly for +3 Relations. Asking about their backstory requires having the Option unlocked from previous dialogue and then 70 Relations to get them to open up- rejection incurs -5 Relations. Succeed at the Relations check, and you learn J was once a student at the Academy of Wizards for +3 Relations. Ask why they left, and they'll tell you they had a problem with a prejudiced Archmage who retired some time ago. You can suggest J re-apply to the Academy for +5 Relations (this unlocks J's sidequest), or support the Archmage for -5 Relations. Training with J is allowed at 50+ Relations, they can occupy up to 3 Slots for +3 Relations per slot, along with +10 Arcana & +5 Magic, +10 History, or +5 Willpower. The Willpower is desirable for Demon Summoners, the History for those hoping to pass later History checks. Magic is good for spellcasters. It is also possible to attempt a Romance with J here- tell them you like them. If you have a pre-existing lover, you earn -60 Relations and great anger from J. If no other Romances are in progress, the game checks your J Relations. Below 80 Relations, you incur -20 Relations and no Romance. Above 80 Relations (possible with G, but a lot easier with P instead, you may need to have invited J to your room earlier too), J checks if you're their type (60 Charm or 60 Evil). -10 J Relations if you fail. Pass the type check, and congratulations, you begin full Romance with J! Kiss them and they come to your room later- sleep with them or ask them to wait for +20 Relations, or break up (last option) for -80 Relations. You can also walk away instead of kissing J if you pass the checks for +5 J Relations and J as a friend (but never anything more). For K, talking to them here is necessary to keep up your Romance if you have began one and K didn't break up with you at some point (don't talk to K and you have a -20 Relations breakup in waiting when you conclude the Act). If you have a Romance with K in progress, talk to them here and you get a prompt to sleep with them or wait (+20 Relations) or break up (-40 Relations). This is the last possible Romance in the first Lost Heir game and requires no other existing Romances to progress. Outside Romance, you again get an apology option with K if below 50 Relations (this awards +5 K Relations) and a friendship option at above 50 (+3 K Relations). If you asked K about the Infinity Arrow earlier, you can do so again here. Fail a 70 Relations check, you incur -3 Relations. Pass, you learn they are confident in their idea to create the Infinity Arrow. This earns +5 Relations and K's potential sidequest. Asking why K agreed to guide you to Vernex earns you +3 K Relations if you pass a 70 Relations check (failure gets nothing). K can train you at above 50 Relations also- two slots are available and you get +5 K Relations for each along with +10 Archery or +15 Nature. Finally, you can speak to your foster parent here. They first have a special event depending on whether or not you are a Demon Summoner. If you are, you get +5 Willpower and a choice to earn -5 Mentor Relations (option 1), +3 Relations (#2), or -3 Relations (#3). If you aren't Summoning Demons, the game will check whether you have 60 Relations with your foster parent here. If you pass the check, they award you some pride (+10 Relations) and a Mystic Artifact (Family Signet Ring, +3 to all Stats). You can also tell them about your life for +3 Relations (but this comes too late for the Artifact award) and apologize to them at below 50 Relations (adds +3 Relations). You get nothing if you fail the check. Sir Grady and Sister Geri have special side quests to unlock here if you have a Level in Squire or Monk. SirG tells you how to become a Knight if you ask him, you'll get a tournament to win next game. Tell SisG about the Monk side event you experienced in Ludd, and she'll tell you more about the old Monk you met there. You can then ask her about the Eye of Heaven to learn of special Monk Ki Training available next game if you go to the right place at the end of this game. This also unlocks some bonus dialogue with T. Your mentor lets you train with them if you have a slot open and pass a Relations test (60 Relations for Sir G, 50 for anyone else). There are excellent bonuses for this. SirG provides +10 Blades, +5 Strength & Endurance, +3 Agility, and +5 Relations. SisG provides +10 Unarmed, +5 Religion & Agility, +3 Perception, and +5 Relations. A provides +3 Perception, and +5 to Agility, Charm, Devices, Stealth, and Relations. LadyE provides +10 Stealth, +3 Nature & Perception, +5 Blades, Agility & Relations. There are several jobs or hobbies available in Elmvale during the winter depending on your Class Levels. Each occupies a training slot. A Priest can perform ceremonies and earn +10 Religion, +5 Charm, +10 Good or Evil, and 20 Gold. A Druid can help farmers and earn +5 to Magic & Nature along with 150 Gold. Druids can also Hunt around Elmvale for +10 Nature & 200 Gold. Any other Class than Druid can also try Hunting, but requires a Bow to succeed at it. Rangers get +10 to Archery & Nature along with 200 Gold for Hunting. Other Classes get half the Gold but the same Archery & Nature stat bonuses as long as you have over 50 Nature. Less, and you only get +5 Nature & Archery along with 20 Gold. Having at least 1 Guard Level and a Sword lets you work as a Guard during the winter. This earns +15 Blades, +5 Strength & Endurance, and 120 Gold (190 if you're a 2nd Level Guard). Having a Sage Level lets you work as a Sage for +10 to Arcana, History, Geography, and Religion, also earning 150 Gold. A Wizard can practice their training for +5 to Arcana, Magic, and Perception. Any character can work cutting wood for +5 Strength & Endurance, +3 Nature, and 40 Gold. If you are a Demon Summoner, you can practice that here too. It does not cost a training slot. You will get a chance to translate your Demon Stones with your own Arcana for +3 Arcana bonus each- Daan'da is translated at 35 Arcana, but has no bonus uses due to game bugs. The other Demons should already be unlocked by now. If they aren't, talk to Jowal (see below). It is possible to have your companions supervise your Demon Summoning here, make sure you talk to your foster parent about it previously as above for a Willpower bonus and get another one from training with J if you like. You will have between 30 and 50 Willpower here. Tyborr can be summoned here, but he is still useless due to our low Willpower (Tyborr won't help us till the final quest of Lost Heir 3). Dan'daa can't be Summoned due to a bug- so even though the script has a secret way for him to be helpful against the final boss (see below), we can never call upon him during this game. :( Xi'atta should be fully mastered by now, as that only takes 40 Willpower. Not mastering him has no consequences because he's weak. Zon'ch takes 30 Willpower to control- fail that and you can lose -3 Charm here, but you should have that Willpower or better by now. With 50 Willpower, you can command him fully. Be careful Summoning Brahl. If you lack 50 Willpower and do that, Brahl will control you. You then lose -3 Relations with all companions if they were protecting you during the Summoning or destroy all your weapons (Sword, Bow, and Dagger) if not. If you have 50 Willpower, however, go ahead and Summon Brahl. This will gain you the ability to use him in future Lost Heir combat situations. There are also some free sidequests here. First, if you have an Assassin Level, LadyE can give you a contract. The client wants you to kill the target and for a bonus, frame their fiancee. LadyE awards +3 Relations if you accept the contract and -3 if you reject it outright (turning it down after hearing about it is neutral). To complete the contract, you need to pass several Stat checks. First, you approach the target via climbing, prompting a 60 Agility Check. A Thief Harness can give you automatic success here. Have that or 60 Agility and you get +3 Agility (contract fail otherwise). You then enter the target's house and see their fiancee. You can sneak past her (free) or kill her with a Dagger or Sword (+3 Blades) or neck snap (+3 Unarmed). Killing her awards +10 Evil, but locks out the contract bonus. After you pass the fiancee via sneaking or violence, you will sight the target. You can kill him via Archery for +3 Archery (if you have a bow), listen to his mumbling (needs 55 Perception, passing this check earns you +3 Perception, and you can get the bonus now if the fiancee is still alive and you choose the right kill method-see below), confront him (tell him to leave town for +10 Good but no contract payout; pass 45 Charm check to make him let you get close to him before you kill him- success earns +3 Charm but failure fails the contract), or sneak close to him (65 Stealth check, failure means he sees you and escapes, success means +3 Stealth). Close to the target, you can kill him via neck snap (+3 Unarmed), or poisoning his drink (this gets you the bonus if you passed the Perception Check earlier). Leaving him now will earn you +5 Good as long as the fiancee isn't dead but fail the contract. Succeed and you get 250 Gold (with the bonus) or 150 (without). For the bonus, go in with 60 Agility or a Thief Harness, 55 Perception (to understand the mumbling), and 65 Stealth, then poison the drink. Bards have a free event here too. You can perform at the local Inn for +5 Charm and 50 Gold. Second Level Bard, this increases to +7 Charm and 100 Gold. Every Class gets access to bonus events to meet Jowal and Suno or Suna (the latter is random gender). Suno or Suna is a Weapon Master from Opal Cove. If they are your attracted gender and you have 60 Charm, flirt with them for +3 Charm (failure loses nothing, it also doesn't matter to existing Romance whether or not you flirt here, even if you sleep with Suno or Suna). This is where you want to be bisexual so you get the potential bonus for sure. Suno or Suna also has a sidequest available. They were injured but are living under a curse that prevents clerical healing. A character with 70 Good can spend 50 Gold or use Priest Healing to have the curse lifted. Success allows Suno or Suna to reward you with weapons training (occupies a training slot, +15 Blades & Archery, +10 Magic) or if you don't get that, you can hire the Opal Cove Weapon Masters to augment your army for free in Lost Heir 2 (high Army morale and Citizen Reputation may also be required, check my upcoming FAQ on that game). It will cost you 300 Gold to hire them otherwise. Don't try to Heal Suno / Suna if you are a Good Priest with below 50 Good- this will cause your Holy Symbol to crumble and your Priest Levels to disappear. Between 50 and 70 Good, you get another chance but it probably won't work (perform ceremonies as a Priest first- see above- and it might). This is the best Good character reward available in Lost Heir. Jowal is a peddler in town for the winter. Ask him about his sister for a free +1 Good & +3 Charm. Jowal can also sell you many items (see below). If you are a Demon Summoner, ask him about the Som'Reth and he will offer to translate your Demon Stones (180 Gold for the unglowing Stone, but he knows nothing and gives back your money; 90 to translate Zon'ch, 60 for Daan'da, 40 for Brahl, 15 for Xi'atta). If you have the Flawed Dagger from the Ludd Thief sidequest, ask him about it to unlock a sidequest at the Academy of Wizards at the start of the second Lost Heir game. You can also ask him about the strange amulet from the Ludd Priest side event- he tells you the peddler selling those is in Tornassa so you can complete that sidequest. Any character without a non-thieving vow can attempt a side quest to rob Jowal here. Non-Thieves will need 70 Charm to bypass the local Guild agents protecting him (this awards +3 Charm for success). The second obstacle is climbing into his wagon- this requires Rope, a Thief Harness, or 55 Agility. Any of this gets you +3 Agility. Next, you must either have a Lantern or 20 Magic (using the latter gets you +2 Magic here) to illuminate darkness. After that, there is a safe guarded by Magic. You need Lockpicks and 60 Devices to crack the safe for +3 Devices, but be sure to attempt dispelling the Magic on it first if you can. 70 Magic means you can succeed at this (+3 Magic). Lacking that, you'll need the Flawed Dagger for extra reward here. Success without cracking both the Devices & Magic protections on the safe gets you +5 Stealth and 60 Gold from this side event. This increases to 250 Gold if you manage to crack all the protection on the safe via flawed Dagger or Magic. Jowal can sell you the following wares- a Magic Shield (Mystic Artifact, 700 Gold, special uses later), a book of maps (135 Gold for +10 Geography), a history book (110 Gold for +10 History), and an Arcana book (120 Gold for +10 Arcana). If you have a Wizard Level, you can also find a book that was stolen from the Academy of Wizards among Jowal's merchandise. You can shoplift it (50 Stealth Check, +3 Stealth if success), buy it (40 Gold), or tell Jowal it needs to be returned to the Academy (agree to do it for him and you get +2 Good, lie and you get +3 Charm, 40 Charm means you also get and then read the book, refuse for +1 Evil). Reading the book after you acquire it gets you +5 Magic and +2 Evil, not reading it gets +3 Good. Jowal can also buy Mystic Artifacts from you- he'll buy the Necklace of Nature for 95 Gold, the Gloves of Archery for 130 Gold, and the Gem of Seeing for 180 Gold. Selling an Artifact means losing its bonuses. Leave Elmvale after completing as many of the above activities as you like. This prompts the last shopping opportunity of Lost Heir 1. Again, all possible stores are available if you want to shop for Weapons, Equipment, Thieves Guild stuff, Temple goods, or Mounts at the Stables. Not having a Mount for the next Act is allowed- this will earn +3 Endurance but incur -5 T Relations. Not having a sleeping roll means you get a 50 Relations check with your mentor, and they replace it for +3 Relations if check passed or -3 if it failed. Leave Elmvale to start the next Act. Act 7- Journey to Vernex Your first encounter on this trip is with a caravan. You can talk to them for bonus dialogue, walking past gets the same dialogue. You can also attempt theft if you did not take a "no thieving" vow- success requires 40 Stealth & Agility and will net you +3 Stealth & Agility along with 35 Gold. Whatever you do here, you gain reason to get to Vernex faster. K knows a way to do that, but T doesn't like the path. Support T for +5 T Relations and -5 K Relations (Option 1) or K for the reverse (Option 3). You can also pick Option 2 (neutral) or try to use your own Geography to reassure everyone (a Ranger Level or 60 Geography nets you +5 Relations with both T and K, also +5 Geography). Regardless of response, you attempt the path. The path goes under a mountain through some caves sacred to Evil Gods. You pass a shrine at the front- examine it for +3 Religion. You can now take 27 Gold from the shrine (the 'no thieving' vow does not affect this, but it costs you -5 P Relations, G awards +3 Relations instead), donate to it for +3 P Relations or -3 G Relations (donating 200 Gold gets you the Feather of Glibness Artifact for +20 Charm if you have 60 Evil, otherwise no reward, donate enough for the Feather and you get to keep your Gold too due to a possible bug). Do not donate less than 200 Gold- this is pointless and if you have less than 60 Evil, the game will take your Gold from you. Also be aware- if you have 200 or more Gold, there is a bug that will make you donate exactly 200 even if you attempt to donate less than that. Get the Feather or take the Gold, or just move on. Following the Shrine, you face a maze of corridors. You can follow K out, or unlock a path to a secret area by using the Gem of Seeing, passing an 80 P Relations Check, or passing a check for 60 Perception, 50 History, or 50 Religion (earns +3 to any of those stats for success, a Priest Level also passes the Religion check). Go down the corridor if found for a special side quest here. You find an Evil Temple and face several obstacles inside if you climb its staircase. The reward for passing all of these obstacles is a magical Cloak. The first obstacle is a horde of walking Skeletons! Archery won't hurt them, your companions would rather walk away than fight, and leaving will end the event, To defeat the obstacle you need special Stats. Blades will not hurt the Skeletons (but if you pass 40 Blades you get a free +3 Blades here, otherwise trying Blades incurs -50 Health). 55 Magic can beat them for +3 Magic (less than 30 Magic damages you). 70 Unarmed is required to earn +3 Unarmed destroying them with your fists. Demon Summoners who have mastered Brahl can use him here- Brahl will destroy the enemy, trying any other Demon gets you Health loss. You can also smash the Skeletons with a Lute to kill them automatically, this destroys the Lute however. Priests have special ways to pass the undead. Good Priests can destroy them with 80 Good- this earns +5 Good, +5 Religion, and +5 Relations with all party members except J- or repel them with 65 Good. P can also provide the latter service for you if you pass an 80 Relations check. An Evil Priest can command the undead instead- at 90 Evil this earns +5 Evil, +5 Religion, +10 J Relations, & -15 P Relations (but P is becoming corrupted by you so they stay with the party). 70 Evil, and you get +5 Religion along with the Relations adjustments. Less than 70 Good or Evil won't work, less than 50 and you lose your Priest Levels when you try. If you can pass the Skeletons, the next obstacle is a trap on the pedestal on which the Cloak sits. You can search for the trap and get a free +3 Devices, but passing a 60 Devices Check is required to disarm the trap. G can be used to pass this check if your Relations are 80 or above. The Skeletons can also set off the trap harmlessly for you if you controlled them as a Priest with 90 Evil. Finally you can endure the trap's poison darts with 45 Endurance- make sure you search first if you want to survive. This incurs -25 Health and you may need more than 45 Endurance to survive due to a bug. The third obstacle still awaits if you bypass the darts. The pedestal rises, and now you need to get the Cloak down. You can try to climb up to it (check 50 Agility, earn +3 Agility succeed or fail, but fail gets you -50 Health and no Cloak), shoot it down with a Bow (pass 55 Archery Check to earn +3 Archery and the Cloak, failure still earns +3 Archery), ask K to shoot it down (passing 80 K Relations check gains +3 K Relations and the Cloak), or Summon Zon'ch. Any of these will get you the reward. Falling unconscious in this encounter means you wake up later with full Health regained but incur -5 T and K Relations. Succeed at everything, and you get the Cloak of Spiders, my favorite Lost Heir Mystic Artifact. It has many special bonuses later on. The next event only happens if you have a Romance in progress. You get a chance to visit a small village on the way to Vernex. Go there, and you witness a Spring Festival. You can ignore it, or watch and possibly join in with your Romance partner. Afterwards, you get a choice to hold your lover close (+3 Charm & Religion, +10 Lover Relations), watch the display (Religion +3 but Lover Relations -3), or attempt to steal some rings (trying it alone fails, trying it with your lover as partner can succeed, but you need at least 60 Evil and will incur -15 Lover Relations if you fail that check. Success nets you +20 Evil and 85 Gold). After the event, the Act completes and you arrive in Vernex. Act 8- Vernex Approach There are some Guards at the Vernex entrance. Tell them you are selling a Demon Stone to get past- any other approach fails automatically. You then need to pass them with fast talk (55 Charm succeeds, earn +3 Charm), bribe (100 Gold), a Demon Stone (Xi'atta, Brahl, and Zon'ch all work, but you lose the Stone you hand over), or Stealth (60 Stealth succeeds for +3 Stealth). Once you pass the Guards, you face a difficult choice. You need to choose two companions to attempt a special mission here. Keep in mind whoever you send will not appear again until Lost Heir 2. This locks out their side quest if you have unlocked it previously. The companion with lower Relations also has something special happen to them next game, I won't spoil it here. The first companion you pick gets +5 Relations, the second -5. There are no Skills relevant to the mission, it always fails. Pick carefully- companions with high Relations are very desirable for this. After you pick two companions, they leave. You must now explore Vernex with your Mentor and your remaining two companions. Proceed to the Amphitheatre to advance the plot. As free actions, you can first visit an inn to get a room for 30 Gold (free if you're a Bard) or visit a store to sell the Tyborr or Daan'da Demon Stone (250 or 130 Gold respectively). The latter is recommended if you are not a Demon Summoner. If you get the Inn room, you can listen to rumors in the common room (earns access to the kitchen), proceed to the Amphitheatre or store, or wait in the room (this takes you to the next Act at once). In the Amphitheatre, you will get a chance to hear Zusak make a speech. Listen to it for plot, or attempt to shoot Zusak with Archery or Magic- this warps you to the next Act, but if you can succeed at 50 Archery or Magic, you get +3 to the stat you test and do -25 damage to the eventual game final boss. If you don't do this, you get a further option to approach Zusak at the banquet that night instead (3 flavor responses). You can also go to the store or inn if you haven't already. Damaging the LH1 final boss here is highly desirable if you can pull it off- you miss out on Zusak's speech if you're a first time player but that's no big deal. The game's about us more than him, right? If you let Zusak speak- or warped to the kitchen after getting an Inn room and listening to conversations earlier- you will next need to approach confronting him at the Banquet Hall instead of in the Amphitheatre. The confrontation will happen eventually no matter what you do- see the next Act for its results. You can sneak into the Banquet Hall through the kitchens (this is free and unlocks extra options) if you know about Duke Eddan's special diet (get an inn room and listen to conversations). Otherwise, you need to get past some more enemy Guards. You cannot win a fight with these Guards- trying will damage you before the final boss, and that is a bad thing. Boldly walking past them succeeds if you identify yourself as the Prince/ss (free), pass a 50 Charm Check (+3 Charm, failure means they tell you to back off), or waste 150 Gold on a bribe. Sneaking past the Guards succeeds if you pass a 60 Stealth check, awarding +3 Stealth, but that won't help you damage the final boss before the fight, it just gives you extra Options before the Zusak Confrontation (see below). If you do get into the kitchens, poisoning the banquet is possible here. This only works if you are an Assassin or have 50 Nature though- it damages the final boss same as if you pulled off an Amphitheatre assassination attempt. Failure means he isn't damaged, and you get attacked by the Guards immediately after an attempt. Walking into the Banquet through the kitchens is automatic success, but it will just get you extra flavor options for the round before the final Act, as though you got past the Guards above. If you do end up fighting the Guards here, surrender immediately to proceed to the next Act. Attempting to fight in any way costs you -25 Health damage. If you were able to poison the banquet before you got to this point, the final boss will be damaged here. Same thing happens if you pull off a ranged attack in the Amphitheatre (see above). But whether the final boss is damaged or not, it's time for the final Act of LH1. Act 9- Confrontation You start this Act captured by Zusak. The companions you sent on a special mission last Act (see above) were caught by a Demon they couldn't defeat (it may have been a nearly invincible Reflective Demon we'll fight in LH3), and captured. You won't see or hear of them again until LH2 (don't worry, your Romance has plot armor if you sent that companion on the mission). Now you have also been captured, hopefully after getting some kind of Stat bonus (see previous Act) and maybe even damaging the final boss. Zusak will confront you. You can try to join or attack Zusak here- either is hopeless due to his personality and his Invisible Demon acting as bodyguard (we'll also fight this railrunning monster in LH3). Denouncing Zusak gets you brownie points, but that's it. Asking a Duke for help as the confrontation progresses is
similarly futile. You can ask Selina to help instead, but this only earns you an Evil Noblewoman Laugh. However the above confrontation goes, you find yourself imprisoned with your Mentor and remaining two companions. Zusak's Warrior ally Thuja will walk in and reveal your other two companions were also captured, if you haven't guessed. Now he intends to torture you with the help of 3 Enemy Guards. What do we do now, voices in our heads? What's that? Kill everyone and escape? Okay! Thuja is the LH1 Final Boss, and hopefully you already knocked -25 Health off him due to a long range attack in the Amphitheatre or poison (see previous Act). Even with that, his Mystic Artifact, the Belt of Speed, is going to cause you problems here. On the first round, your Mentor will attack Thuja and get themselves killed (this is unavoidable). You do have a chance to retaliate, however, and do -25 damage to Thuja by one of the following methods- Sword or Dagger (needs 45 Blades to succeed, earns +3 Blades), Bow (needs 45 Archery, earns +3 Archery), Magic (needs 45 Magic, earns +3 Magic), punching (needs 45 Unarmed, earns +3 Unarmed), or Summoning Brahl (and you may want to save Brahl for later if you have the Cloak of Spiders, no other Demons are helpful in this fight). Success or failure moves you to the next round. Now Thuja is attacking you. If he hits, you take -50 Health damage. You can avoid this damage by using the Magic Shield or the Cloak of Spiders if you have them, the latter gives you an extra advantage in the next part of the battle. Otherwise, you need to dodge the blow (passing a 50 Agility test earns you +3 Agility, failure means damage), or catch Thuja's wrists (need 50 Strength, pass is +3 Strength, fail means damage). Survive this round, it's time for round 3. Thuja orders his minions to attack now. You are faced with 3 Enemy Guards in a crowded room. Your companions are useless first round, and you will need to do something. If you used the Cloak of Spiders on the previous round, there are several advantages to being on the ceiling here. Stab with a Sword or Dagger to kill 2 foes automatically and earn +3 Blades. You can also fire your Bow if you have one- fire at the Guards (passing 20 Archery check earns +3 Archery and kills two Guards, less Archery kills one Guard) or at Thuja (passing 40 Archery earns +3 Archery and Thuja takes -25 damage, nothing if fail). You can also try choking a Guard- passing a Stat check for 50 Unarmed or 35 Strength earns you +3 to both Stats and kills a Guard. Failure at the choke ends with you on the floor, facing all 3 enemies- success, you face two. Trying Magic from the ceiling is also possible- but you must aim it at the Guards and pass a 30 Magic check for advantage, aiming at Thuja is useless and earns you -25 damage. Aiming at the Guards still earns the damage, but kills all three of them if you pass the Magic check (this earns +3 Magic). Fail the check, you kill two Guards and still take the damage. Then you are on the floor. Summoning Demons from the ceiling is also possible, but only Brahl is useful. He can either damage Thuja for -25 Health as above, or kill all three Guards for you. After this, or if you Summoned a different Demon, you end up on the floor facing 3 Guards or Thuja. At least you still have full Health. If you are not on the ceiling or got pulled down, and there is more than 1 enemy left, you have a problem here. Many attacks are useless in close quarters- using a Sword, Bow, Magic, or your runebag will earn you -25 Health damage. Using a Dagger helps- it kills two Guards and prompts a 40 Blades check- failure means you lose the Dagger and success means you keep it and earn +3 Blades. You can also choke an enemy here- this kills 1 foe and you can earn +3 Unarmed if you have 40 Unarmed (failure means -25 damage). Anything else earns damage. On the next round, you will have up to three enemies still standing. All dead means you proceed to fighting Thuja alone (see below). More than that, and T or J can kill a Guard each if present. G kills up to two Guards. P or K are useless here- P or J get themselves hurt trying to fight too. If you have any Guards left after the above round, they will back out of the cell now. One Summons a Spike Demon. You need to take out this creature or the Summoner Guard. Using a Sword does that for free, earning +3 Blades- but attacking the Demon will earn you -25 damage so be sure to go for the Guard instead. Using a Dagger to attack the Demon earns you -50 damage- throw it at the Demon or the Guard instead to earn +3 Blades automatically but lose your Dagger. Using a Bow to kill either Demon or Guard earns +3 Archery automatically and using Magic earns +3 Magic automatically. A kick attack earns +3 Unarmed but you take -50 damage. You can also dodge the Spike Demon's attack with 30 Agility (earn Agility +3), failure means -25 damage). Next round, T, J, P, G, or K (if present) kill up to 2 Guards each. This gets them injured if 1 Guard still remains. You can kill that Guard automatically (+3 Blades if using Sword or Dagger, +3 Archery for Bow, +3 Magic for magic, +3 Unarmed for choking). Next round, it's time to fight Thuja alone. Thuja will have 25-100 Health here. There are several options. The cheap way to win is to let him hit you and move close. This costs you -50 Health, but if you survive, you have several options to damage him or disable his Belt at close range. A Sword is useless here, but a Dagger and 30 Blades will earn +3 Blades and damage Thuja for -25 Health, moving you to the next round. You can also try an elbow strike- pass 30 Unarmed check, earn +3 Unarmed & damage Thuja for -25 Health. Failure at either attack moves you to Round 2. You can also disable the Belt with 70 Strength (yank it off), 40 Agility (unbuckle and pull it off), or 55 Magic (grease spell). Success earns you +3 to the Stat used and gives you a free auto-kill shot on Thuja next round (+2 to Blades, Magic, or Unarmed, Thuja is dead). Failure means you move to the distraction round (see below). If you would rather attack from a distance, or need to because of low Health, be aware Thuja avoids any Sword or Bow attacks here. Using Magic will succeed at 70 Magic, earning +3 Magic and doing -25 damage to Thuja (you also take - 25 damage if he's still up afterwards). Failure earns nothing. Use a Demon and per the script only Daan'da will help here- he gets Thuja's belt off as above. But due to bugs, we can't Summon Daan'da. :( Any other Demon dies before they can help you. After this, the distraction round begins. Distraction round- If you and Thuja are still up, you take -25 damage now and hopefully have at least one companion still uninjured. Your companions rush Thuja, giving you one extra round as he injures one of them. You need to use this distraction to hit Thuja again. This requires getting behind him and using a Dagger or Sword (does -25 damage) or a neck snap (50 Unarmed kills Thuja automatically). You also start seeing special Fun Win Options here. A Bard who still has their Lute (didn't waste it smashing Skeletons in Act 7) can play music and distract Thuja, then attack him for -25 damage or tell a friend to attack for -50 damage (you need an uninjured friend leftover from previous rounds). A Thug can fight dirty and blind Thuja, then get an auto-kill next round by using Unarmed or Blades (+5 to relevant Stat). A Sage (must have worked in the Ludd Library, Scribe ain't enough!) can deactivate the Belt of Speed from a distance, earning +5 to Arcana, History, & Magic, then get an auto-kill on Thuja as above. A Monk can attack Thuja with Ki for -25 damage, earning +5 Unarmed. A Ranger or any character with 80 Archery can kill Thuja with a Bow (earns +3 Archery). If Thuja survives past this point and still has his Belt, he triggers his Limit Break power now and instantly takes out any of your remaining companions. Per the script, you can then only survive if you have 75 Health. Use a Sword or Dagger (+3 Blades, kills Thuja, costs you 50 Health), Use Magic (earns +3 Magic, causes 50 Health damage), or Duck (+3 Unarmed, earn 50 damage, Thuja is down). You only earn the Stat bonus (and get the rewards for beating Thuja) if you survive the attack. But due to game bugs this rarely happens even though it should according to the script. :( Thuja kills you, he wins (see next paragraph). If Thuja wins this fight, he will knock you unconscious. Your lower Relations companion then wakes up (if injured) and attacks Thuja with their Limit Break. This kills both them and Thuja while your higher Relations companion (or lover) escapes with you (equal Relations and no lover means the dead companion is random). This is the first way to lose a companion in the Lost Heir games (more come in later games). At least Thuja is dead and you survive, right? Defeating Thuja saves your companion's life. You also earn his Belt of Speed, which has several unique uses in the later Lost Heir games (no Stat bonuses though). Next comes the Wrap-Up. Game Wrap-Up However you got to this point, the game is almost over. Your Mentor and Thuja are dead, so is one of your companions unless you beat Thuja (see Act 9). Two of your other companions are still captured by the enemy and you won't learn their fate until the next Lost Heir game. You escape Vernex automatically after Thuja dies, but you must now go into hiding once again. The first decision chooses where you will hide from among four possible places. The second decision only comes if you have two companions- one companion comes with you into hiding, while the second if present goes to locate your captured friends; you choose who does which. Both companions will be seen again next game, the first in Act 1 and the second if present starting in Act 3. The four places you can go each have many benefits as starting location for the next game in the series. Here are the summary of these- The Norgan Mountains are your companion T's homeland. In this area you can complete T's sidequest if you've unlocked it and T comes with you (see my Lost Heir 2 FAQ for how to complete the quest). You also may have some special Monk training to complete- you need to be a Monk and have asked SisG about the Eye of Heaven during Act 6. Other characters can gain Stat bonuses from special training in the Norgan, especially to Endurance. Druids or Rangers can earn special northern Animal Companions (Wolf or Snowy Owl) by taking a second Druid or Ranger Class Level, while Wizards can gain an Elemental Familiar. Any Class can surely find work there too. The Academy of Wizards is a training school for Wizards. You can go there to get special Magic training or numerous other benefits, including a possible magical Animal Companion for Druids / Rangers or a Familiar for Wizards. If you have a pre-existing Wizard Level, you are encouraged to go here by the game (it is still possible to get Wizard training elsewhere, though). If you have unlocked J's sidequest, you can complete that next game if you travel to the Academy as long as they are with you. You can also do special side events to further investigate the Flawed Dagger from the Act 4 Thief Sidequest or return the stolen Academy book a Wizard can get from Jowal in Act 6 (I'll cover what happens with this quest in my LH2 FAQ). You can also find work for any Class Level. Tornassa is the largest city in Daria and its former capitol. Here you can train in any Class Level. You can also complete K's sidequest if they are with you and you've unlocked it. The strange amulet from the Act 4 Priest sidequest, if you didn't destroy it, also has a linked side quest in Tornassa. As before there are special Wizard Familiars along with Animal Companions for Druids and Rangers. The Daria Bard College and the Thieves Guild HQ are also located in Tornassa. The Wilderness is where you want to go for P or G's sidequest if you want to complete it (requires previous unlocking and P or G with you). You will want high Nature and combat Stats for survival. There is only one Animal Companion available for a Druid or Ranger, but at least it's a Bear. Wizards can gain special Familiars as before. You can also create your own Temple (if a Priest or Cleric) or Druid Grove. Play the next Lost Heir game, Lost Heir 2- Forging a Kingdom, to get specifics on all the above bonuses. Check out my FAQ on the game if you need help (it will come out soon if it hasn't already). Be sure to save your character if you want to continue playing them! I hope you enjoyed this game. Please send feedback on my FAQ if so inclined. Some additional specific help is in the below sections. Game Achievements- Here are the Game Achievements and how to get each one. Love Endures- Romance a Companion and and keep your Romance (no breakup) through the end of Act 6. Artificer- Find at least 4 of the Game's 8 Mystic Artifacts. They are the Gloves of Archery, Necklace of Nature, Gem of Seeing, Royal Signet Ring, Magic Shield, Feather of Glibness, Cloak of Spiders, and Belt of Speed. The Flawed Dagger, Strange Amulet, and Academy of Wizards Book have other benefits, but they are not Artifacts. Honor of the North- Unlock T's sidequest, go with T to the Norgan Mountains at game end. The Soulburner- Unlock J's sidequest, go with J to the Academy at game end. Rescue Freda- Unlock G's sidequest, go with G to the Wilderness at game end. Vampire Slaying- Unlock P's sidequest, go with P to the Wilderness at game end. The Infinity Arrow- Unlock K's sidequest, go with K to Tornassa at game end. Romance Summary The game has five possible Romances- Peter/Petra, Gill/Gale, Karl/Karla, Theo/Thea, and Jace/Jess. In this section I will list how to get each one. You always want high Relations with the character in question. Other stats will help you achieve this. Try not to take Romantic actions unless you have those Stats. Be positive most of the time with your Romance, in particular when they are the only character affected by your choice. You can get bonus Relations through Romance and thus make up for negative Relations gained later if you agree with another character at the expense of the first (see various choices in the walkthru above). Peter/Petra- This is your possible childhood friend, a future Cleric of Noble birth. They have high morals and want to be with a person of high Good or Charm. To start a Romance, you want to kiss them as a child, then kiss them again as an adult when you meet them in Ludd. Afterwards, give them flowers when you can and be true to them over any other potential suitors. If you try to start a Romance with someone else and they notice, you will risk a breakup, which gets you a high Relations penalty. You can't restart a Romance after that- although the character will remain your adventuring companion, they may not still be your friend. Watch out for high Relations penalties if Peter/Petra learns you are a Demon Summoner, an Evil Priest, or a friend to Jace/Jess. Various Evil actions can also prompt bad Relations with Peter/Petra. If Relations are low at certain points, you will get a breakup. Note, however, that Evil characters who keep high Relations somehow or have 60+ Charm can corrupt Peter/Petra into their alignment if they manage to advance the Romance to a certain point. Perhaps they tempted them to Evil's side. Look for Relations checks in the walkthru above to progress the Romance. Gill/Gale- This is your other potential childhood friend, a future playful Thief. Unlike Peter/Petra, they will stay with you regardless of Morality. You just have to put up with their kleptomania somewhat. Gill/Gale steals from the common people of your realm, and even your other companions at times. Despite this, they are a true friend and a fun Romance partner if you want them to be. To get Romance, as with Peter/Petra, kiss them as a child and then again as an adult. Afterwards, stay true with them over any other potential suitors and maintain the Relations checks noted in the walkthru above. You can sleep with them in Act 5 if you have 50+ Charm, otherwise wait till Act 6. Karl/Karla- This character is a shy Hunter and Nature Guide. Make sure you ask them to get off work early when you first meet them. Then take their hand and head out of town. Practice first for stat gain, then kiss K and keep it going but don't try to remove clothing. Doing that will prompt them to ask you to slow down and cause Relations penalties. You should then promise to be true when prompted (buy a ring for extra Relations if you like), and for maximum Relations take them out for dinner afterwards. Order a meal and drinks, and be sure you talk to K instead of the server to avoid a breakup. Ask K to be your girl/boyfriend but not to come home with you for best results. Afterwards, don't be dating anyone else when you return to Elmvale or there will be an awkward breakup when Karl/Karla finds out. If you aren't dating anyone else when you return to Elmvale, congratulations, Karl/Karla will be your Romance. Just be sure to talk to them before you leave town! Theo/Thea- This character is a large barbarian warrior. They drink a lot and seem slow-witted sometimes but may actually be pretty intelligent (they organize and finance the expedition you go on in Act 5, so I don't think they're really that stupid). You want to have 30 Perception when you first meet T, later 40 Endurance & Strength, and later 50 Charm for early Relations gain. Or you can wait till they get to know you and start a Romance through high Relations later. The walkthru details multiple paths. Theo/Thea is more forgiving of breakups than the other characters depending on how you do it (see above in the walkthru). Note that despite their own easy lover tendencies, they also dislike cheating and will break up with you if you fail to ultimately be true to them over anyone else. To avoid this, see above- some Charm bonuses are possible for cheating on T with P or G. Jace/Jess- This character is a spellcaster with a dark past. You meet them last and your Relations start out lowest, so they can be the most challenging Romance. Spend as much time with them as you can and be careful trying to go too far early on. If P is present over G, supporting J at the expense of P at certain points can help you build Relations. Same with G, but the occasions are fewer. You can fail one encounter to get +15 Relations with J if you are desperate (see Act 5). In Act 6, the Romance can begin. You will want 80 Relations, 60 Evil or Charm, and not to be Romancing anyone else. Note that J is actually not Evil starting out, Good characters can still Romance them with high Charm and Relations. Just be careful to stay true and support them as much as possible. Good luck. 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. With each character, I get one of the five game endings along with a Romance and as many Artifacts as I wish to grab. All these characters will continue their playthrus in my FAQs for Lost Heir games 2 and 3. Character# 1. Renata, Good Princess. Monk, then Druid. Companions- Sister Geri, Gale, Karla, Theo, Jess. Romance- Gale & Theo, ends up with Theo. Mount- Lump, then Healthy Riding Horse. Ending- Honor of the North. 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 will be a Good character 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. Theo is her Romance. Her passions are magic, balancing her emotions, and martial arts. Act 1- Renata starts the game by casting a mighty spell in her dream (stat improvement +3 Magic to 3). She then awakens as a Princess with the prized possession of a Spellbook (Magic 23, Arcana 30). Smiling at servants (Charm 30, Good 51), she goes to meet her friend Gale. Renata is a budding bisexual. She and Gale like to wrestle with each other (Unarmed 10). Renata exchanges her first kiss with Gale and compliments her (Good 53, G Relations 68). Renata then goes to meet Harmond, whose classes in music, dance, and diplomacy she most enjoys (Charm 40, Perception 30). She distracts him with imagination (Charm 43), then listens intently to his lecture (Arcana 31), thanks Harmond (Charm 44), then goes to meet her parents. She tells them stories too (Charm 46). Afterwards, Renata meets the bad guys and then some of her possible Mentors. She sets fire to Sir Grady's mustache (Magic 26, Evil 52), picks up Nature advice from Lady Emaline (Nature 25), and asks Sister Geri about magic (Religion 23, Magic 29). Renata chats with Amos in the Dungeons about his past and Stealth (Stealth 3) but she'll never get much use out of that stat. Next, Renata watches her parents die. She then zaps her first bad guy with Magic (Magic 32). Afterwards Renata improves her Perception by asking Selina what she means (Perception 32), dodges through the mob of Guards (Agility 22), and then flees the Castle with Sister Geri after Harmond and her other possible Mentors are killed. She is now a traumatized teenager. Act 2- Renata is grateful to Sister Geri for advising her not to be rash (Mentor Relations 58). She grows up in the Elmvale Temple with her foster parent (Arcana 34), studying martial arts (Unarmed 40, Mentor Relations 63), and becoming a Monk (Perception 42, Unarmed 60, History 30, Religion 43, Mentor Relations 68, Gold 130). I imagine Renata saw this as a way for her to learn calm and turn her body into a living weapon. Unarmed techniques can fill in where Charm and Magic study won't help. Renata's new friend in Elmvale is Karla. They're just friends, not more than that. Renata buys nothing from Karla, trusting her own skills to keep her alive. She does, however, hang out with Karla after shopping, practicing Magic in the woods (Magic 35) and getting a meal and drinks at the Tavern (K Relations 74). She also goes home with the tavern waitress (Charm 56). In the morning, Renata collects her Demon Stones from Geri, promising never to use them unless she has no other choice (Good 49, Mentor Relations 71). She then hugs her Mentor (Mentor Relations 86) and departs to seek adventure. At the village notice board, she meets Theo and follows him (Perception 35). She is nice to Theo, perhaps recognizing him as a strong living weapon like herself, the future warrior to stand beside her sorceress... whatever romantic cliche you prefer. She doesn't flirt with him, however, she doesn't want to move too fast. After complimenting Theo before the job interview and introducing herself at orientation (T Relations 56), the Sheep Escort begins. Act 3- Renata starts this act by using a speech to inspire her fellow guards (Charm 59). She chats with Theo by the fire about his past and puts a hand on his leg (Charm 62, T Relations 64), then gives Theo flowers. She does nothing else (no interest in theft or going too far too fast with Theo). Watching what Theo does with her flowers- feed them to a sheep- bothers her until she thinks "oh well, maybe the sheep liked them". Later, Renata rejects Demon Summoning and gives the crying Shepherd Girl a blanket (Good 52). Now we need to fight a Troll. Renata punches it and then immobilizes it with her fists (Unarmed 66). We lose some Sheep in the chaos (4900 Sheep left), but our bravery and skill impress Theo (T Relations 69). We can't open the Plot Box. Against the Kobolds, we go with Theo to investigate them and see their pit but are injured climbing down into it (lacked Rope or Agility, Health at 60). Searching the pit, we then open the secret door and fight three Kobolds with our fists (Unarmed 69, Health 35). We then use Magic to create light and kill the Kobold Leader in their lair (Magic 40), earning the Necklace of Nature (Nature 45). Renata explores the idea of doublecrossing Master Jett, but ultimately rejects it. She isn't a bad person, she takes the Gold bonus loss (Gold 330). Renata stops by the local Temple and prays to Good Gods (Religion 45, Good 54), takes a no-thieving vow, and donates 10 Gold to charity (Gold 320, Good 67, doing this for Suno/a Reward later). She then proceeds to the Tavern and agrees to partner up with Theo for the next Act (Gold now 130, T Relations 84). Act 4- In Ludd, Renata works as a Nature Guide and then demonstrates her Magic to become a Druid. Unarmed is high enough, we need a backup power and our Arcana is lacking, so we can't be a Wizard. Priestess is possible, but Renata's not inclined to serve the Gods (Druids also get interesting powers in the later Lost Heir games IMO). Nature is now 65, Magic 55, Gold 160. Renata returns to the Tavern and is glad to see Theo, having wanted to talk to him. They exchange a kiss (T Relations 99). Renata now meets two other women Theo has recruited to join their party. Jess, whom she welcomes (J Relations 43), and Gale, whom she embraces happily (G Relations 71). After this, she asks Theo to give her and Gale time to catch up, as they haven't seen each other in a long time (T Relations 94, G Relations 74). We then kiss Gale again, we're so glad to see her! We lie and say Theo's Romance means nothing to us (Charm 67, Gale Relations 84). We then talk to Gale about our past. After this, we witness a strange Monk using Ki to survive an accident. Renata tells her "our bodes should not be sacrificed" (Perception 35, Agility 27, Strength 30- I'll make up the lost Perception later, Strength & Agility are more important in future games). Renata has a chance to buy a Horse after this, but finds them too expensive. Thankfully, Theo buys her a Mule, which she gratefully accepts (Good 69). She also breaks up with Gale in favor of Theo, hoping to avoid a bad breakup later and wanting to ultimately be with Theo, her more recent and long term love interest (G Relations now 79). Gale agrees she and Renata will be just friends. Act 5- Renata and her party head for the Som'Reth Ruins. Renata works out with Theo in the evenings (Strength 40, Theo Relations 99). She chats with Theo too, earning his backstory unlock through asking about his homeland and if he'll return. She then enters his tent and spends many nights kissing him there (T Relations 112). Renata also chats with Gale and Jess, earning all backstory bonuses for them available now (Gale Relations 85, Jess Relations 49). We don't attempt any Romance actions towards Gale or Jess, having sworn off any lovers but Theo (I could give Gale flowers for bonus Relations, but I don't need them that badly). At the social event, we pass Gale's theft off as a misunderstanding (T Relations 107, G Relations 90). We then avoid the quicksand with Druid Power (Nature 68). Faced with the Som'Reth Guards, we conjure a Stinking Cloud and then use our Grass Entangle Druid Power (Magic now 61) to take them out. This brings our Gold total to 222, I grab a Sword as well (just in case I ever need it), and the Guards are dead. Inside the Ruins, I explain what the statue means (Arcana 40) and grab the Tyborr Demon Stone. We also help Theo loot, then escape. Act 6- Renata starts this act by asking Sister Geri for lodging and offering to pay (Good 70, Mentor Relations 91). We tell the party who are are and why we need the Demon Stone nicely, then invite Theo to join us in our room and make love (T Relations now 137). In the morning, we welcome Karla into the party (K Relations 77, Mentor Relations 94). We then get our loot from the last Act- the Gem of Seeing and 230 Gold (Perception 55, Gold 452). Renata sells Lump at the local Stables for 5 more Gold (Gold now 457). She then starts her winter. Renata chats with her companions during the winter. We talk to Sister Geri first, earning the Signet Ring (+3 all Stats) and Monk sidequest. Renata then unlocks the companion side quests for Theo, Gale, and Karla and grabs their friendship bonuses too (T Relations & G Relations maxed, K Relations 88). With Jess, we just become friends (Relations 57), we lack the Relations to learn her backstory, so I avoid asking about it. We train with Sister Geri in the mornings (Agility 35, Perception 61, Strength 43, Unarmed 82, Religion 53, Mentor Relations maxed), discuss Magic with Jess in the afternoons (Magic 69, Arcana 53, Jess Relations 60), and help local farmers in the evenings (Magic 74, Nature 76, gold 607). I then see Jowal and ask after his sister (Good 71, Charm 73). I could sell the Necklace of Nature here and buy the Magic Shield (I'd get the 20 Nature back with later Druid Levels), but 700 Gold is a large investment and I might need that Gold for other things in the long run. I buy the Arcana book instead (Arcana 63, Gold 487), the other books are not worth it since my History & Geography will never be high on my intended path. I also visit Suno and get him healed up (Gold 437), then flirt with him some (Charm 76). I don't seek any other reward for the healing right now, it will come in the next game. Before leaving Elmvale, Renata buys a Healthy Riding Horse (Gold 137). Act 7- After talking to the caravan, we support Karla over Theo regarding the new path (K Relations 93, T Relations still maxed). We then examine the Mischief Shrine and take its Gold (Religion 56, Gold 164). Next, we find the secret corridor through Perception (Perception 64). Entering the Evil Temple, we destroy the Skeletons with Magic (Magic 77), check for traps and have Gale double check and disarm them (Devices 9), then attempt to climb the pedestal (fail, but Agility now 38). We then have Karla shoot down the Cloak of Spiders (K Relations 96), and thus get the Cloak for our use. In the village after the underground travel, Renata dances with Theo (Charm 79, Religion 59). She also regains full Health. Now it's time to enter Vernex. Act 8- We pass the initial Guards with Charm (Charm 82), then send Gale & Jess on the special mission. Stealth and Magic is a good combo for success, right? We also sell our Tyborr Demon Stone (Gold now 414), as a non-Demon Summoner Renata will never unlock the full bonus content for Tyborr in Lost Heir 3. We then enter the amphitheatre and listen to Zusak's speech. Afterwards, we get an inn room (Gold 384) and listen to rumors in the common room. We learn of Duke Eddan's special diet and that the kitchen will be full of strangers. Sensing opportunity, Renata sneaks into the kitchen and poisons the banquet with Valarian root, her >50 Nature allowing her to damage Thuja before the next Act. She surrenders when captured by Selina's Guards who detect her attempt to do this. Act 9- After denouncing Zusak, we surrender. Now it's time for Renata vs. Thuja. Thuja kills Sister Geri, Renata punches him in retaliation (Unarmed 85, Thuja Health 50). Renata then uses the Cloak of Spiders to avoid Thuja's attack. Thuja sends in his Guards! Renata chokes a Guard from the ceiling first round (Unarmed 88, Strength 46). 2 Guards left, Theo kills one and the last Summons a Spike Demon. Renata kills the Summoner with a ball of Magic force, causing the Demon to disappear (Magic 80). Now it's Renata vs. Thuja outside the cell. Renata opens the fight by casting a wide spray of fire (Magic 83, Thuja 25 Health left). Thuja is distracted by Karla next round and knocks Karla out. Renata is pissed and uses her Monk Ki- Hadoken! Thuja is defeated (Unarmed 95, Renata final Health 75/100). We get the Belt of Speed. In the game aftermath, Renata and Theo journey to the Norgan while Karla goes to spy on Selina. Renata's story will continue next game. Final Stats- Renata the Druid. Health: 75% Specialized Training: Monk Levels: 1,Druid Levels: 1 MORALITY: Good: 71% Evil: 29% ABILITIES: Agility: 38% Charm: 82% Endurance: 23% Perception: 64% Strength: 46% Willpower: 23% SKILLS: Archery: 3% Devices: 9% Magic: 83% Blades: 3% Stealth: 6% Unarmed: 93% KNOWLEDGE: Arcana: 63% Geography: 23% History: 33% Nature: 76% Religion: 59% RELATIONSHIPS: Theo: 100% Gale: 100% Karla: 96% Jess: 55% INVENTORY Your mount, a healthy riding horse named Checkers. - a pouch on your belt containing 414 Gold - a spellbook - a sword on your belt A backpack containing: - a black runebag with 3 glowing stones and 1 unglowing stone in it - a water skin - flint and steel - a sleeping roll You are wearing: - the bone Necklace of Nature around your neck (+20 Bonus to Nature) - the Gem of Seeing in your pocket (+20 Bonus to Perception) - the Cloak of Spiders over your shoulders and down your back - the Belt of Speed around your waist - your family signet ring, on a chain, around your neck (+3 to All) ** Character #2. Alec, Evil Prince. Priest, then Wizard. Companions- Lady Emaline, Peter, Karl, Thea, Jace. Romance- Peter, Thea, & Karla, ends up with Karla. Mount- Lump, then none. Ending- Vampire Slaying. High Stats- Magic, Religion, Arcana, Charm. Blades and Stealth will be secondary priorities. Play Summary- Alec is a follower of the Dark Goddess Shadi, an Evil Priest and later a Wizard. He wants to regain his throne to bring glory to himself and his goddess. Karla is his Romance, although he won't mind wooing other people while she can't see him do it. He is a Grade A Jerk in many ways. Act 1- Alec is going to be getting high Magic, but not immediately. I want to do a bit of a challenge with him. We start our playthru by commanding our army to advance (Charm 23), then awaken as the Prince of Daria. We have many possesions, but our most prized is an Unholy Symbol of the Dark Goddess Shadi, from whom we draw inspiration regularly (Religion 40, Magic 5, Arcana 25). Alec is a devoted follower, but more of a pragmatic villain than a cartoonish one at this point. If people are useful to him, he won't hurt them. Smiling at the Servants (Charm 33, Good 51 but that will change later), we start our day. We visit Peter, confirm our budding bisexuality (bi is always my preferred sexual orientation in these games for maximum Charm and Romance potential), then name ourselves. Peter offers us a choice of play, we pick fencing (Blades 10, I could get Arcana but I'll get lots later when I become a Wizard). We then kiss Peter and compliment him (68 P Relations, Good 52 for now), then go see Harmond. Choosing Academics as our favorite here for Arcana 35, Geography & History 30, Religion 50. Alec could get History or Geography from Harmod, but he's a jerk and goes for Charm instead same as Renata did (Charm 33). Afterwards we ask "what's the point?" for Evil 49 and then say "Thank you". Afterwards we get more Charm from our parents (Charm 36) and then meet the bad guys. From Mentors, Alec picks up a few more stats, showing off his personality as future Evil Overlord. Sir Grady teaches him some swordplay (Blades 13) and Sister Geri some Magic (Magic 8, Religion 53). After lying our way into the Dungeons, we also grab Stealth from Amos (Stealth 3). I could have him whipped, but I'll get my Evil later. Lady Emaline catches our attention, but we don't indulge her Nature chat. Instead Alec lets her leave the garden and gets a Blades bonus for hearing her mumble about stabbing someone in the heart (Blades 16). After being mean to our valet and badmouthing him before the King (flavor text), Alec witnesses his parents' deaths and incredulously screams for the Guards. He repels the man who attacks him with a curse in the name of Shadi (Religion 56) and then begs Zusak for mercy, afterwards yelling "Excuse Me!" to escape the battling Royal and Enemy Guards (Charm 40). We escape the Castle with Lady Emaline. Shadi directs us that way for future Evil potential. Act 2- Lady Emaline teaches Alec to be pragmatic and not rash, he is grateful for this and accepts her offer to train him in Stealth (Stealth 33, Mentor Relations 58). Growing up in the flower shop gives Alec Nature 23. We could become an Assassin now, but Alec chooses to be a Priest of Shadi instead, to his Mentor's surprise (Blades 21, Magic 23, Arcana 45, History 40, Religion 76, Gold 140). Visiting Karla, we arrange to hang out with her after work and purchase our initial gear, plus a Sword, a Dagger, Rope, and a Spellbook (25 Gold left). Taking Karla's hand, we head for the woods and practice magical dueling (Magic 26). We then kiss Karla repeatedly, promise to be true, and head for the Tavern. There Alec orders drinks and dinner, ignores the server in favor of Karla, takes Karla's hands and asks her to be his girlfriend, then walks her home (Charm 46, K Relations max). Alec likes Karla as his future bride for dark reasons. Let's not get into why exactly. In the morning, Alec gets his Demon Stones from Lady Emaline and promises not to use them (61 Mentor Relations, 52 Good for now). He then hugs his Mentor (76 Relations) and heads out to seek adventure. We meet Thea at the village notice board, but lack the Perception to follow her. Instead, Alec gets his job via threat with a sword (Evil 50, Blades 24). We then introduce ourselves to Thea at orientation (T Relations 56). Next Act! Act 3- Alec could pray for Shadi to watch over the sheep, but we have high Religion already and there's no Evil award despite the flavor text. So we do a speech instead and get the Charm bonus (Charm 49). We then chat with Thea about her home but don't attempt Romance just yet (Geography 33, T Relations 56). Instead, we attempt stealing from the shepherds (Evil 53, Stealth 36, Gold 75). Then we move on, reject Demon Summoning, and tell the poor Shepherd Girl to stop whining (Evil 56). Next is the Troll fight. Alec is at a disadvantage here, no good combat stats and he automatically loses 100 Sheep Health due to lack of 30 Perception (since I'm playing Evil, this is no big deal in the long run, but I'm still noting it). As a Priest, however, he can call up his Deity's blessing on the first round. Next round, Arcana rises to 48 as Thea tells us we need a fire. Alec conjures one up (Magic 28), then trips the Troll into it (Stealth 39), damaging the Troll. Thea kills the Troll next round, but two young Guards also die. Alec sends their souls to Shadi when Master Jett asks him to perform a wake (Religion 79, Evil 59). After the fight, we chat with Thea about the Plot Box (T Relations 61 because we helped kill the Troll) but can't open it. We have 4500 Sheep Health left now. Against the Kobolds, we look for their pit with Thea and stumble into it due to lack of 30 Perception. Alec takes 40 damage and Thea is knocked out. Alec pockets her coin purse (Evil 62, Gold 150), then heals her with his Priest Power (Religion 82, T Relations 66). They then search the pit and find the secret door. Alec opens the door and throws his Dagger (Blades 27), then has Thea deal with the other two Kobolds for him (he lacks the Stats to kill them all himself), then casts a light spell (Magic 30) and enters their lair. Here we kill the Kobold Leader with fire (Magic 33) and then get the Necklace of Nature (Nature 43). Corrupting Thea after this, we then proceed to double-cross and kill Master Jett, dedicating his murder to our Evil Goddess- Shadi is very pleased (Evil 92, Religion 85, Gold 400, T Relations 81). We pick up further Evil by praying to Shadi at the local Temple (Evil 94, Religion 87), then proceed to the next Act. Act 4- Alec becomes partners with Thea for the next quest (T Relations 86, Gold 210), then becomes a Wizard (Arcana 61, Magic 48, Gold 220), still keeping his devotion to Shadi but wanting to pursue other studies for his future plans (we'll be a Necromancer next game). Meeting Thea again, Alec admits he wanted to talk to her too. Thea says she's in love with Alec (even though he's not that meaty or charming) and kisses him. He kisses back, but only to keep things from being awkward and intending to break off the Romance later (he doesn't like jock girls such as Thea, but a short affair is no big deal). T Relations are now 91. Alec soon gets reason to dislike Thea. She has hired a Soulburner named Jace to join them for the next quest without talking to him first! Alec comments coldly about this (J Relations 37). He is then further surprised to see Peter, the 4th member of their party. After embracing Peter, we agree with him that Jace is surely trouble (P Relations 76, J Relations 32, I'm being mean to J with Alec for story reasons). After Thea reveals she's already hired them both without our input, we ask her to leave us alone with Peter, as we haven't seen him in a long time. We then kiss Peter and blow off being with Thea too to start our intended breakup with Thea later (Charm 54, P Relations 89, T Relations 86). We'll also break up with Peter before we get back to Karla, but still keep Relations high enough for the backstory because we're being mean to Jace. Next up is the Priest side quest. Alec keeps the strange amulet for its P Relations bonuses even though he won't be finishing its sidequest next game (Arcana 66). Alec also buys a Dagger in the local marketplace (205 Gold left). He leaves Ludd without a horse and accepts the mule from Thea, calling it a fleabag. Alec is irritated Peter and Thea didn't give him an easy breakup choice before departing Ludd, but he still has plans. Act 5- Alec travels to the Som'Reth Ruins with his party, spending his evenings talking about Religion with Peter (Religion max, P Relations 96). We also ask Peter about his past, agree with him again that Jace is bad news, and ask about what can be learned from the strange amulet (P Relations 110). We give Peter flowers and he rejects our Romance because we are not his preferred type (lack Charm and Good), lying about the gift to Thea (again, being a jerk for story reasons). We then enter P's tent and attempt to move our Romance ahead but are rejected due to their high morals (this ends with a partial Romace with Peter, P Relations 105, T Relations 86). We talk to Thea next. Alec is a real jerk here. He chats with Thea about her homeland, but insults it instead of encouraging her to return (not doing Thea's side quest). He then eases her guilt over killing Jett, intending further corruption. He also sleeps with Thea in her tent and uses that to break up with Peter for lowest Relations loss. This ends with T Relations 96, P Relations 85, also Evil 95 (we were mean to Thea). Alec doesn't bother talking to Jace, nothing good can come of that. He doesn't like them much anyway. Moving on, we get the social event where Jace swats a wasp on Peter. Alec supports Peter here (P Relations 95, J Relations 22). We then lose our sleeping roll and sword to the quicksand obstacle (at least we still have our dagger). After arranging to share Thea's sleeping roll (T Relations 99), we move forward. Alec is now faced with the Consortium Guards. He can't attack them directly here due to low combat Stats. Instead he waits for nightfall and attempts to sneak close to them alone. Sneaking up to the Sentry Demon (Stealth 42), he then eliminates it with his Rope. He then casts Sleep on the Guards (Magic 50) and then draws his Dagger and enters their tent, intending to start a massacre in the name of Shadi (Stealth 42, Evil maxed). He only kills 1 Guard before he is detected, however. This is fine, though, we still have a chance at the rest. Now the party joins us and we have a fight. Alec lacks the Stats for a full fireball, but he can do a partial one- this takes out a single Guard with no Magic bonus. Jace kills another Guard- 3 Guards are left. They Summon a Fire Demon and Alec steps behind Jace to survive. Next round, Alec kills another Guard with a Shock spell (Magic 53). Three remain (should be two, but we have a bug here). One of them wounds Thea, so we must flee now. Alec lacks the Stats to escape the Guards or throw a crystal at them with Strength, so he just keeps running and falls into a pit trap. He uses his Arcana to escape (Arcana 69), then attempts to heal Thea with his Priest Power (fail, but T Relations Max again). We get more Arcana at the Demon Statue (Arcana 72) and retrieve the Tyborr Demon Stone (Health now 65) along with additional loot. We are ambushed during our escape by the three remaining enemy guards. Alec kills one with Magic (Magic 56), Thea kills another, the third flees. We get a new Sword, then leave the Ruins. Next Act! Act 6- "Good to see you again, Lady Emaline. Can we stay the night?" Alec demands the Demon Stone (we're about to break up with Thea, so Relations can drop) and then rejects all potential bed partners. Thea tries to join us, but we blow her off because we are a Prince (T Relations 82, Romance over). Next morning, we see Karla again, embrace her to resume our Romance and tell Lady Emaline we should have gotten the chance to tell Karla who we were ourselves (K Relations still max). We divvy up our loot from the last quest, Alec gets the Gem of Seeing (40 Perception) and 230 Gold. He sells his Mule and buys a new Rope (Gold now 425). In the Winter, we unlock Karla and Peter's sidequests, learning about the Vampire who we will meet next game. We also fully consummate our Romance with Karla and get our Signet Ring from Lady Emaline (+3 all Stats). We are friendly to Thea and fake-apologetic to Jace (K and P Relations max, Mentor Relations 89, J 27, T 85). Training- we train with Lady Emaline in the mornings (Agility 28, Perception 46, Blades 35, Stealth 55, Nature 49, Mentor Relations 94), spar with Thea in the afternoons (Blades 45, T Relations 88), and practice our Wizard Magic in the evenings (Perception 51, Arcana 80, Magic 64). From Jowal, Alec grabs a Charm bonus (Charm 60, still max Evil), lies to get the Academy book, and then reads it (Charm 63, Magic 69). None of Jowal's other bonuses are worth the price. Alec also gets a Charm bonus for flirting and sleeping with Suna (Charm 66) but can't heal her. We now depart for Vernex, earning a new sleeping roll from our Mentor on the way (Mentor Relations 97). Act 7- Alec starts this Act on foot (Endurance 26). He tries to steal from the caravan but can't suceed (lacks 40 Agility). He indulges Thea at the expense of Karla regarding the underground route (surplus K Relations, T Relations now 88), then examines the Mischief Shrine and donates 200 Gold for the Feather of Glibness, then keeps his Gold (Charm 86, Gold 425). Seeing Religious meanings in the Sculptures next corridor, we enter the Evil Temple. Here we bind the Skeletons under our control (P Relations drop to 91, but I already got their sidequest; J Relations now 37) and use them to detonate the traps harmlessly. We then fail to get the Cloak of Spiders with Agility (Agility 31) but Karla shoots it down for us (K Relations max, got Cloak of Spiders). In the village after this, Karla helps us steal the rings (Gold 510 now because the Mischief Shrine let us take our Gold back after getting its reward). Act 8- Again we pass the enemy Guards with Charm (Charm 89). We then send Karla and Thea on the special expedition, picking Thea as leader for bonus Relations (T Relations now 91). Surely we can depend on our lover and our ex- lover, right? Alec sells the Tyborr Stone (Gold now 760) and then goes to the Amphitheatre and throws fire at Zusak (Magic 72, Thuja damaged). He is captured! Act 9- Alec denounces Zusak, gets a laugh from asking Selina for help, then ends up in the dungeon. Thuja attacks, killing Lady Emaline. We retaliate with Magic (Magic 75) and then evade damage using the Cloak of Spiders. Thuja sends in his Guards. Alec stabs two with his dagger from the ceiling (Blades 48) and Jace takes out the third but is injured in the process. Now it's just us and Thuja. We move close and hit him with a grease spell (50 Health left, Magic 78), knocking off his Belt. We then finish him off with our Sword (Blades 50, Thuja dead). We get the Belt of Speed. Peter and Jace escape Vernex with us. Alec ends the game by going with Peter into the wilderness on a Vampire Slaying expedition while Jace is sent to spy on Selina and warn us if she tries to kill Karla and Thea. We can totally depend on him to protect the ladies, right? Alec will be back next game. Final Stats- Alec the apprentice wizard. Health: 50% Specialized Training: Priest Levels: 1 ; Wizard Levels: 1 MORALITY: Good: 0% Evil: 100% ABILITIES: Agility: 31% Charm: 89% Endurance: 26% Perception: 51% Strength: 23% Willpower: 23% SKILLS: Archery: 3% Devices: 3% Magic: 78% Blades: 50% Stealth: 55% Unarmed: 3% KNOWLEDGE: Arcana: 80% Geography: 36% History: 43% Nature: 49% Religion: 100% RELATIONSHIPS: Thea: 93% Peter: 91% Karla: 100% Jace: 37% INVENTORY - a pouch on your belt containing 760 Gold - a spellbook - a sword on your belt - a holy symbol secretly dedicated to the Goddess Shadi hangs around your neck - a dagger in your sleeve A backpack containing: - a black runebag with 3 glowing stones and 1 unglowing stone in it - a rope - a water skin - flint and steel - a sleeping roll
- a strange amulet to an unknown god
- a textbook from the Academy of Wizards
You are wearing:
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Feather of Glibness in your hat (+20 Bonus to Charm)
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
- your family signet ring, on a chain, around your neck (+3 to All)
**
Character #3. Bernie, Evil Prince. Bard, then Thief. Demon Summoner.
Companions- Amos, Petra, Karla, Thea, Jess.
Romance- Petra, Karla, Thea, and Jess. Ends up with Jess.
Mount- Lump.
Ending- The Soulburner.
High Stats- Archery, Devices, Agility, Charm, Willpower.
Play Summary- Bernie is Evil but largely because he is trying to make up for
bad luck, not because he is actually selfish- he may become Good when all is
said and done. Think of him as an Anti-Hero. Devices and Archery are his key
skills. He loves many women, but ultimately forsakes most. He is brave enough
to try Demon Summoning and hopes it works out for the best.
Act 1- Prince Bernie dreams about shooting Demons with his bow (Archery 3),
then wakes up. He starts his day by grabbing his Lockpicks, he likes opening
locks and rigging traps (Devices 20, Agility 30). He then enters the halls,
forcing the servants to part by his very presence (Willpower 30). They know
he's trouble, they need to get out of his way, never mind the game text
saying it's because he's the commanding sort. He goes to visit his friend
Petra, to whom he is very attracted (Bernie likes girls only, I'll get plenty
of Charm as a Bard even without the Suno award). Bernie practices Archery
with Petra (Archery 13), then kisses and compliments her (P Relations 68,
Good 51).
Bernie then goes to see Harmond. He doesn't really care for his studies,
preferring physical activity (Strength & Endurance 30, Agility 40). Because
of this, it's no surprise he has to make up something in response to
Harmond's question (Charm 23), then sigh and listens intently (Arcana 21),
even though he'll probably forget everything later. Thanks Harmond, shares
fantasies with his parents (Charm 26), suffers respectfully through the
audience with Zusak.
In the training yards, we pick up some Bow pointers from Sir Grady (Archery
16). We then go to the gardens and chat about Nature with Lady Emaline
(Nature 25). The most interesting Mentor, however, is in the Dungeons. Amos
shares our interest in lockpicking (Devices 23)! Score! Bernie thanks him,
then heads to his room through the Temple. Sister Geri bugs him, so we ask
her about Magic (Religion 23, Magic 3) and then move on.
When we wake up, we attend the banquet and our parents die! No! Dodging an
enemy blow (Agility 43), Bernie tries to run, but is grabbed by Thuja. Bernie
begs for mercy, watches Harmond die (Augh!), yells Excuse me! at the Guards
(Charm 30), then departs the Castle with Amos. If anyone can help him get out
of this, it's his Thief friend!
Act 2- Bernie is thankful towards Amos for helping him, but still asks for
the Demon Stones. Amos tells him he's too young for that nonsense. Amos buys
the inn in Elmvale, Bernie grows up there (Charm 33). He gladly lets Amos
teach him about being a Thief (Devices 38, Stealth 15) and becomes a Bard
when Amos suggests it (Blades 5, Archery 21, Agility 58, Charm 48, Arcana 31,
History 30, Mentor Relations 63, Gold 140, gained Lute)- he'd prefer to be a
Thief, but he'll become one later to please his Mentor now.
Bernie heads to the store and meets his girlfriend Karla. He buys a Bow from
her, also a Dagger, a Rope, and a Lantern (Gold 55). They then head for the
woods, hand in hand, and practice Archery (Archery 26). Bernie surprises
Karla by kissing her after practice and keeping it up. She asks him to be
true, he says "Yeah, of course". He then takes her to the Tavern. There, they
get a meal and drinks, but Bernie gets way more drunk than he should and
blows Karla off for the server! Karla doesn't like him anymore, and he wakes
up alone too. Oh well. (Charm 58, K Relations 62)
Bernie gets his Demon Stones back in the morning, asks Amos about them and
says they might be his only way to get back at Zusak (Arcana 34). He then
hugs Amos (Mentor Relations 78) and heads for the notice board. He sees Thea,
a big interesting woman there, and then talks a kid into giving him a job
(Charm 61). He meets Thea at orientation and says hi (T Relations 53).
Act 3- Bernie likes traps, so he sets them around the camp each night to
protect the sheep (Devices 41). He chats with Thea about where she's from and
puts his hand on her leg, she swats it away playfully (Charm 64). Bernie asks
her to share his tent, but she doesn't want to go that far yet (T Relations
51). He sighs and attempts some theft, but doesn't get any Gold (Evil 52,
Stealth 18). He goes to bed.
Waking up, he decides to use his Demon Stones. Maybe they might help him. He
can only read two of them, so he only activates Brahl and Xi'atta for now.
Brahl makes him kill some sheep (Sheep Health 4997) and Xi'atta succumbs to
his will, but won't come back to the camp with him. Come on, Demon Buddy! Oh
well. A Shepherd Girl whines at Bernie, he gives her a blanket to be nice
(Good 51, Willpower 35).
The Troll appears! Bernie doesn't spot it and sheep die (4897). Panicking, he
fires an arrow (Archery 29), then builds a fire when Thea suggests it. He
takes a long time doing this due to low Nature and 2 redshirt guards die.
When it's ready, he grabs a flaming brand and flings it at the Troll (Agility
61). Thea finishes off the Troll, but the fight went badly. The redshirts are
all dead, Sheep Health is down to 4197, and the only good thing from this is
Thea's glad we helped her (T Relations 56). Bernie perks up a little when he
sees the Plot Box and finds himself able to open it (Devices 44), earning the
Gloves of Archery, about which he is honest (Good 54, Archery 49, T Relations
61).
Moving on, Bernie and Thea bond a little by investigating the Kobold Pit,
which Bernie spots and descends safely due to his high Devices & Agility.
Thea opens the door, Bernie supports her with Arrows (Archery 52) and then
enters the Kobold Lair with his Lantern out. He sidesteps the Kobold Leader
and grabs its Necklace of Nature (Agility 64, Nature 35). After that,
realizing the Troll screwed up their job and there's no other way to get much
money from it, he suggests he and Thea kill Master Jett. She agrees. After
stopping by the Temple and praying to Good Gods for forgiveness, but making
no donation, Bernie heads out with Thea for drinks (Evil 74, Gold 305, T
Relations 76, Religion 26).
Act 4- Bernie accepts Thea's offer of partnership (T Relations 81). He then
joins the Ludd Thieves Guild (Devices 59, Stealth 28, Agility 74, Gold 210).
Fooling around more with his Demon Stones, Bernie masters Xi'atta but not
Brahl or Zon'ch due to low Willpower and still being unable to read Zon'ch's
Stone (Willpower now 40). Bernie then meets Thea at the Tavern and is pleased
she will kiss him now, he gladly kisses back (T Relations 96).
After this, Thea introduces Bernie to Jess, whom he welcomes (she's even more
beautiful than Thea!) and reintroduces him to Petra (hey first love!). Petra
doesn't like Jess, but Bernie says come on, increasing J Relations at expense
of P. He then has Thea leave him alone with Petra, because he hasn't seen her
in a while, and firmly kisses her, insisting Thea's just a friend. Petra's
like "Ok..." (P Relations 79, T 88, J 48, Charm 69)
Bernie now has some local side quests. The Bard job goes well, but the Thief
one doesn't, he gets caught by the merchant he's burglarizing. He accepts the
merchant's job to escape, cracks the rival's safe (Devices 62), and keeps the
Flawed Dagger inside, figuring the merchant might kill him and it's better to
flee. Bernie accepts Lump as Mount when Thea offers the gift, maybe he'll
upgrade later (Good 28). Off to the Ruins!
Act 5- On the journey to the Ruins, Bernie spends his evenings entertaining
his comrades as a Bard (Arcana 39, History 35, T Relations 91, P Relations
82, J Relations 51). He chats with Jess about her past and gives her flowers,
which she accepts, but holds off going farther than that for now (J Relations
62). He then chats with Petra, unlocking her backstory, then admitting he's a
Demon Summoner and maybe she shouldn't be so intolerant of others. He gives
her flowers too, lies to Thea that it means zip, then enters Petra's tent but
is rejected as company. He is supported as company in Thea's tent and spends
many nights kissing her. He also unlocks her backstory and eases her guilt
over killing Master Jett. At the social kerfluffle, Bernie supports Jess over
Petra. He also asks Jess to share a sleeping roll after losing his to the
quicksand (T Relations max, P 73, J 77 after all this).
Against the Guards outside the Ruins, Bernie uses his Archery to kill three
enemies on the first two rounds (Archery 58)- we need to improve our combat
stats most. He dodges the Fire Demon's attack (Agility 77), then shoots
another Guard dead (Archery 61). Jess and Thea finish off the rest of the
Guards. Bernie claims a Sword and some Gold (Gold now 322). He then enters
the Ruins with his party.
Inside, he deciphers the statue's meaning (Arcana 42) and Summons Tyborr,
then claims his Stone. A Demon to shoot for once our Willpower improves,
nice! After ransacking the antechamber for more treasure, we move on to the
next Act.
Act 6- After being nice to Amos ("we can pay", Mentor Relations 83, Good 29),
Bernie reveals his identity. He nicely requests the Demon Stone. He then
heads for his room and invites Jess to join him. She is interested, but says
no. This effectively ends possible hookups with Petra and Thea, to Bernie's
chagrin (J Relations 87, T 67, P 73). Oh well, we can get Thea back as a
friend later. Petra can reject us all she likes, Bernie is through with that
intolerant.
We are surprised Amos invited our ex Karla to guide us. We shrug and say
she's a good choice (K Relations 65, Mentor 86). We then split Stronghold
loot, Bernie takes the Gem of Seeing (Perception 40) and increases his Gold
to 552. He doesn't buy anything else for now.
During winter, we pick up all the bonus Relations we can with Thea and Karla,
ignore Petra, unlock Jess's side quest, and consummate our love for Jess (T
Relations 70, K 81, J max). With Amos, we admit we are a Demon Summoner and
we know he means well, but we need to learn it, also telling him about our
life (Willpower 45, Mentor Relations 92).
We then spend our mornings meditating with Jess for Willpower (Willpower 50)
and afternoons training with Amos (Agility 82, Charm 74, Perception 43,
Devices 67, Stealth 33, Mentor Relations 97). We perform at the Full Cup Inn
as a Bard (Charm 79, Gold 502). I decide to train with Karla in the evenings
as an Archer for the combat upgrade (Archery 71, K Relations 81). At least we
still have that connection with her.
I can't get anything from Suno, no attraction and Good is low. I visit Jowal
and get all the info I can from him about my flawed dagger and his sister-
this brings Charm to 82 and Good to 30. Later that night I rob his cart with
the flawed dagger as aid (Agility 85, Devices 70, Stealth 38, Gold 852). I
return to Jowal the next day and buy his Magic Shield (gotta get it with at
least one of these playthrus, Gold now 152). I also practice Demon Summoning
(Zon'ch deciphered now, Arcana 45) and with Willpower 50, I am able to master
every Demon I have except Tyborr. :) Amos replaces our sleeping roll (max
Mentor Relations) and we depart for Vernex.
Act 7- We chat with the caravan, support Thea at the underground path (T
Relations 75, K 76), then check out the Mischief Shrine and grab its Gold
(Religion 28, Gold 179, P Relations 68). We use our Gem of Seeing to access
the Evil Temple, where Brahl destroys the Skeletons for us, we disarm the
trap, shoot the Cloak off the pillar, and gain the Cloak of Spiders (Devices
73, Archery 74). In the village, we dance with Jess (Charm 85, Religion 31).
Act 8- Bypassing the Guards with Charm once again (Charm 88). Bernie then
sends Karla and Petra on the special mission, Karla as leader. After that, he
goes straight to the Amphitheatre and shoots an arrow at Zusak (Archery 77,
Thuja damaged). He is captured.
Act 9- We futilely try to Summon a Demon to kill Zusak, then get imprisoned
with Jess, Thea, and Amos. Thuja bursts in and kills Amos. We shoot him with
an arrow (Archery 80), leap to the ceiling, then Summon Brahl and send him
after Thuja as three Guards rush into the cell (Thuja damaged again, Thuja
Health now 25). Thea kills a Guard next round, the others back out of the
cell. Jess is holding off for now for some reason (Game code preventing her
injury). A Guard Summons a Spike Demon, we shoot that Guard with our Bow
(Archery 83). The Spike Demon vanishes, Thea kills the last Guard, and we
must fight Thuja now.
Bernie shoots another arrow at Thuja, but he dodges it. Thea rushes to
distract Thuja and gets knocked out. Bernie remembers he's a Bard and starts
playing music. This distracts Thuja and Bernie signals to Jess, who quickly
attacks and kills Thuja. The Belt of Speed is ours and both our friends are
alive!
We flee Vernex. Bernie sends Thea to spy on Selina, then goes with Jess to
hide at the Academy of Wizards. He will resume his tale next game.
Final Stats- Bernie the thief.
Health: 75%
Specialized Training: Bard Levels: 1 ; Thief Levels: 1
MORALITY: Good: 30% Evil: 70%
ABILITIES:
Agility: 85%
Charm: 88%
Endurance: 30%
Perception: 43%
Strength: 30%
Willpower: 50%
SKILLS:
Archery: 83%
Devices: 73%
Magic: 3%
Blades: 5%
Stealth: 38%
Unarmed: 0%
KNOWLEDGE:
Arcana: 45%
Geography: 20%
History: 35%
Nature: 45%
Religion: 31%
RELATIONSHIPS:
Thea: 75%
Petra: 63%
Karla: 81%
Jess: 100%
INVENTORY
Your mount, a stubborn mule named Lump.
- a pouch on your belt containing 179 Gold
- a sword on your belt
- a dagger in your sleeve
- a bow strung over your back
- a lute strung over your back
A black runebag containing:
- an unknown unglowing Demonstone
- a Demonstone glowing a soft blue inscribed with the name "Xi'atta"
- a Demonstone glowing a greyish brown inscribed with the name "Zon'ch"
- a Demonstone glowing a dull green inscribed with the name "Brahl"
- a Demonstone glowing many colours inscribed with the name "Tyborr"
A backpack containing:
- a lockpick set
- a rope
- an unusable dull magic dagger covered in jewels
- a lantern
- a water skin
- flint and steel
- a sleeping roll
You are wearing:
- the Gloves of Archery on your hands (+20 Bonus to Archery)
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Magic Shield on your back
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
**
Character #4. Emily, Good Princess. Squire, then Priestess. Demon Summoner.
Companions- Sir Grady, Gill, Karl, Thea, Jace.
Romance- Gill & Thea, ends up with Gill.
Mount- Tournament Horse.
Ending- Rescue Freda.
High Stats- Blades, Strength, Religion, Charm. Perception, Archery, and
Endurance are secondary priorities.
Play Summary- Emily will become a Squire, later a Knight and a Paladin of
Auriel. She will become incredibly skilled in martial combat, a passion
matched only by her dedication to Good and her patient prayers for the soul
of her Thief Romance Gill. Demon Summoning is something she will practice but
not master- it's just a desperate tactic for her.
Act 1- Emily dreams of drawing her sword (Blades 3), then awakens a Princess.
A sword- not gleaming & rune-covered YET - is her prized possession (Blades
23, Strength 30), never mind all the people who tell her swords ain't
ladylike. She leaves her room and steps around servants, noticing the gaps
(Perception 30). She is intent on meeting her friend Gill. Emily likes men
and women, she doesn't discriminate. The best Stat bonus playing with Gill
can give Emily is Nature (Nature 30), so they hang out in the woods. Of
course they exchange a kiss and a compliment over breakfast too (G Relations
68, Good 52).
Now we meet Harmond. Emily sits through his classes, but she prefers physical
activity (Strength 40, Endurance & Agility 30). She grabs the Charm bonus for
best future build, listens intently to the lecture, and thanks Harmond at the
end (Arcana 21, Charm 34). She then meets her parents and tells them fun
stories (Charm 36). I'd be picking the other responses if there were
accompanying Stat bonuses, but there aren't. Oh well.
After meeting Zusak, we hook up with our Mentors. Emily chats with Sister
Geri about magic (Magic 3, Religion 23), she has a passing interest in the
Gods but not more than that- not yet. Emily also drifts through the Gardens
and listens to Lady Emaline mumbling about stabbing before she leaves (Blades
26). She avoids the dungeons- nothing there for her, really. Her real prize
comes in the training yards. There Sir Grady gives her some swordplay tips,
as he does on occasion (Blades 29). Emily then settles down for a nap.
Emily wakes up, late for the banquet. When she gets there, it isn't long
before her parents are DEAD!!! She pushes the food onto the floor and lashes
out with her sword at a a man who attacks her (Blades 32), then is grabbed by
Thuja. Emily desperately asks what's going on here (Perception 32), then
screams as she watches Harmond die. She flees through the halls, pushing
Guards aside (Strength 42), then finds Sir Grady and flees the Castle at his
side. Next Act!
Act 2- Thankful to Sir Grady for saving her, Emily grows up working on his
farm (Strength 45). She has high Blades already, so she requests a secondary
skill from Sir Grady- Archery. He teaches her what he can (Archery 20). Note
that if I wanted a Magic Knight later, I could grab Magic here instead-
unfortunately Magic is harder to build via passing Stat checks alone and not
much Magic training awaits Emily at her intended Class Levels. For that, I
recommend grabbing the Spellbook as prized possession as Renata did, then
just replace Sister Geri with Sir Grady and martial arts training with
swordplay later- or build what you wish and have fun. Emily is going for
Paladin as Prestige Class, not Rune Warrior, so she will find it easier to
build Archery.
Emily becomes a Squire at 1st Class Level, training with a Knight named Sir
Maxson since Sir Grady himself is retired (Strength 55, Endurance 40, Charm
36, Archery 30, Blades 47, Mentor Relations 63, Gold 175). Emily's best
friend growing up is Karl, a shy fletcher's son. Emily arranges to hang out
with him after work, but plans no romantic attachments. Emily buys a Bow,
Rope, and a Lantern from Karl. She then walks out of town with Karl and
brushes up her Archery stats a bit (Archery 35). They then go to the local
Tavern and enjoy drinks and a meal (K Relations 74). Emily takes the pretty
waitress home for a one night stand afterwards (Charm 46). In the morning,
she collects her Demon Stones from Sir Grady, asks what he knows about them
(Arcana 24), promises not to use them unless she has no other choice (Good
53), hugs Sir Grady (Mentor Relations 81), then goes on her way.
At the village notice board, Emily spots an Amazon warrior with a plan. But
she prefers self-determination, so she doesn't follow her. Instead she talks
a young boy into giving her his Sheep Escort job (Charm 49). The next day,
she meets the Amazon, Thea, at orientation and says "You're a whole lot of
woman." Thea recognizes similar strength and endurance in Emily and gladly
takes the compliment (T Relations 55).
Act 3- Emily & Thea are escorting sheep to Ludd. Emily rouses the other
Guards to be diligent with a speech, just as a good Knight would do (Charm
52). She chats with Thea at the fire about where she's from and puts a hand
on her leg (Charm 55, T Relations 63) but doesn't take things further just
yet. Workplace hookups are awkward, and her heart still belongs to her
childhood friend Gill.
Emily forgoes stealing attempts, but she does practice a little Demon
Summoning. After all, if she ever has to use the Stones, she should know how,
right? Too bad she can't use them very well. The only one she can even read
is Xi'atta, he seems a weak Demon, and he won't even obey her most basic
commands. Oh well, maybe she'll get better one day (Willpower 25). She puts
the other Stones away and goes back to her tent. Later she meets a crying
Shepherd Girl and sighs, then goes back to retrieve her cloak even though
this earns Emily a terrible illness from which she'll have to later regain
some Stat losses (Agility 28, Strength 53, Endurance 38, T Relations 58, Good
68). Emily is Good to the extreme.
Now we have a Troll problem. Emily spots it early with her Perception and
shoots it with an Arrow (Archery 38). She then realizes the Sheep are
scattering and she better help gather them quickly. Five people- Thea & the
other four Guards- is enough to handle a Troll, right? And what is Thea
talking about, needing a fire? (Roleplaying low Arcana here, my Archery is
enough to beat the Troll, but with Emily I want to earn full Sheep bonus
later). So she abandons Thea and helps gather the Sheep. She is shocked to
see this gets all the Guards but her and Thea killed. Damn it! At least the
Sheep were protected and Thea found a Plot Box on the Troll that seems
interesting. Emily can't open it, but Thea might get it open later. Thea
isn't as sure she likes Emily now (T Relations 48).
Emily's life as an adventurer is more intense than she thought! After the
Troll fight, she spots Sheep falling into the Kobold Pit and goes with Thea
to check it out. She spots the Pit, saving Thea, descends into it with her
rope, searches, and finds a secret door. Three Kobolds burst out when she
opens it, Emily tries and fails to handle them with her sword (supporting
Thea with Archery would have been smarter but I did that last playthru).
Thankfully, Thea helps handle the enemy and they are defeated. Emily is
wounded (50 Health left) but still brave enough to venture into the dark
Kobold Lair with her Lantern. There she kills the Kobold Leader with her
sword (Blades 50) and earns the Necklace of Nature (Nature 50). Thea admits
Emily did ok.
They proceed on to Ludd, where Emily collects full bonus from Master Jett for
saving all the sheep (Gold 355). Thea is just glad it's over (T Relations
58). She asks Emily out for a drink, but Emily wants to drop by the Temple
first. There, she prays to the Good Gods and makes a no-thieving vow
(Religion 25, Good 80). Then she and Thea move on.
Act 4- Thea offers Emily the chance to come on a quest with her to plunder
the Som'Reth Ruins after she gets the Plot Box open. Emily says "Ok, but I
want to be a full partner." Thea sighs and lets her become one at increased
cost. Emily then pays for her lodgings (Gold now 140, T Relations 63).
Emily now needs to get a new Class Level. She is intrigued by serving the
Gods of Good, so she becomes a Priestess of Auriel (Magic 13, Arcana 34,
History 30, Religion 45, Gold 180). A local Sage offers to translate her
Demon Stones, but Emily finds this a bit expensive, so she holds off.
Instead, she looks into it herself and finds she can now translate the Brahl
Stone. She feels she has some higher Willpower now (Willpower 30), so she
tries again to Summon Demons. It doesn't go well. Xi'atta won't listen to
her, and Brahl... well, at least she got a free Dagger from getting possessed
by him. Oh well. She better put her Demonstones away.
Now Thea has the Box open. Emily is pleased and says she wanted to talk to
her about starting their romance in earnest now that they're partners- "I
wanted to talk to you too", "I like you", "No more games, I really like you".
This starts a partial Romance at no increased Relations.
Thea nods and introduces two men she's hired to work with them- a spellcaster
named Jace whom Emily welcomes (J Relations 43) and... Gill, now a Thief!
Emily hugs Gill at once and admits she hasn't seen him in a long time, can
Thea give them some privacy? Thea sighs and says ok, then leaves (T Relations
58). Gill asks what Emily is doing in Ludd, she interrupts the question with
a firm kiss and insists that despite appearances, there's nothing between her
and Thea. Gill is her man! (Charm 60, Gill Relations 84) Gill is pleased by
this. We have a partial Romance with Thea here and full with Gill, so I won't
get the chance to let one of them down easy later. Oh well.
After the conversation concludes, Emily goes on her Squire and Priestess side
quests. She sees a Knight forsake his horse and picks up her free mount. The
foolish Knight trained him poorly, but she can do better! She then blesses a
man for her Goddess, finds an apparently Evil Amulet on him, and destroys it
(Good 90, Arcana 44). Moving on, she browses the Ludd shops, but there's
nothing she needs. She meets up with her party, acquiring no Mule since she
has a Mount already, and moves to the next Act.
Act 5- Emily heads for the Som'Reth Ruins alongside her party. She spends her
evenings working out with Thea (Strength 63, T Relations 63). Emily chats
with Thea first and learns something that bothers her- Thea may have played a
part in the death of her Chief's son (T Relations 66). This bothers Emily, so
she seeks comfort in chatting with Gill.
With Gill, Emily is glad to know he'll help her bring Zusak to justice. She
doesn't quite trust Thea and Jace yet, but maybe she will later. She asks
Gill about his mother and how he became a Thief and learns he too has a
disturbing past but at least he's clearly not out to kill anyone in cold
blood. Emily gives Gill flowers, to which Thea has no objection since their
Romance was only partial. She then enters Gill's tent during the night and
consummates their Romance successfully due to her high Charm (Charm 63, Gill
Relations Max). Gill is very happy with Emily now and Thea just shrugs. "Oh
well, she said she liked me but she obviously likes him more, never mind."
Emily then chats with Jace a little and learns he was briefly at the Wizard
Academy but nothing else (J Relations 49). Her heart fully with Gill, she
makes no advances towards Jace. Later in the trip, there is a problem. Gill
steals from Thea! Jace notes his guilty look and so does Emily. Angered,
Emily outs Gill and makes him give back the ring he took. Gill sighs, but
forgives her- these things happen when a Thief is Romanced by a future
Paladin. Jace is pleased Emily's on the team and Thea is too. (G Relations
still Max, T 76, J 59)
Emily pulls herself and her mount out of the quicksand easily due to her high
Strength, her mount is strong enough too- we keep sleeping roll and sword.
The party now sees some Guards outside the Ruins. Emily is unsure they're
hostile, so she talks to them. After learning they work for her enemy Zusak,
she gets angry and suddenly stabs one with her Dagger! A fight begins! Emily
drops another Guard with her sword and Jace downs a third. Thea is fighting
but missing, Gill is setting up a backstab. One of the remaining three Enemy
Guards Summons a Fire Demon! It launches a flame at Jace and Emily steps in
front. Emily is down! Why did she have to be so overwhelmingly Good? But Jace
will remember this (J Relations 74) and so will Goddes Auriel, we presume.
Emily awakens inside the Ruins with 10 Health. She heals herself for 25 more
(Health 35). Thea is hurt too and Emily heals her a little but not fully (T
Relations 79). Gill and Jace are exhausted but ok. Exploring the Ruins, Emily
finds a strange statue and can explain some of what it means (Arcana 47). She
Summons the Demon from the statue's Stone- Tyborr- but thinks he will be too
powerful for her to ever control. She tries to get his Stone anyway, but this
activates the Ruins' Security Demon, so she decides "Never Mind!", abandons
the Stone, and runs!
In the antechamber, Emily loots treasure with Thea so the party doesn't leave
empty-handed. Upon exit, Emily and her party are ambushed by the remaining
Enemy Guards. She drops one with her Sword, Thea kills another, the third
flees. Emily is worried her plan to get close to Zusak is wrecked now, but
hey- Thea found a Demon Stone that's weaker than Tyborr but still
unregistered, so maybe not. Emily relaxes, the Act is complete.
Act 6- Regaining Full Health during her travel, Emily returns to Elmvale with
her party. She asks Sir Grady to let them in, she can pay him for extra
lodging. He says no need, welcomes her back (Good 91, Mentor Relations 86).
Emily now reveals her true identity to everyone and politely requests the
Demon Stone Thea found. Thea gives it to her.
Emily is nervous about revealing that she is Romancing a Thief to Sir Grady,
so she wants to sleep alone. Gill sneaks into her room anyway, she smiles and
they make love. In the morning, Emily welcomes Karl into the party (K
Relations 77, Mentor 89). She then divvies up the loot from the Ruins and
earns the Gem of Seeing and Gold 230 (Perception 52, Gold 410). Emily doesn't
need anything from the shops, so she settles down to start her winter.
Emily's winter is eventful. She sleeps with Gill in the nighttime and trains
with Sir Grady in the mornings after telling him about her life as an
adventurer and that she needs to learn to be a Demon Summoner just in case
she ever needs it to help save her parents (Agility 31, Endurance 43,
Strength 68, Blades 66, Willpower 35, Mentor Relations Max). She also learns
from Sir Grady what it takes for a Squire to become a Knight.
From Gill, Emily learns more about why his mother's in trouble and swears to
help Gill rescue her. Maybe there's a way to resolve things without killing
anyone she can find, or if he is a bad guy, the Evil Noble Mazrim needs to
die. She also chats with Thea and Jace and learns their full backstories. She
encourages Thea to go back to the Norgan and confront her enemy and Jace to
return to the Academy. She encourages Karl to keep working on the Infinity
Arrow too. Emily also jogs with Thea in the afternoons. (Endurance 53, T
Relations 93, K 88, J 85)
Next Emily studies her Demon Stones. She translates Zon'ch and Daan'da
(Arcana 53). Not wanting to risk her companions, she studies the Demons
alone. This continues to go badly for her- Xi'atta still fights her will, and
Zon'ch does too. Daan'da can't be Summoned due to bugs and Brahl has already
caused her trouble. Emily sighs and puts her Demon Stones away.
From Suno, we pick up Charm through brief flirting (Charm 66). We also heal
him, and accept his offer to train us in Weapon Master tactics in return.
This occupies our evenings. (Blades 81, Archery 53, Magic 23)
With Jowal, we chat about his sister (Charm 69, Good 92). We also buy his
History and Arcana books. (Arcana 63, History 40, Gold 180) The History may
not ever be useful, but you never know. I'll get all the books next
character. We don't need anything else in Elmvale, so we conclude winter and
move on.
Act 7- After hailing the caravan and learning of the vote, we proceed
forward. Karl wants to take a new path, and like Thea we hope he knows where
he's going (T Relations 98, K 83). Karl leads us forward. We examine the
Mischief Shrine and reclaim its Gold for better causes. (Religion 48, Gold
207) We next examine the corridors and our Gem of Seeing points the way to
the Evil Temple.
In the Evil Temple, Emily finds her sword ineffective against the Skeletons
even though she can defend herself with it (Blades 84). She calls upon Auriel
for help and the undead are destroyed! (Good 97, Religion 53, K Relations 85,
everyone else but J maxed). Emily has Gill disarm the traps on the pedestal
after failing to find any on her own (Devices 6). Now she has a problem.
Agility fails her (Agility 34), and so does Archery (Archery 56). But Zon'ch
is helpful and the Cloak is claimed (he'll obey basic orders at low Willpower
if it seems safe, we just need 50 for the more difficult tasks).
In the village after the underground, Emily dances with Gill and holds him
close. (Charm 72, Religion 56) Now we're at Vernex.
Act 8- Emily Charms her way past the Guards at the entrance (Charm 75). She
then enters Vernex and dispatches Jace & Karl on their special mission. Jace
is in charge. Magic and Archery should handle things, she hopes.
Emily then sits through Zusak's speech in the amphitheater and accepts Sir
Grady's idea to approach Zusak at the subsequent Banquet. She claims she
forgot her invitation and the Guards let her in (Charm 78). Spotting Zusak
entering the hall, Emily gets a brilliant idea. Her Goddess can approve of
subterfuge for a good cause, so she stands up, walks to Zusak, and offers to
join him. He turns her down and orders her taken prisoner. Not even Duke
Uddo, who's supposed to be smart, will help us. Oh well.
Act 9- Time to battle Thuja! He kills Sir Grady on the first round. "No!"
Emily screams, lashing out with her sword (Blades 87). Thuja chops at Emily
in response and she catches his wrists (Strength 71). Thuja backs up and
sends in his three Guards. Emily, Gill, and Thea handle them easily with
Daggers and choking on Thea's part (Blades 90).
Now it's Emily vs. Thuja. I would love to Summon Daan'da here and show off
his special use, but due to game bugs I can't. So I take a hit, move in
close, and use my Strength on par with She-Ra to yank the Belt of Speed off
Thuja. Then I use Magic to throw him backward and finish him off. Thuja is
down and I have the Belt! (Strength 74, Magic 25, 50 Health left)
We finish the game with Thea heading for Selina's Castle to look for our
missing friends while Gill and Emily go into hiding in the wilderness. See
you next game, Emily!
Final Stats-
Emily the priestess.
Health: 50%
Specialized Training: Squire Levels: 1 ; Priest Levels: 1
MORALITY: Good: 97% Evil: 3%
ABILITIES:
Agility: 34%
Charm: 78%
Endurance: 53%
Perception: 52%
Strength: 74%
Willpower: 35%
SKILLS:
Archery: 56%
Devices: 6%
Magic: 25%
Blades: 90%
Stealth: 0%
Unarmed: 0%
KNOWLEDGE:
Arcana: 63%
Geography: 20%
History: 40%
Nature: 50%
Religion: 56%
RELATIONSHIPS:
Thea: 100%
Gill: 100%
Karl: 83%
Jace: 90%
INVENTORY
Your mount, a poorly trained tournament horse named Spirit.
- a pouch on your belt containing 207 Gold
- a sword on your belt
- a holy symbol dedicated to the Goddess Auriel hangs around your neck
- a dagger in your sleeve
- a bow strung over your back
A black runebag containing:
- an unknown unglowing Demonstone
- a Demonstone glowing a soft blue inscribed with the name "Xi'atta"
- a Demonstone glowing a greyish brown inscribed with the name "Zon'ch"
- a Demonstone glowing a dull green inscribed with the name "Brahl"
- a Demonstone glowing a dim grey inscribed with the name "Daan'da"
A backpack containing:
- a rope
- a lantern
- a water skin
- flint and steel
- a sleeping roll
You are wearing:
- the bone Necklace of Nature around your neck (+20 Bonus to Nature)
- the Gem of Seeing in your pocket (+20 Bonus to Perception)
- the Cloak of Spiders over your shoulders and down your back
- the Belt of Speed around your waist
**
Character #5. Malcolm. Evil Prince. Guard, then Sage.
Companions- Sir Grady, Gale, Karl, Theo, Jess.
Romance- Gale, Theo, then Jess. Ends up with Jess.
Mount- Lump, then None.
Ending- The Infinity Arrow.
High Stats- Arcana, Blades, Endurance, History, Geography, Charm. Secondary
priorities Nature, Agility & Gold.
Play Summary- Malcolm will become an expert in Blades and the Art of War, a
real Machiavelli type in later games. I'll also be showing off a few specific
things with him I missed with other people.
Act 1- Malcolm dreams of the Future Demon War. He draws his sword to signal
his army to attack (Blades 3), then wakes up. Malcolm is a Prince with
Gargoyles on his Castle wall... never mind, this ain't Disney, sorry...
Malcolm wanted to study the sword, but his mother disapproved, so he studied
music instead. His prized possession is his Lute (Agility 35, Charm 35).
Malcolm is a frustrated young man. He pushes his way through the halls of the
Castle, not caring about the servants. He's strong, they need to move aside
(Strength 30). As he walks, Malcolm thinks about his friend Gale. He likes
her a lot, he wants to romance her, and would probably feel the same if she
were a boy. Malcolm is also attracted to strong men like him. Malcolm and
Gale enjoy reading stories together (Arcana 30). Malcolm kisses Gale during
breakfast and compliments her too (Good 52 for now, G Relations 68).
Malcolm then attends his lessons. He likes academic studies most (Arcana 40,
Geography, History, Religion 30), throwing himself into them in place of
swordplay. Harmond then asks Malcolm about the Consortium of Planewalkers.
Malcolm vaguely remembers a few details, but he makes up something anyway
(Charm is best early on, I'll get Geography & History later, no other bonuses
here). Malcolm listens intently to the plot lecture (Arcana 41), thanks
Harmond at the end, and then goes to check in with his parents. He makes up
fantasies for them too (Charm 41). Malcolm wishes he really were fighting
dragons and rescuing princesses, showering commoners with Gold. Maybe he will
some day.
Malcolm then has to sit through a boring audience with some dandy named
Zusak. He is glad when it ends and he gets a chance to explore the Castle. He
picks up swordfighting tips from an old Knight named Sir Grady, glad someone
will talk to him about Swordplay. He also picks up tips on Magic & Religon
from Sister Geri, and listens to Lady Emaline babble about flowers in the
Garden (Blades 6, Nature 25, Magic 3, Religion 33). From Amos in the
Dungeons, he learns a little about Stealth (Stealth 3). Content with his
afternoon but still wishing he could fight with a sword someday, he goes to
enjoy a nap.
Malcolm wakes up and attends a banquet that evening. There, Zusak kills his
parents! Malcolm barely dodges an enemy attack intended to strike him
(Agility 38). He is then grabbed by Zusak's warrior ally Thuja and dragged
back to his parents' bodies. He begs Zusak for mercy (Charm 43) but it
doesn't help. Then Harmond breaks in and saves Malcolm, who snatches the
Demon Stones and runs away while his tutor dies. Malcolm dodges through the
Guards (Agility 40) and escapes with Sir Grady, the best sword teacher he
knows. He is shocked and angered, wants his throne back whatever the cost.
Act 2- Malcolm grows up on a farm over the next six years. He hates it, he is
angry at Sir Grady for not letting him recover the throne at once. The Demon
Stones are no big deal- sure, Zusak wanted them, but they were dangerous for
a reason, right? Malcolm gets Sir Grady to teach him swordplay with practice
blades. (Blades 36, Strength 33, Mentor Relations 55) He then joins the local
Guard to learn more swordplay. He also learns a little about Geography and
Enduring long nights alone. (Strength 43, Endurance & Geography 40, Blades
46, Gold 175) Malcolm ends up enjoying the military life a little. But he
knows being an Adventurer is the way to earn money and get back his throne.
Malcolm's 18th birthday arrives, so he joins the Adventuring Guild. He goes
to the Store, says hey to his buddy Karl. They chat about the Infinity Arrow
Karl has plans for someday and arrange to go hang out after work. Malcolm is
eager for adventure and has money to spend. He buys himself a Sword, Dagger,
Rope, and Lantern (Gold left 100). He then heads out into the woods with Karl
and practices swordfighting. Afterwards, they chill at the tavern, enjoy a
meal and drinks, and Malcolm goes home with the waitress after seducing her.
Karl could be his lover, but he's not Malcolm's type. (Blades 49, Charm 53, K
Relations 74)
The next day, Malcolm collects his Demon Stones from Sir Grady, confirms he
knows what they are, and promises not to use them. He has no intention of
ever using them. He then hugs the old man- Sir Grady has been good to him,
despite their differences- and says farewell. (Mentor Relations 73, Arcana
44, Good 53)
Malcolm heads to the notice board, sees an interesting large man, and then is
chagrined to find out all the jobs are taken. He loses his temper and
threatens a local boy, earning Evil karma. The boy pushes him down, Malcolm
could have drawn his Sword but if his old Guard Captain had heard... Malcolm
sighs and talks the boy into handing over the job after recovering his Charm
(roleplaying). Malcolm introduces himself to Theo at orientation with
flirting, and moves on to the next Act. (Charm 56, Evil 49, T Relations 55)
Act 3- Malcolm takes extra shifts, enduring long nights to watch the Sheep-
he's used to it from his Guard days. Malcolm also chats with Theo about
Geography and puts a hand on his muscular leg by the fire but doesn't take
things further, he's not sure if he's really gay. He also tries to steal from
the camp, but gets nothing out of it except Stealth & Evil. Oh well, thievery
ain't really his thing. Neither is Demon Summoning. Or whiny Shepherd Girls
who need to keep track of their belongings. (Evil 55, Endurance 43, Charm 59,
Stealth 6, Geography 43, T Relations 63) Malcolm is not enjoying this trip
much.
Then things get worse. A Troll attacks the Sheep and Malcolm spots it too
late (low Perception). He decides to attack it with his sword, hoping he can
do well. He does and keeps swordfighting even when Theo shouts they need a
fire. You build one, big guy, I want this kill! Malcolm is good with a blade
thanks to his military experience, so the Troll is slain. The Sheep are
protected- most of them. Theo respects Malcolm's bravery. Too bad Macolm
can't open the Plot Box. (4800 Sheep Health left, Blades 55, Arcana 47, T
Relations 68)
Malcolm travels further, still desperate to show off personal bravery.
Spotting some sheep vanishing, he goes with Theo to check it out. But they
fail to spot a pit and tumble into it. Malcolm is wounded (50 Health). Theo
is unconscious. Malcolm steals his coin purse (Evil 58, Gold 180) and then
tries to heal him with divine magic, maybe he can pull off a miracle. Nope,
oh well (Religion 36). Malcolm bandages Theo's leg as best he can. Malcolm
searches the pit, finds a secret door, and opens it on impulse. Three Kobolds
charge out and Malcolm attacks with his Sword. This is good enough to kill
them all, yeah! Malcolm lights his lantern and checks out their lair. There,
he increases his Agility by stealing the Kobold Leader's Necklace of Nature.
A productive trip! (Agility 43, Blades 58, Nature 45, 90 Health- healed after
encounter complete)
Malcolm feels maybe he should double-cross Master Jett now. But no, the man
came looking for Malcolm and Theo when they got trapped in the Kobold Pit.
So, no, he gets to live. Malcolm collects reduced Gold from the Sheep Escort
(I'm keeping my Evil down with this character, and I want the long term
reward for sparing Master Jett). Malcolm drops by the Ludd Temple before
getting drinks with Theo and prays to Evil Gods, intending to ward them off.
(Evil 60, Religion 38, Gold 350, T Relations 78) He then goes on his way.
Act 4- Malcolm agrees to partner with Theo for financing the next quest, he
feels bad for stealing the man's Gold now since Theo is basically offering to
help him in the future (I also stole it to offset Sheep loss but you may have
guessed that). He then inquires at the Temple about becoming a Priest, but
learns only Clerics learn swordplay at Temples and he'd need to be a Priest
first. Well, damn, Malcolm thinks, maybe serving Evil Gods ain't for me. I'll
just work in the local Library instead, that sounds like fun for a few weeks.
Malcolm is a Sage now. (Arcana 57, Geography 58, History 45, Religion 43,
Gold 200)
Malcolm meets Theo at the Tavern and says "Hey, I want to talk to you too".
He is surprised when Theo kisses him and kisses the man back. Maybe this'll
be interesting, he thinks. Theo then says he's hired two ladies to join their
quest. Malcolm thinks the first, Jess, is very beautiful and welcomes her (J
Relations 43). The second lady is Gale! Suddenly all thoughts of Theo are out
of Malcolm's mind. He hugs Gale hard, then asks Theo to give them some
privacy. He kisses Gale firmly- no, of course, there's nothing going on
between Theo and me. Then he sighs and chooses Gale, letting Theo down
softly. Never mind, big guy, could have been fun, but I'm more into the
ladies. Theo's ok and shrugs off the kiss. (T Relations 88, G 84, Charm 64)
Malcolm can't afford the best Horses yet, so he takes a Mule for now even
though it's a fleabag. He moves on from Ludd.
Act 5- Malcolm & co. travel to the Ruins. Malcolm likes Gale, but after some
consideration is disturbed that she's a Thief now. He decides to spend time
with Jess instead, she's more interesting. (I tried for the Stealth bonus
instead of Arcana here, but that ruined my Relations checks later for
Romancing Jess.) Malcolm and Jess discuss her past, and she even likes his
gift of flowers. Malcolm foregoes entering her Tent at night, though. Best
not to go too far too fast. (Arcana 67, J Relations 59).
Malcolm chats with Theo a little about the man's past, but nothing else.
Theo's just a buddy now. (T Relations 91) Malcolm chats with Gale, too,
learns why she's a Thief and that her mom's in a bad situation. Geez, he
thinks, I really don't know this girl anymore. Oh well, I'll give her
flowers, then crawl in her tent tonight and get sleeping with her off my
bucket list, then maybe go for Jess later. Yeah, that sounds good. His
seduction is successful, and Gale has no idea what he plans to do later. (G
Relations max, Charm 67)
Next up, Malcolm learns just why Gale is troublesome. She steals from
everyone, including the party! He outs her and earns bonus points with Theo
and Jess. Gale forgives him, he was a Guard once after all, and used to catch
people like her. (J Relations 69, G & T Max) Malcolm moves on and helps the
party avoid some quicksand through his Geography (Nature 48).
They reach the ruins, and several Enemy Guards are there. Uh oh! Malcolm
decides to talk to them and gain some Charm here. He'll then attack them
sneaky like after dark. The camp-sharing succeeds, but we get a Stealth fail
sneaking into the tent hoping to murder and all that earns us is 5 Evil. Time
to fight! (Charm 70, Evil 65)
Malcolm attacks with his sword first round and drops a Guard. Jess drops a
Guard too. Another Guard Summons a Fire Demon. Malcolm leaps behind Jess and
lets her shield them both. Malcolm takes out another Guard with his sword
next round, and Gale gets a fourth the following round- the one that summoned
the Fire Demon, so it's gone too. The remaining two Guards wound Theo, so the
party is forced to flee into the Ruins. Malcolm ignores the glowing crystals
he could yank from the walls and keeps running! His Endurance wins out. They
reach a statue chamber, Malcolm explains some of what it means. He also yanks
free the Tyborr Stone even though this gets him hurt a little. At full
Health, we can afford it. (Health 65, Endurance 46, Arcana 70, Blades 61).
Now we must escape the Ruins! After ransacking the antechamber for more
treasure, Malcolm and his party are ambushed by the remaining Enemy Guards.
Apparently they got some reinforcements (bug here!). There should be one left
after Malcolm kills one, and the game text says one attacks Gale and then
another Summons a Lightning Demon even as she drops him. Malcolm leaps at the
remaining enemies! This kills most of them at the cost of some Health for
Malcolm. Theo gets the last one and the Demon vanishes. Ruins complete, full
Health back at end of Act. (Blades 64)
Act 6- "Good to see you, Sir Grady, can we stay the night?" Malcolm admits he
is the Lost Prince of Daria and demands the Demon Stone. Theo grimaces, but
hands it over. (T Relations 96, Evil 66) Malcolm and the party plus Sir Grady
agree to go to Vernex. Malcolm then surprises everyone, Gale especially, by
asking Jess to spend the night with him! Jess looks tempted but declines.
Gale breaks up with Malcolm and he ends up sleeping alone. The next morning
Karl is admitted into the party, Malcolm welcoming him and thanking Sir Grady
for the choice of guide. (J Relations 79, K 77, G 65, Mentor 76)
Loot divvy up time! Malcolm gains the Gem of Seeing and 230 Gold. (Gold now
430, Perception 40). We're not buying anything just yet. Let's start our
winter.
Malcolm begins his winter by visiting Jowal, the Peddler. He buys the old
man's History, Arcana, and Geography books, also asks about his sister. Later
that night, Malcolm attempts to rob the old man's cart. He Charms his way
past the local Thieves Guild, gets in using his rope, and turns on his
lantern, then realizes he had no Lockpicks. Why was he doing this again? Oh
yeah, the Gold outside the safe and minor Stealth bonus. Right! Malcolm
leaves Jowal. (Charm 76, Good 35, Arcana 80, History 55, Geography 68,
Stealth 11, Gold 125)
Malcolm next visits Suno and picks up more Charm via sleeping with him (Charm 79). Too bad you're injured, friend. Malcolm says goodbye and gets some jobs for the winter as both a Guard and a Sage. This earns him some great Stat bonuses and lots of Gold too. (Blades 79, Strength 48, Endurance 51, Arcana 90, History 65, Geography 78, Religion 53, Gold 395) Malcolm then chats with his companions, grabbing the Signet Ring from Sir Grady (+3 all Stats). He also tells the old man about his life as an adventurer but foregoes training with him (I have enough Blades). Malcolm unlocks Theo & Karl's side quests, also gets Karl to give him some Nature tips for increased Knowledge there. He encourages Jess to go back to the Academy and then sleeps with his dark lady. With Gale, he grabs a minor Relations bonus by making sure she's holding up ok, and leaves it at that. (Nature 66, J & T Relations Max, K 91, G 68, Mentor 89) Malcolm does one last thing before finishing the winter- sell his Mule. He will walk to Vernex for Endurance! (Endurance 57, Gold 400) Act 7- Malcolm talks to the caravan, learning about the upcoming vote. He calms Karl and Theo's argument by backing up Karl's knowledge of the secret path (passed Geography check, Geography 86, K Relations 96). At the Mischief Shrine, Malcolm claims his Feather of Glibness (Charm Max, Gold retained, Religion 59). He then uses a History check to find the Evil Temple (History 71) corridor and checks it out. Blades can't help Malcolm against the Skeletons even though he can defend himself. His Lute works, though- he's lugged this thing around long enough! Malcolm can't get the pedestal trap disarmed, but he can Endure its poison! Malcolm grabs some extra Agility for attempting to climb the pedestal, then has Karl shoot down the Cloak of Spiders for him to claim. Ok, we can get out of here now. (Got Cloak of Spiders, Blades 85, Agility 52, K Relations 99) In the village after the underground, Malcolm grabs some extra Religion dancing with Jess and holding her close (Religion 62). They then arrive at Vernex. Act 8- Malcolm Charms his way past the Guards at the Vernex entrance. He then decides to send Jess & Gale on the special mission, Gale in charge so nothing goes wrong. A sneaky Thief can be useful at times, he insists for Gale's benefit, and Jess isn't too offended because she loves Malcolm. (G Relations 73, Jess still Maxed) Malcolm then sells the Tyborr Demon Stone for extra Gold. Afterwards he goes to the Amphitheatre, listens to Zusak's speech, and regrets not being able to hurt his enemy early. Oh well, let's poison that banquet, he decides. Gaining info at the inn for a little Gold, Malcolm then infiltrates the kitchens and uses his Nature knowledge to poison the food. This damages Thuja a little bit even if it gets him captured. Malcolm surrenders at once rather than fight. He knows when he's overwhelmed. Act 9- Malcolm denounces Zusak, then says nothing to the Dukes. He is imprisoned, and Thuja is sent in to torture him. Thuja kills Sir Grady first round. Malcolm lashes back with his sword! He dodges Thuja's return blow and the Guards storm into the cell! Malcolm kills two with his Dagger and Theo gets the third. (Blades 91, Agility 55) Now it's us and Thuja. Malcolm trusts his sword, but it's too slow and he takes a hit! (Health 75) Karl rushes forward and distracts Thuja, Malcolm suddenly realizes he's read about Belts of Speed before and there's a way to deactivate one (Sage special bonus). He uses the command phrase and Thuja's belt slips off! (Arcana 98, History 76, Magic 11). Malcolm quickly uses some rudimentary Force Magic to finish off Thuja (Magic 13). We have killed him and earned the Belt of Speed! Malcolm finishes the game by sending Theo to watch Selina while he and Karl to go to Tornassa. If they can make the Infinity Arrow, maybe it can help them save Jess & Gale. We'll find out next game whether they succeed. Final Stats- Malcolm the librarian. Health: 75% Specialized Training: Guard Levels: 1 ; Sage Levels: 1 MORALITY: Good: 35% Evil: 65% ABILITIES: Agility: 55% Charm: 100% Endurance: 57% Perception: 43% Strength: 51% Willpower: 23% SKILLS: Archery: 3% Devices: 6% Magic: 13% Blades: 91% Stealth: 14% Unarmed: 3% KNOWLEDGE: Arcana: 98% Geography: 86% History: 76% Nature: 66% Religion: 62% RELATIONSHIPS: Theo: 100% Gale: 73% Karl: 99% Jess: 100% INVENTORY - a pouch on your belt containing 650 Gold - a sword on your belt - a dagger in your sleeve A backpack containing: - a black runebag with 3 glowing stones and 1 unglowing stone in it - a rope - a lantern - a water skin - flint and steel - a sleeping roll You are wearing: - the bone Necklace of Nature around your neck (+20 Bonus to Nature) - the Gem of Seeing in your pocket (+20 Bonus to Perception) - the Feather of Glibness in your hat (+20 Bonus to Persuasion) - the Cloak of Spiders over your shoulders and down your back - the Belt of Speed around your waist - your family signet ring, on a chain, around your neck (+3 to All) ** Afterword. Again, I hope you enjoyed The Lost Heir 1- The Fall of Daria. I also hope that my FAQ helped you if you needed help. Please send feedback to dougelder21@yahoo.com if so inclined. My FAQs on the other 2 Lost Heir games will come out soon if they haven't already. Hope you can benefit from those as well. -AN