Invasion of Yhilin

This is a draft page based on my playthrough. If people like the format, it can be moved in the main namespace so it can be filled out further. I'll try to make it as spoiler-avoidable as possible.

Chapter 3 begins with the long awaited first decisive step of the Doomed King plan: the invasion of Yhilin. While your choices during the invasion do matter, your options have been determined by your actions before the start of the chapter. In other words, your cards have been dealt, now you can only decide how to play them best.

Here's a summary of some of the factors that come into play during the invasion:
 * Unsurprisingly, the size and quality of you army.
 * The affection of a few party members.
 * Whether or not you have spared the Impaler.
 * Funding the bridge in Rebel's Pass.
 * The targets of Trin's copying during the party split.
 * Which mercenary groups you paid before leaving for the Summit.
 * The topic researched by Robin before leaving for the Summit.
 * Whether or not the orc extermination campaign was put into action.

Final preparations
You have a few things to finish first. Enjoy the last couple of free-roaming sections - the battle itself "runs on rails", though you will still get to make decisions.

Orc band
The chapter starts with the party mopping up an orc cave.

If the orc extermination campaign is in effect, the orc band's previous leader has been killed, and you are only able to loot their meager hoard and fight a group that's foolish enough to resist you, adding the rest to your army.

The war council
After you are done with the orcs, you return to Janine's Retreat.

This is the time to make sure that every member of the party is equipped with the most effective items for the coming battle - you won't be able to change equipment for most of its duration, so choose carefully.

While you can still wander around, talk to everyone. As usual, Orcent will be able to report on the quality and quantity of your (non-human) forces. This is also the time to see what new on-demand sex scenes have been unlocked by the affection changes during the Ardford summit.

Talking to Janine reveals that while you were away, thing in Yhilin have gotten worse - there was mob violence against nobles and a brutal retaliation, and things seem to be escalating. You need to act soon. Talking to her again presents you with the option to start the invasion.

Notes:

pre-battle council

Megail: equipment

"If the Doomed King doesn't win a clear victory and maintain order, we're opening ourselves to an immediate counter-attack from neighboring nations."

Ari-Relhana

Military targets: crush opposition, purge nobles

Minimize "army loses, collateral damage, and chaos"

Aka's transformation is complete. Save point.

The invasion itself
The battle consists of a series of cutscenes interrupted by decision-making and combat. At a few points you will be prompted to save the game.

Again, just some draft notes. There probably will be subsections:

Battlefield HQ cutscene. Hilstara, Aka, Nalili. And Orcent.

Ari-Relhana. Succubus report. Choices:


 * Assist in the battle
 * Enforce orc discipline
 * Target enemy nobles
 * Assault mage tower

Battlefield HQ. Orcent's force. Choices:
 * Guard Ari-Yhilina
 * Intercept Ari-Khan
 * Attack Nobles

Queen's Palace. "The Doom King" (following the tradition of Incubus Kings with silly names). "Command the army to march immediately."

Battlefield HQ. Nalili: "That's such a cool name!" Ivastan & Co: Combat! (No healer.) Not your final meeting, unfortunately.

Savepoint.

Battlefield HQ. Dealing with the mercantile legions. Choices:


 * Reinforce position
 * Sending scouting parties

Battlefield HQ. Airship. Aka deals with it.

Ari-Relhana. Robin reports. Choices:
 * Hit Main Army
 * Lead Orcs
 * Destroy Enemy Position

Savepoint.

Bridge ambush. Yarra: "NOM NOM NOM!"

Battlefield HQ. A group of four mages. Choices:
 * Stay here
 * Fight them - Combat! The Magekillers drop the Green Hat.

Savepoint.

Palace. Under attack.

Battlefield HQ. The Ari-Khan army. Choices:
 * Keep current position
 * Group opponents
 * Spread out opponents

Clearing. Back to HQ, healer's clearing under attack. Choices:
 * Rescue party members
 * Hold the position

Battlefield HQ. Succubus reporting. The Impaler has arrived.

Battlefield HQ. Pincer attack. Choices:
 * Hold ground
 * Retreat
 * Break through one pincer

"THE BATTLE IS OVER"

Dealing with the coup. Choices:
 * Keep orcs out
 * Send orcs into Ari-Yhilina

Lower city, elf ghetto. Altina saves the elder.

Lower city, Kingsmen bar. Varia... persuades people. Combat!

Facing the mastermind
Savepoint.

This is the only free-roaming portion of the battle. Before infiltrating the Hidden Stronghold, you have to select who you will take. Simon is the obligatory part, Yarra is necessary for the illusions, so you can change only two slots, and the roster is limited: Robin has to remain behind, Altina and Varia can't be reached, so this leaves only Aka, Carina, Hilstara, Qum and Nalili. Hint: As Simon points out, the plotters have used Unpeople in the past, so it may not be the best idea to take succubi along...

After selecting its members, the assault party is teleported in the storeroom of the Hidden Stronghold. The place has heavy magical defenses, but your first obstacle is a mundane steel door. Yarra manages to open it by applying a Jedi mind trick a traditional succubus power on a sleeping guard. Unfortunately, this triggers an alarm. You have three minutes to face the mysterious mastermind before they teleport away. Hint: the main objective is doable under normal conditions, but if you want to get the maximum of the area, it's a good idea to enable text skipping and disable attack animations in the System menu.

House layout: Top left: Storeroom. Contains an intriguing metal chest. You can't open it before opening the vault's door, Simon just remarks that it's guarded.

Walkthrough:
 * You need the key to face the mastermind.
 * When you enter the chamber, the timer stops, but you will be jumped by a pair of powerful unpeople: an Arcane Unhuman and an Unhuman Failure.
 * If win the battle, but you haven't disabled the teleportation spells, the mastermind will get away.
 * Your only chance of getting the contents of the chest in the storeroom is while the timer ticks. Prepare for a fight with a few demons!

Orcent keeps discipline
Outskirts of Ari-Yhilina. Combat!

Aftermath
It's over... for now. Back in Janine's throne room, Simon and Janine are recapping the battle. Pay attention to their conversation: it revels what are the results in the different categories.

Millitary success:

Collateral damage:

Chaos:

After that, you'll have a chance to talk to all of your party members.

Unfortunately, this is still not the end. Simon will have to start fulfilling the Doom King's newly acquired obligations as a ruler of Yhilin by dealing with some petitioners:

Relationship points
A summary of the relationship point changes according to the battle results.