User:Whismas/Third Arclent War Part 2

With business taken care of it's time to meet up with your old and new allies to plan on how you're going to win this war.

Variables section updates
Orcs: Discretionary funding: Past decisions: Party members:
 * Stark
 * Infrastructure
 * If the War Vaults motion passed.
 * Affection values: Yarra, Qum D'umpe, Aka, Carina, Janine, Nalili, Uyae, Hilstara, Altina and Ginasta.

Setup updates
You will learn how you had fared in the Conference Chamber, by speaking with Iris and Riala and meeting (or not) with Sarai.

Optimal Battle outcome:
 * IKD Morale < 10: Iris tells you the IKD people see you as their savior.
 * Arclent Acceptance ≥ 25: Riala strongly suggest that try to get a hidden cache in Ardoheim.
 * Instability < 33: Iris doesn't mention any troubles when you first talk to her.
 * Total Collateral Damage (CD) < 100: Sarai doesn't request help to remove corruption around Arclent.
 * Collateral Damage by countries:
 * Aram CD < 30
 * Yhilini CD < 10
 * Ardoheim < 10
 * Zirantia, Stineford and IKD don't seem to have a safe/penalty score. But the sum of these three values can not exceed the following value: 100 - Aram CD - Yhilin CD - Ardoheim CD.

Retroactive changes
During the Tower of Mist infiltration, taking the middle chest in the Second Floor, the one that contains 3 Lust Draughts, gives +1 IK Infiltration AND +1 IKD CD. The Collateral Damage was not present in 0.28.x versions.

Ardoheim 4: Mountains and Madness
Simon, Vhala and the rest of the Ardan squad teleport into the western mountains to clear out the Unsuccubi currently rampaging through the area. Check your formation to make sure that your party members are active after the last fight with Riala. Your progress, tracked again in a hidden battle score, is improved by defeating unsuccubi, coordinating with your allies and convincing the Incubus Emperor's forces to stand down: Interacting with the black orb inside the cave reveals an Unsuccubus Mass boss. The boss is immune to status effects and anti-sex damage, resists attack debuffs and lust attacks, and is vulnerable to Ice, but your current party can grind it down with these skills: Aka's Disabling Assault and Forceful Lunge, Simon's Precise Strike, Uyae's Takedown and Vhala's Triple Shot. Its defeat gives 6666 EXP.
 * +2 for talking to the nun in the southwest about how to care for traumatized succubi.
 * If the New Unpeople motion passed, +3 for talking to the Unpeople sitting by the fire about baiting the succubi using sex.
 * Up to +4 for defeating Unsuccubi patrols - two wandering around on the lowest level outside, two more inside the cave.
 * +1 for talking to the succubi scout patrolling the middle level, who simply wishes to surrender.
 * +2 for talking to the Unsuccubi on the middle level, with an additional -2 to IKD Morale.
 * +2 for escaping the fight with the two succubi soldiers asking you not to attack them.
 * +3 for entering the succubus camp, allowing Aka to capture their leader.
 * +2 for having Simon use his Dominate skill on the succubus soldier who doesn't want to fight but worries about her family, allow you to end the fight without killing her.
 * +2 for flanking the orcs in the northeast, allowing you to dominate them and get them to surrender without a fight. Talk to them, and they'll let you loot the chests (1070 Sx and two health potions).

Once you've taken care of everything in the mountains, it's time to head up the stairs and summon the Doom King to raise some hell.

Things don't really go as planned however. The Incubus Emperor launches an assault of his own, forcing Commander Geoff to buy time with Antarion and whatever resources he has on hand. If you managed to open the War Vaults at the Ardford Summit, it grants a +2 to the battle score, and Geoff explains that he should be able to take a few blows. Unfortunately things don't go according to plan here either.

Back at the Military District, the Ardan forces (and Unpeople, if the motion passed) are preparing to counter an Unsuccubi assault. If Stark has been given a body, he joins the battle, providing a +2 to the battle score as he draws off the Unsuccubi with his undying body.

Simon's group finishes up, receives word of the attack and arrives at the scene. After some conversation, Vhala offers her assessment of the battle so far:

You have the option of deploying a unit of troops to help out. The consequences are based on the battle score so far:

Once troops are deployed or not, you learn Vhala's assessment of the final outcome of the battle:

Before Simon heads out, he must decide where Aka's group should focus their aid: After that, it's time to see what's happening with the Incubus Emperor and Yhilin forces back at headquarters, and then it's off to the Bloody Spire.

Incubus King's Domain 3: The Bloody Spire
Here at the Bloody Spire, it's all orcs all the time. Hope you collected some good ones. Yarra departs, leaving them to fend for themselves. As Orcent explains, Robin has modified some of the equipment you received from your suppliers for their use. So check your equipment, you possibly have better gear to distribute. Not that you might have noticed, but your unique orcs gained some levels training with your other orcs based on your Orc Strength: 1 level for a Strength of 8, 2 levels for a Strength of 9, 3 levels for a Strength of 10 or higher.

You might also want to familiarize yourself with your orcs and their abilities.


 * Orcent: You've used him in Yarra's route already, and should be familiar with his three basic skills- Aggressive Attack is good for doing more damage than just his basic attack, Defensive Attack is invaluable for reducing the attack and agility of enemies, while Piercing Attack is good against dodgy enemies or high-defense enemies like Armored Fighters. While in Yhilin, Orcent may have also picked up a complete set of Yhilin Orc equipment after drinking with guards at the bar, and always has an enchanted eyepatch created by Yhilini succubi which halves the damage he takes from enemy attacks.
 * Grubbak: The only other mandatory orc. As you saw earlier in the war, Grubbak has Orcent's Defensive and Piercing Attacks, plus his own elemental attacks which are good against enemy weaknesses (such as the many orcs vulnerable to fire). Note that elemental attacks use his physical attack stat against the enemy's magic defense, so while a shaman might be vulnerable to his Lightning Attack, the shaman's high magic defense might mean that even an effective Lightning Attack will do less damage than simply smacking him with a sword.
 * Impaler: High attack and HP, shares the Aggressive Attack and Piercing Attack skills with Orcent. He also comes with his own skills. Magic Smasher is a low-damage attack that reduces enemy agility and magic attack, making it the anti-mage version of Defensive Attack. Cull the Weak does high damage against enemies with low physical and magical defenses, making it something best used against select enemies such as the Ragged Berserkers (it also works against the Rabble, but so do basic attacks). Comes with his own Brutal Orc Spear, the highest-attack weapon available to the orc party at this point.
 * Ralke: Has the same Defensive Attack as Orcent, but has two skills of his own. Defeat Human King is a potentially high damage attack that uses both his physical and magical attack stats to do damage against a target's magical defense, though like Grubbak's slashes it's not that good against mages. Save World heals Ralke for a paltry amount of damage and clears poison, but also boosts his attack and defenses. Comes with the Orc Hero Shield, a nice shield that also boosts attack.
 * Implevon the Third: Has Orcent's Piercing Attack, and two skills of his own. Magic Attack does an ok amount of magic damage against a target's magic defense, but isn't anything special since Implevon's magic attack stat isn't all that great even with every piece of orc equipment that boosts magic attack. Annoyance is Implevon's version of Hilstara's Shieldwall skill, letting him boost his physical defense and draw attacks to himself. If given good armor he can almost function as a tank, specially since he has an innate 15% evasion rate compared to the default 5%. Unfortunately, he has fewer HP than the other orcs, making this strategy something of a gamble. He also comes with the Orc Magic Charm, which boosts magic attack and defense and also halves damage from fire, ice and electric attacks.

Note that with the exception of Orcent's Eyepatch, all gear can be shifted around between orcs, so if you've got all five orcs but only four slots on the active party then feel free to take the good stuff from the orc you're not using.

In the southeast corner is an orc merchant who sells some general orc gear including Orc Potions and Heavy Orc Potions which heal twice as much, while in the northwest area right by a fence is an orc who lets you rest your party for 1000 Sx. No matter how you arrange your party, you're not really going to have any way of healing up from damage other than using Orc Potions or paying for a nap, both of which are expensive. Still, it's a cost you're probably going to end up paying to get the best results at the Orc Summit.

Once you've got your party set up, it's time to wander around and talk to some orcs. You want to build up a secret Orc Summit score, and you do it by convincing other orcs that you're the best around and they should listen to what you have to say: Once you've got your talking (and fighting) out of your system it's time to get on with the main event - more fighting. Talk to the orc at the top of the map for an explanation. It's not a bad idea to rest and heal up first if you fought the other optional orcs, and it's an especially good time to SAVE YOUR GAME (preferably in a new slot). The following challenges can be dangerous, as can the events immediately following the Spire.
 * +1 for talking to the orc by the pillars in the center of the map. Also sets the "Talky Orc Summit" flag, which may come up later.
 * +1 for talking to the Erosian orc in the northwest fenced area, who supports Yarra since her actions at the Gathering.
 * +1 for talking to the orc on the eastern outer edge of fenced area if you have the Impaler in the party, who supports the Impaler's raids for killing off weak orcs.
 * +1 for talking to the orc on the western edge of the map with Ralke in the party, as Ralke explains how to save orcs (and also the world).
 * +1 for talking to the Imp in the southeastern corner of the map with Implevon in the party, since imps got to stick together.
 * Talking to the ogre in the northeast corner won't give any points when he comes to agree with Orcent, but he will bring up any acts of sabotage Simon has performed in the IKD.
 * Challenging the ogre on the eastern edge of the map doesn't give any points for the fight, but it does give you... 1 health goo (and good XP, at least).
 * Talking to the orc in the corner of the northern portion of the map results in him insulting you for being a human lover. Challenging him results in a fight against one Rabble, two Ragged Berserkers and one Armored Fighter, and winning gives +1 to Orc Summit as well as an attack-boosting Orc Gauntlet that also provides immunity to the Orc Poison ability.
 * Talking to the green orc on the southern side of the fence results in a fight with a Corrupting Shaman, two Ragged Berserkers and one Rabble. Winning gives +1 to Orc Summit and the Orc Shaman Shield, which boosts your magical attack and defense.

You are thrown into a series of fights with no opportunity to either rest or change your party or gear in between, meaning that the only way to heal is to drink orc potions, Large or Huge health potions on the battlefield (preferably when you're down to one last foe that has been hit with Defensive Strike so they can't hurt you much while you're healing). Each fight you win gets you a bonus to your Orc Summit score, losing one means you're done, and you want to win all five for the best results. Winning all five fights gives you a good position for negotiations, but you'll learn more about that later on.
 * Fight 1: 5 Rabble, 1 Ragged Berserker. +1 to Orc Summit for winning. The Rabble are so weak that they should probably be unable to even scratch you if you have any decent armor, and should go down in one hit. The Ragged Berserker can probably be dropped in one hit by Grubbak's Flame Attack or Impaler's Cull the Weak. You'd have to try to lose this one.
 * Fight 2: 1 Brutal Shaman, 2 Ragged Berserkers, 1 Armored Fighter. +2 to Orc Summit for winning. The Ragged Berserkers can be knocked out quickly like before, and the Armored Fighter is severely weakened by hitting him twice with Defensive Attack, making him do no damage and allowing you to save him for last and use Piercing Attacks or magic attacks like Flame Attack or Defeat Human King to finish him off. The Brutal Shaman is dangerous though, and should be killed or weakened as fast as you can.
 * Fight 3: 2 Ragged Berserkers, 2 Armored Fighters, 1 Captain. +3 to Orc Summit for winning. Again, you can sweep the Berserkers, and use Defensive Attack to neutralize the Armored Fighters, letting you focus on the captain, who can boost the stats of the other orcs. Once he's gone it's just mop-up on the Armored Fighters, giving you time to drink some potions.
 * Fight 4: 1 Ragged Berserker, 1 Armored Fighter, 1 Corrupting Shaman, 1 Brutal Shaman. +3 to Orc Summit for winning. This may be the fourth of five fights, but it's quite possibly the hardest one since you have two shamans to deal with and not a lot of good ways to deal damage to them. Knock out the berserker and neutralize the armored orc, then focus down the shamans, starting with the Brutal Shaman because fire hurts more than poison. If you can't kill a Shaman before the Shaman's turn comes up, consider having Impaler use Magic Smasher on him. Once you're down to the Armored Fighter, see if you need to heal up for the next fight.
 * Fight 5: 1 Corrupting Shaman, 1 Captain, 1 Towering Ogre. +3 to Orc Summit for winning. Strangely enough, the ogre is probably the lowest priority target - disable him with Defensive Attack first and then focus on the shaman and the captain. The captain is vulnerable to Fire and the ogre is vulnerable to Ice. If one or two of your orcs get KO'd towards the end of the fight when you've only got one weakened enemy left, it is possible to just finish the fight and leave the orc unconscious if you think you have things under control, but don't be afraid to play it safe and use potions to revive/heal if you've come this far already.

Aram 4: Holding the Pass
Hilstara and Varia's plans to interfere with Aram's aggression are put to a halt when the Incubus Emperor launches a major assault of his own. The only way to stop things from turning into a complete disaster is to bottleneck his forces in the mountain passages.

If Altina is part of the party, then she's out scouting, and shows Hilstara which of the passages to block and which to hold. Otherwise, a generic succubus plays the same role.

The scene shifts to Hilstara in the largest of the passages, and she explains that with the army elsewhere she'll need to prepare as though she'd have to hold the line on her own. You then have a chance to change Hilstara and Varia's equipment. It is highly recommended that you put the absolute heaviest armor and shield (and possibly helmet if you didn't make Hilstara's Helm) that you have on Hilstara, including Mammoth Armor if you picked it up from Eustrin. If you have any accessories that block blind (of the not so great Pins: Warrior and Duelist are good for this) it's not a bad idea to use those as well.

Since the menu is open it's not a bad idea to save your game, but note that if you load this particular save you won't be able to change your equipment again before it continues so be sure you have the gear you want when you save or you're going to have to reload an earlier save.

You face the first wave of attackers - five Rabble and one Ragged Berserker, just as easy to defeat as they were at the Bloody Spire.


 * If Altina is not part of the party, the scene doesn't shift and you start the second fight without transition.
 * If she is part of the party, then the scene shifts to her as she holds off orcs in the pass and confronts her old memories in the process, with results depending on her RP total (her dialogue changes depending on her exact mindset):
 * 80+: +2 to Aramite Front, +4000 XP
 * < 80: +1 to Aramite Front, +3000 XP

Then it's back to Hilstara, and the real fight begins. As with the Bloody Spire, you potentially have up to four more increasingly dangerous waves of enemies to deal with, but unlike the Bloody Spire losing a fight is going to cost you a lot more.

Fight 2: 2 Orc Husks, 2 Burners, -15 to Aramite Front if lost. Meet some new enemies. Husks either attack you or try to blind you, while Burners are constantly losing HP and hit very hard by spending the HP, but have no defense and only 1000 HP to begin with. Have Hilstara use Shieldwall to get a feel for how much they can hurt her. If they can do some serious damage then you should probably be concerned.

After the fight, Hilstara sends Varia away to go help with the other passes. If you picked up the Explosives from the dwarves in the Aramite Forest, it provides a +2 to Aramite Front, with a further +1 to Aramite Front if Varia has been dominated. Dominated Varia also gains XP based on her relationship points: Without the explosives, Varia is simply told to go help the others any way she can. Either way, Dominated Varia has a few more parting words for Hilstara, and then it's Hilstara alone against the oncoming horde.

Fight 3: 1 Orc Husk 2 Burners, -10 to Aramite Front if lost. One fewer Orc Husk than the last fight, but you're also short Varia's firepower. Best to start with Shieldwall to boost your defenses even further before they start swinging. If Hilstara is armored enough that even the burners can't do more than scratch her then you can wait out the burners and finish them off. Otherwise use her skill Indomitable Will to heal your way through the damage, buff your defenses and wait for them to burn out.

Win this fight and the Aramite Front is boosted further based on Hilstara's RP value - +2 to Aramite Front if Simon had the Max RP conversation with Hilstara, or +1 to Aramite Front if it's at least 80+.

The game then checks your Aramite Front Score. A score of 32 or higher means that this is the final wave, Hilstara's forces managed to survive and the Aramite Front has gone so well that Hilstara gets a chance to help out in some way. If your Aramite Front score at this point is 31 or lower, then you're not out of danger yet and the waves continue:

Fight 4: 2 Burners, 1 Dominated Shaman, -8 to Aramite Front if lost. If you're strong enough to outlast the burners, then the magic-slinging shaman is the only real threat. Using Indomitable Will boosts Hilstara's magic defenses as well as heal her, letting her slug her way through the shaman's magic.

Fight 5: 1 Ogre, -6 to Aramite Front if lost. Buff your physical defenses, and chip away, healing with Indomitable Will when necessary.

If Hilstara manages to beat even the ogre by herself then she secures some form of victory, but if she loses any one of the four previous fights things are going to get messy. Not only is the Aramite Front penalized based on how easy the fight was, but your game takes a further -10 to Aramite Front and she has to fight in her Last Stand.

Last Stand: 2 Ogres, 1 Monstrous Ogre. This would be a tough boss fight with a full party, but it's even worse for a solo Hilstara, especially one who probably wasn't strong enough to fight the previous battles. This would probably be unwinnable if Hilstara didn't have the Last Stand state applied to her, granting her a boost to her attack, defense, agility, critical hit chance, HP and MP regen and hit rate, plus a penalty to her evasion rate and an immunity to being defeated by being reduced to 0 HP. She's unkillable in this state, so fight on until you win. Enjoy the fight and the pile of XP you get for winning it, because you're almost certainly not going to like what happens next...

The scene shifts to Varia giving Simon a report back at the camp, explaining how Hilstara managed to delay the Incubus Emperor's forces long enough for the armies of Yhilin, Aram and the Church to sweep in on them. The exact outcome is based on your Aramite Front score, with different dialogue depending on if Varia is Dominated or Reshaped:

Hilstara's state is further expanded on back in Yhilin - the first stage of Injury (Aramite Front between 16 and 23) will take at least a month to recover from, the second (Aramite Front between 8 and 15) will take several months, while the final one means that she's been so heavily maimed that it's a miracle she's not dead, but she'll never be able to fight again.

Incubus King's Domain 4: The Final Assault
News from Iris reveals that Ginasta managed to wound the Incubus Emperor, so Simon decides that it's time to take the war to him and end this conflict before it ruins any more lives. You have a chance to prepare first, so be sure to check all your equipment. Now's your chance to get back any gear you lent to Sho (but not Hilstara if she's been sidelined by her injuries), make sure everyone's got their best gear.

You're going to be splitting up into three groups for this mission, led by Simon, Robin and Riala. How you divide them is up to you, but here is some general advice: Possible party arrangement: It's difficult to provide a walkthrough of the castle with text only, but the idea is fairly simple: go forward until you encounter something you can't get through, then switch to a different party and repeat the process. Robin starts in the basement, Simon starts at the front door, and Riala starts near the roof. Once Simon passes through the front door, the Incubus Emperor activates three barriers, requiring all three groups to make their way to the sparkling spots to break the barrier at the same time.
 * A common enemy encountered by each group has high physical defense, meaning you want some form of magic attack in each group. Robin and Riala are both mages, so it's not a bad idea to put Yarra and/or Altina in Simon's group.
 * Simon encounters a mid-boss that's very vulnerable to anti-sex damage, vulnerable to sex and thunder damage and resists physical damage, so Vhala does well in his group.
 * Robin encounters a mid-boss that is vulnerable to Ice and mildly vulnerable to antisex and sex damage.
 * Riala encounters an Unsuccubus Mass just like the one fought back in the Ardan Mountains. It's still vulnerable to Ice.
 * Vhala is immune to Qum's healing abilities, so don't put them together if you need to rely on a single healer. On the other hand, Riala also uses SP for her abilities, so she works well with Qum.
 * There is an enemy in the lowest level that's best defeated by a high-defense character. Robin is the first one who can challenge it, but you can have one of the other groups come back for it later. If you want to handle it right away, it's best to put a high-defense character like Hilstara in Robin's group, plus possibly a character who can boost physical defenses such as Carina (with Shield of Purity) or Reshaped Varia (with Encourage). If you want to handle it with a different party, be sure to pair your tank and buffer appropriately.
 * Riala is a very potent succubus mage, possessing a full array of both spells and sexual skills.
 * Simon, Vhala, Altina, Uyae
 * Robin, Hilstara, Varia, Carina
 * Riala, Qum, Nalili, Yarra, Aka

Of the common enemies you encounter, Flickering Wraiths might the most annoying to deal with, since they have high physical defenses and take a while to beat down with weapons, meaning that they're best dealt with by magic attacks using Robin, Riala, Yarra or Altina (or Aka's Flaming Stab if she's in Robin's party). Of the remaining enemies, you should be familiar with the Unsuccubi by now, Enflamed Breeders are vulnerable to sex and anti-sex damage, and the Lust Ooze has a chance of inflicting Lust Death with its attacks so be sure to kill them quickly.

There are several succubi guards on the map, but most of them will surrender to Simon's forces if their morale is low enough, building up a surrender score that comes into effect after you defeat the Incubus Emperor:

The teleport crystal Robin needs to access is in the southeast floor of where she first comes in. But her path to the stairs up is blocked by a Draconic Beast, vulnerable to Ice, Sex and Anti-sex damage.

Simon crosses paths with Ginasta on the outskirts of the Incubus Emperor's castle, and the two have a conversation. If her relationship with Simon is good enough (-25 or better) then Ginasta makes a promise: if Simon does not become a tyrant, she'll lend her strength to the citizens of the domain while recover. This grants a +1 to Surrender Score, -1 Instability and -1 IKD CD. Otherwise she simply stays long enough to witness the Incubus Emperor's fall and then recovers her strength before setting out to hunt down Simon. There is a treasure chest nearby, but Ginasta got to it first. Continuing gets Simon into a fight with a Distorted Demon boss, which is vulnerable to sex and thunder damage and very vulnerable to antisex damage.

Aside from simply heading to the Incubus Emperor, there are several challenges and collectables to acquire: Once you're ready, be sure to take back any of the gear you loaned Riala, since she won't be participating in the battle with the Incubus Emperor himself. Head north and you'll face the Incubus Emperor in a brief conversation before he retreats to his throne room, challenging Simon to follow him.
 * The elite succubus in the basement is guarding an Unsuccubus caught in the middle of a transformation and asks your help. The Writhing Unsuccubus dies in a single hit from any source of damage and provides no XP or Sx, meaning the only way to win is to survive five rounds of a high-damage physical attack that targets every member of the party. Hilstara is your best bet if you put the heaviest armor you have on her then use Shieldwall and Indomitable Will to keep her defenses and HP high. You don't need to worry too much if your other party members get knocked out, as long as at least one person survives five rounds you'll be fully healed and get the Rabid Whip, another +1 Surrender Score and -5 IKD Morale. If you don't have Hilstara due to Aram consequences, Simon or Vhala in your heaviest armor using the Guard command are your next best options, especially if paired with Carina or a Reshaped Varia to boost their defenses (using Shield of Purity and Encourage) in the first round or two.
 * On the eastern edge of the map where Riala first comes in is a ladder leading up to the summit where Ginasta and the Chosen fought the Incubus Emperor. Riala can recover the Chosen's Shining Sword.
 * The level below where Riala first enters has a treasure chest with Stained Chess Pieces (an off-hand succubus mage accessory).
 * Behind a barrier on that level is a stairway leading down to the ground floor, and an elite succubus guards the switch to the treasury. She won't stand down, but shouldn't put up too much of a fight for Riala. Activating the switch opens the way to the treasury in the basement, allowing Robin to rescue the grateful succubus guard and grab 2000 Sx, a Shining Sword and a Naked Apron (really good succubus mage armor).
 * Once the party has opened the way to the Incubus King, Riala can go to the front door and remove the barrier blocking the way to a chest containing Tasteful Literature (an off-hand succubus mage accessory).

Heading north also triggers the final check of the surrender score, determining how well you did convincing the succubus forces to stand down: Your group has been fully healed, and now is the time to figure out your final party for the fight against the Incubus Emperor.

The Incubus Emperor himself has a lot of HP and is vulnerable to sex, anti-sex, ice and earth damage (from Altina's Earthquake skill). He's immune to all status effects, and resists fire and poison damage as well as stat debuffs. He attacks entirely with physical attacks and fire attacks, so if you can put a fire charm on Hilstara she can take anything he can dish out. Bring your best gear, make sure you've got a healer assemble your party and settle in for a slugging match.

Once the Incubus Emperor falls a whole lot of things start happening, so sit back and watch the show.

Aftermath
Talk to your party members to see their thoughts on the situation (especially Hilstara if she was injured in Aram), then talk to Janine and Iris once you're finished.

Orc summit consequences
Several scenes later and it's time to begin the process of recovering from this war. The party splits up to cover the different fronts. Aka reunites with the orcs, who report on their progress, as determined by the Orc Summit Score. With a high enough score the orc legions decide to serve the Doom King, represented by the Orc Bonus variable: If you didn't earn the allegience of the orcs then you have the option of stationing a unit of your reserve forces to help keep the peace:
 * Keep current positions: +5 IKD CD, +2 Instability
 * Send an extra troop: -5 IKD CD, -2 Instability

In Yhilin
Several scenes later and you're back at the palace, where Trin asks what Simon wants her to focus on in the Incubus King's Domain. Essentially you're choosing what to keep settled, and whatever you're not focusing on gets worse:
 * Focus on stability: +2 IKD CD
 * Focus on reducing damage: +2 Instability
 * Just fuck shit up: Trin tells Simon to stop teasing her and pick one of the boring, helpful options. Selecting this option more than three times results in her telling him "But thou must."

Then, Riala and Iris offer their assessment of how the Domain residents now view you, based on how much you reduced IKD Morale. Doing well enough unlocks various bonus events with the Domain's succubi later on: Riala and Iris also receive RP bonuses based on your decisions:
 * If Orcent and the other orcs managed to convince the hordes to join the Doom King, Iris says "the horde is surprisingly controlled" and you get a to Iris and Riala's RP scores.
 * If Simon ordered his forces to sabotage the succubi back in the tunnels, then it's a to Riala's RP and a  to Iris's RP.
 * If Simon ordered his forces to sabotage the Chalice, then it's a to Riala's RP and  to Iris's RP.

In Zirantia
Over in Zirantia, Biyue discusses events with Orilise:
 * If you supported the Old Zirantian League, then the league is keeping things together- +2 Zirantia CD, +1 Instability.
 * If you supported no one, things aren't under control- +5 Zirantia CD, +2 Instability.
 * If your Zirantia Investigation score is 15 or higher, then the corruption is contained. Otherwise there's a +2 to Zirantia CD.

Unfortunately, an assault on Zirantia by the Fucklord means that Simon must now make a choice- should the Doom King focus on helping the Zirantians, or stay and focus on repairing the Domain? Whichever one you neglect gets worse. Your reputation also determines the outcome- if you're well-liked then they want you to help out, while if you're not well-liked then they'd prefer you keep to your own affairs:
 * Stay Here: +5 Zirantia CD, and either -1 Arclent Acceptance if it's 25 or higher, or +1 Arclent Acceptance if it's under 25.
 * Go to Zirantia: +5 IKD CD, and either +1 Arclent Acceptance if it's 25 or higher, or -1 Arclent Acceptance if it's under 25.

In Stineford
Over in Stineford, Robin is working to clear the corruption from the mine when she hears about the Zirantian attack, but an attack by a band of mercenaries forces her to make a decision- stay and work on her project or risk herself and put a stop to them?

Sho volunteers to help, so equip her with decent gear. If Rachila survived the battle in Stineford, Robin can talk to her to receive a magic defense boost for the first three rounds of battle. Then it's up to her to talk to the mage and make a decision. The magekillers aren't that much different than past two times you could have fought them, just with more HP and better attacks. The purple one is slightly vulnerable to thunder, the blue is slightly vulnerable to fire and the red slightly vulnerable to ice. Having your two mages focus them down one at a time should be enough to handle things, and if Robin is equipped with a Master Staff and possibly a pin that blocks poison she basically has nothing to fear from them.
 * Help reinforce the barrier: +1 Instability, +1 Stineford CD
 * Fight the mercenaries: You go to fight the magekillers

In Aram
Over in Aram, tensions are flaring up between the Aramite and succubi forces, and Hilstara must make a difficult decision about how to emply her military forces. However, if Robin did Qum's research project then Qum provides her own solution. Boop! Enjoy the scene.
 * Force Aram back: +5 Aram CD, +2 IKD CD, -5 Army Size, +2 Instability
 * Force the succubi back: +2 Aram CD, +5 IKD CD, -5 Army Size, +2 Instability
 * Stand in the center: +2 Aram CD, +2 IKD CD, -10 Army Size, +1 Instability

With that out of the way it's time to begin the process of nation-building using the three domains carved out of the Incubus Emperor's territory. There's the Succubi Chalice States, the orc nation of Tak'Kan and the new Givini nation of... New Givini. Each starts with its own hidden score:
 * Chalice States: 10
 * New Givini: -5
 * Tak'Kan: -5

At this point in the game, there is a change in your Instability score based on your Army Size:

Petitioners
Then you're taken to the conference room where many different representatives are asking for your support, be it military, poltical or economical. Your military support comes in the form of any remaining Military Reserves you didn't deploy during the war, while your Social and Economic reserves are calculated now:

Iris also mentions any military forces left over that you have. Otherwise she explains that you have to refuse military requests. She tells you how many of each reserve you happen to have, and you can also check that sum with her at any time.

Guaranteed appearance
Some petitioners show up no matter what: Wynn always shows up and she has a discussion with Simon about what happened with the Fucklord in Zirantia. The orb on the western side of the screen can be interacted with for a call from Eustrin's King Relondo and an ominous message from Aram.

Guaranteed appearance (option to bypass)
Some petitioners always show up, but their requests can be bypassed by the right conditions:

Conditional appearance
Some only show up under certain conditions: If the Total Collateral Damage from all fronts is 100 or higher, Sarai shows up with a petition from the church to help clean up corruption. This request can't be refused and doesn't have any immediate effects, but Robin states that it will tax your resources later on.

Bonus requests
Some petitioners show up under certain conditions, but their petition is free and entirely beneficial: Once you've dealt with all the petitioners, it's time to move on to a more solemn matter.

A time to mourn
Various mourners are present at the graveyard, but some showing up under different conditions:
 * If Kara died on the way to Ardford, the priestess is here to mourn.
 * If Rachila died at Stineford, Robin and Simon discuss her death.
 * If Robin did Qum's research, one of the people it affected is here contemplating the experience.
 * If Simon urged the Chosen in Ardford to give up his power, he's now normal again and reveals his name to be Kalant.

Others are always present:
 * Janine, reflecting about the burden of command.
 * Antarion, doing a hypocritical gesture with the man that he left to his fate
 * A proto-unsuccubi, mourning the death of a friend.

Back in the throne room it's investment time! Megail gives you a run-down of your profits (which aren't as high as they could have been due to the war) and has pulled together a series of requests. There's an investment opportunity for each of the three new nations plus representatives from the various businesses you encountered in Yhilin, Eustrin, the Elven Kingdoms and the Incubus King's Domain. Min has her own investment opportunity, and if you achieved the Succubus 1 bonus from having a low enough IKD Morale score then the succubus merchant offers the opportunity to expand Yhilini trade into the new territories.

Once you're done here, speak with Megail to continue.

If you finished all the research projects available, you get a quick scene with Robin deciding to start a research project of her own. Then it's a few more scenes that raise more questions than answers and it's on to Act IV.

You made it through the Third Arclent War, good work!