Yhilin battle guide

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The Battle of Yhilin is a long sequence at the start of Chapter 3 in which Simon and his allies stage an armed takeover of the Kingdom of Yhilin, with the covert collaboration of its queen. This is the first phase of the long awaited Doomed King plan conceived at the end of Chapter 1. It's not possible to lose based on your command decisions, but it is possible to have bad outcomes, such as devastating sectors of Ari-Yhilina and losing access to the quests and resources located therein.

This page is a detailed guide to this part of the game. If you're looking for a guide that WILL NOT SPOIL any of the variables involved, you'll want to use this guide instead. It's just as professionally presented as this one, it just won't give away the mechanics.

If you know the values for all relevant variables, and would like to interactively experiment with simulating your battle plan, there is a downloadable HTML/JS [[1]]. You may even be interested in the [Game Simulator Tool], similar but broader.


MASSIVE SPOILERS FOLLOW! YOU'VE BEEN WARNED.


The outcome of the battle is determined directly through 3 variables:

  • Victory Points
  • Chaos
  • Collateral Damage

And indirectly through 3 more:

  • Enemy Forces
  • Army Size
  • Army Quality


Many of your past decisions come into play as well. These are:

  • Suppliers: Eustrin Supplier, Special Supplier (AKA Gift to Megail), Yhilin Supplier.
  • Mine Processing.
  • Premium Steel (ONLY if funded in the first round of investments; if you fund at the reunion they won't have had time to shift production and will be no help.)
  • Rebel's Pass Bridge Repair (ONLY if funded in the first round of investments; if you fund at the reunion it won't be repaired in time for the battle, so no later "bridge checks" will count it as repaired.)
  • Mercenaries: Iron Cudgel, Dusty Horde, AriGarda, both if and when you paid them.
  • Simon's level.
  • House Jade Sabotage (we'll show how this is determined further down).
  • Resolution pursued for the mine flooded with demons.
  • Orc Extermination pass/fail status.
  • New Unpeople motion pass/fail status.
  • Affection values: Aka, Janine, Megail, Carina, Yarra and Qum.
  • What, if anything, Robin researched aside from Aka's cure.
  • Impaler status.
  • Altina status.
  • Varia variant.

That gives you a general idea what you're managing. For detailed mechanics spoilers, read on. A piece of paper and a pen/pencil are recommended if you want to calculate optimal decisions for your game. All variable changes and checks occur in the order presented, unless stated otherwise.

A gracious thanks to Augustus Commodus for his work mining the code for this information, and Decanter, who repeated the exercise in order to verify the results.


Setup[edit | edit source]

Before you talk to Janine and start the battle, make sure you've shifted your good equipment to Hilstara, Aka, Nalili, and (if you didn't repair the bridge) Yarra, because they'll be doing some combat and you won't have a chance to access the menu. You'll probably want DEF, MDF, and stun/poison protection (so use the proper Pins for them). Also give Varia something half-decent. You can strip everyone else because you want to see them naked they don't fight. You won't have a healer, so take that into account.

Also, don't forget to talk with Dari, to explain the Plan to her.

After you tell Janine it's time to start the battle, you'll witness Aka complete her transformation, along with an accompanying +10 to her affection score. We haven't been able to see her score since we left to attend the Ardford Summit, but, because it directly determines the outcome of an event in the upcoming battle, it would be useful to know. The relevant information can be found either on Aka's page or in Decanter's excellent guide. One thing to note: While for many players, this affection increase may raise Aka's affection to 100 or more, this conversation does not serve to lock her affection at 100, meaning it may fall below 100 depending on the results of the battle. Speaking of which, let the battle begin.

At the beginning of the battle, the primary variables are set to 0, and Enemy Forces is set to 100, but there are set points during the battle where there are unavoidable increases to Chaos and Collateral Damage. Specifically a +1 for each during the first Ari-Relhana sequence, a +3 for each after the airship sequence, and a +5 for each immediately after the battle. Since there aren't any checks for either between now and then, let's go ahead and add them.

At Beginning of Battle (accounting for unavoidable changes):

  • Victory Points = 0
  • Chaos = 9
  • Collateral Damage = 9
  • Enemy Forces = 100

Obviously, this means there are target values that you may want to aim for. Being too low in Victory Points will raise Chaos and Collateral Damage, while being too high in Chaos and Collateral Damage will shut down parts of the city and cause separate flags to be flipped, such as "Societal Chaos" and "Economic Chaos." These are all covered in depth later, but here's the best possible outcome. You may want to keep this in mind when planning your calls.

Optimal Battle Outcome:

  • Victory Points >= 10 (this will boost army quality) – but even higher is even better as this stat keeps playing a role for the remainder of Chapter 3 (and has the highest useful value of 25).
  • Chaos < 5 (Janine is satisfied, various consequences avoided)
  • Collateral Damage < 5 (Janine is satisfied, various consequences avoided)

Enemy Forces has an indirect effect, but there's no further benefit to lowering past 29, and it is never raised by more than 6 after setup, dependent on route. There is a +1 increase if you resolve the mine dispute in House Jade's favor. Furthermore, there is a +3 and a +5 increase for the Mixed and Clustered routes, respectively (see below). For the Widespread route, there is no change. Therefore, in a worst case scenario, Enemy Forces can be ignored afterward if lowered to 23.

Good outcomes here raise affections of all girls. Different girls care about different variables, detailed later.

There is a single switch which is checked during outcome calculation but not mentioned until later in the aftermath:

If Trin copied Big Man

  • Chaos -1
  • Collateral Damage -1

You can see whom Trin copied by talking to her - also useful later for calculating House Jade sabotage.

Before the battle some refactoring is done on your army. We'll detail it next, but you could just check with Orcent for your current numbers and skip to the next section. The two variables (Army Size and Army Quality) will be checked multiple times, so you'll want to keep track of them along with the others.

Army Recalculation[edit | edit source]

Alright, details. Check the army page to understand your initial situation, and then come back here to proceed!

First, for the purposes of the battle the game mostly only considers your nonhuman forces, so human mercenaries are removed from the total:

Mercenaries Army Size Army Quality
Hired Iron Cudgel (before reunion) -2 -1
Hired Iron Cudgel (reunion) -1 -1
Hired Dusty Horde -5 -
Hired AriGarda (before reunion) -2 -3

You couldn't directly hire the AriGarda at the reunion, so that didn't affect your army in the first place.

Then some automatic boosts are given:

  • Army Size +10
  • Army Quality +3

And finally several changes based on past decisions, mostly good:

Check Army Size Army Quality Other Effects
Recruited Stineford Succubi +3 - -
Recruited Withered Mountain Troops +3 - -
Obtained Stark's Head - +1 -
Orc Extermination Failed +2 +2 Gain Unique Orc Ralke
Orc Extermination Passed -1 - -
Robin: Orc Research +1 +1 -
Round 1 Premium Steel Investment +1 +1 -
Mine Processing Investment +1 +1 -
Eustrin Supplier Investment +1 +1 Victory Points +1

Those two variables (size and quality) will be checked multiple times, so try to keep track of them. If you're lost, don't worry; remember the above just tells you what you could've done differently. Talk to Orcent at Janine's Retreat, and he'll give you the current value for the start of the battle.

Anyway, save and go speak to Janine on 2F to begin the invasion!

Ari-Relhana 1[edit | edit source]

Some areas will be visited multiple times. We've numbered them individually for your convenience. The battle begins with a calculation to determine the results of your initial engagement:

Army Size + Army Quality Victory Points Enemy Forces Succubus' Comment
≥ 32 +2 -10 "We've won a crushing victory so far!"
24-31 +1 -5 "We're doing about as you predicted."
< 24 - - "We're struggling more than expected."

Simon's level is checked to determine obedience among the orc troops:

Simon's level Chaos Collateral Damage Succubus' Comment
≥ 34 - +1 "Not much!"
32-33 - +2 "Less than I expected!"
31 - +3 "About what you predicted."
30 +1 +5 "Well… they're orcs."
< 30[1] - +2 "Strangely, not much."

Next, Simon is given the choice of how he'll help out:

Assist in the battle

  • Enemy Forces -5
  • if Army Size + Army Quality < 24 then Victory Points +1

Enforce orc discipline

  • Collateral Damage -1
  • if Army Size + Army Quality ≥ 32 then Victory Points +1

Target enemy nobles

  • Enemy Forces -2
  • if Army Size + Army Quality < 32 then Victory Points +1

Assault mage tower (only possible if Robin researched essence shielding)

  • Victory Points +1
  • Chaos -1
  • Collateral Damage -1
  • Enemy Forces -1

We now return to Hilstara and Orcent at the field command center.

Field Headquarters 1[edit | edit source]

We begin this section with Orcent being given a command of his own. Decide what he'll do with it.

Guard Ari-Yhilina

  • Victory Points +1
  • Chaos -1
  • Collateral Damage -1

Intercept Ari-Khan

  • Dependent on later choices but at least +1 Victory Points and at least -5 Enemy Forces

Attack Nobles

  • Victory Points +3
  • Chaos +1
  • Army Size -1

Now the paths diverge a bit, depending on whether the orc extermination motion passed or not, but in any case, you have a mandatory fight against the Redlight Mercenaries. The choices you are given depend on which scenario has been triggered:

Orc Extermination passed Orc Extermination failed
Reinforce Position
  • Enemy Forces -2
Sending scouting parties
  • Collateral Damage +1
  • Enemy Forces -5
Send orcs for healing
  • Army Size +1
Rebuild traps
  • Enemy Forces -5

Paths rejoin. It seems the enemy has launched an airship, and it's up to Aka to take it down:

Aka's affection Consequences
100
  • Victory Points +2
  • Enemy Forces -5 (explained in the report as the airship falling onto them)
80-99
  • Victory Points +1
< 80
  • Chaos +1
  • Collateral Damage +1
  • Simon will forfeit his next choice of action, due to the airship demanding his time and attention.

This concludes events during the first Field HQ phase.

Ari-Relhana 2[edit | edit source]

We get news of Aka's Airship Assault, and Simon may have another opportunity to take action. If Aka failed, the following options are forfeited. Otherwise, take your pick:

Hit Main Army

  • Enemy Forces -5

Lead Orcs

  • Victory Points +1
  • Collateral Damage -1
  • Enemy Forces -2

Destroy Enemy Position

  • Victory Points +2
  • Chaos +1
  • Collateral Damage +1
  • Enemy Forces -2

After a choice has been made, we see the repercussions of how the mine situation was solved back in Aka's route:

  • If resolved mine situation in House Jade's favor, no additional comment, but Enemy Forces +1
  • If in House Thelon's favor, no change.
  • If the rift amplification spell was used (slums solution), "House Adamant sent fewer troops than Janine predicted", Enemy Forces -5

At this point, background calculations are made, with related commentary. Note the "Jade Sabotage" variable—we'll take you through a quick summary so you can calculate your own value right now. All the clerks replaced with duplicates are worth 1 point, with Andrew (the scum clerk), the Kingsman clerk (he buys a portrait), and the head clerk (talk to Megail to find him at the bank) being worth an additional 1 (total 2) each. Regardless of how she was persuaded (talked to or copied) the halfling House Rose clerk is worth 1 point.

Jade Sabotage Enemy Forces Robin's comment
≥ 8 -10 "has far fewer mercenaries"
5-7 -6 "has many fewer mercenaries"
3-4 -3 "has fewer mercenaries"
< 3 - "has slightly fewer mercenaries"


Now there is another slight divergence:

  • If the bridge was repaired, Yarra sets up an ambush of the approaching forces, for Victory Points +1
  • If not, Yarra returns to the field command center, but can assist with an optional boss battle that is available either way.

Field Headquarters 2[edit | edit source]

Group of mages[edit | edit source]

Another problem arises: a group of mages too strong for your troops to handle, who turn out to be the Magekillers. If she wasn't busy with the ambush, Yarra rejoins you in time to assist, but the battle is not much different from before. You're offered a fairly obvious choice:

Stay here

  • Victory Points -1

Fight them

Scenarios opening: the spread of enemy forces[edit | edit source]

Now things become very divergent depending on the spread of enemy forces.

Initialization[edit | edit source]

The spread, or "scatter", is determined like so:

  • Initial value: 0
  • If Bridge was not repaired in time: +1
  • If Orc Extermination passed: +1

Now you get to make a decision that affects the shape of the battle. You can either keep your current position, keeping the enemy distribution the same, or you can, depending on their current distribution, attempt to either scatter them more or group them together. This decision decides the course of the battle from here on out, so you may want to look ahead to find which path you prefer.

Choice Scatter = 2 (Widespread) Scatter = 1 (Mixed) Scatter = 0 (Clustered)
Keep Current Position
  • Enemy Forces -5
  • Enemies remain Widespread
  • Enemy Forces -5
  • Enemies remain Mixed
  • Enemy Forces -5
  • Enemies remain Clustered
Group Opponents
  • Chaos +1
  • Enemies become Mixed
  • Chaos +1
  • Enemies become Clustered
N/A
Spread Out Opponents N/A
  • Chaos +1
  • Enemies become Widespread
  • Chaos +1
  • Enemies become Mixed

The three possible scenarios (Widespread / Mixed / Clustered), follow the same structure:

Each scenario begins with specific boosts, then bonuses are added depending on whether Orcent was directed to intercept the Ari-Khan forces.

Scenario Widespread Scenario Mixed Scenario Clustered
Initial boosts
  • Victory Points +2
  • Chaos +2
  • Collateral Damage +2
  • Victory Points +1
  • Chaos +1
  • Collateral Damage +1
  • Enemy Forces +3
  • Chaos -1
  • Collateral Damage -1
  • Enemy Forces +5
Orcent intercepting

Ari-Khan?

  • Victory Points +2
  • Enemy Forces -5
  • Victory Points +1
  • Enemy Forces -5
  • Army Size +2
  • Victory Points +1
  • Enemy Forces -10

Healer's Clearing[edit | edit source]

The healers' clearing is discovered, and you are forced into a choice of whether to rescue only the party members or to hold the position. In the Widespread and the Clustered scenarios there's a clear better choice, while in the Mixed scenario, the choice is more of an actual choice.

Choice Scenario Widespread Scenario Mixed Scenario Clustered
Rescue party members
  • Victory Points +1
  • Army Size +1
  • Victory Points +1
  • Victory Points -1
  • Army Size -1
Hold the position
  • Victory Points -1
  • Army Size -1
  • Army Size +1
  • Victory Points +1
  • Army Size +1

The Impaler[edit | edit source]

Next, the game will check on the status of the Impaler. If you killed him, there is no change, but, if he is still alive, he now arrives on the battlefield.

Scenario Widespread Scenario Mixed Scenario Clustered
Impaler spared?
  • Victory Points +1
  • Collateral Damage +1
  • Chaos -1
  • Collateral Damage +1
  • Victory Points +1
  • Chaos +1

Supplier Investments Check[edit | edit source]

The Supplier investments now come into play. Note that "Special Supplier" refers to the mystery investment offered by Megail inmediately following her rescue.

Victory Points Chaos Enemy Forces Hilstara's comment
Both Special Supplier and Yhilini Supplier +3 -1 -10 "(At least our supply lines made sure we got all our orcs well-equipped. They're holding their own.)"
Either Special Supplier or Yhilini Supplier +2 - -5 "(If our supply lines had been a little better... but no, most of our orcs are acceptably equipped.)"
Neither Special Supplier nor Yhilini Supplier -1 +1 - "(So many of our orcs are ill-equipped. If our supply lines had been better...)"

Scenarios diverge[edit | edit source]

Now the scenarios diverge more fully, with a unique event for each scenario – then the Army Size will be checked for another background variable change, and then Enemy Forces will be checked for differing results in each scenario.

Click the applicable link for your situation to jump there:

  • Widespread: The calculations of this scenario most significantly affect the Collateral Damage stat.
  • Mixed: The calculations of this scenario most significantly affect the Chaos stat.
  • Clustered: The calculations of this scenario most significantly affect the Army Size stat.

Enemy Formation: Widespread[edit | edit source]

As mentioned above, we now move into the unique event for this path: "A large group of orcs has become isolated!" What to do? Your decision will depend on your own game, and there isn't quite an optimal choice to be had:

Action taken Victory Points Chaos Army Size
Abandon group +1 - -1
Save orcs - +1 +1
Exploit chance to attack elsewhere +1 +1 -

Trade-offs are definitely a recurring theme in this tale. That said, it's time for a check of your remaining army:

Army Size Collateral Damage Enemy Forces
≥ 30 -3 -25
25-29 -2 -20
20-24 -1 -15
15-19 - -10
< 15 +1 -5

In any case, Hilstara comments with: "I would anticipate a great deal of collateral damage. It's difficult to maintain control of a battle this scattered, even with human soldiers."

Now that the enemy has taken their licks, it's time to see what kind of mischief they managed.

Enemy Forces Victory Points Chaos Collateral Damage Orcent's comment
≥ 100 - - +3 "Unfortunately, many groups broke apart, and the survivors are no doubt raiding."
90-99 - - +1
80-89 - -1 - "Unfortunately, several groups broke apart, and the survivors are no doubt raiding."
70-79 - -1 -1
60-69 - -1 -2
50-59 +1 -1 -3 "We more or less held together, but I expect some survivors and deserters will begin raiding the surrounding lands."
40-49 +1 -1 -4
30-39 +1 -1 -5
< 30 +1 -1 -6

At this point the scenarios converge again. Click to jump.

Enemy Formation: Mixed[edit | edit source]

As mentioned above, we now move into the unique event for this path: "The enemy has breached the walls of Ari-Relhana!" What to do? Your decision will depend on your own game, and there isn't quite an optimal choice to be had. To aid this choice, we've tabled the results:

Action taken Victory Points Chaos Collateral Damage Army Size
Throw troops into the breach - - -1 -1
Abandon wall positions, fortify elsewhere - -1 +1 -
Ignore breach, counterattack elsewhere +1 - +1 -

Trade-offs are definitely a recurring theme in this tale. That said, it's time for a check of your remaining army:

Army Size Chaos Enemy Forces
≥ 30 -3 -25
25-29 -2 -20
20-24 -1 -15
15-19 - -10
< 15 +1 -5

In any case, Hilstara comments with: "It's difficult to say. A battle as chaotic as this one can have far-reaching consequences."

Now that the enemy has taken their licks, it's time to see what kind of mischief they managed.

Enemy Forces Victory Points Chaos Collateral Damage Orcent's Comment
≥ 100 - +3 - "We orcs maintained control when the battle was simple, but in the confusion I fear we added a great deal to the chaos."
90-99 - +2 -1
80-89 - +1 -1
70-79 - - -1
60-69 +1 -1 -1 "Despite the chaos of the battle, the orc legions did better than I expected. Relatively few will join the chaos."
50-59 +1 -2 -1
40-49 +1 -3 -1
30-39 +1 -4 -1
< 30 +1 -5 -1

At this point the scenarios converge again. Click to jump.

Enemy Formation: Clustered[edit | edit source]

As mentioned above, we now move into the unique event for this path: "The enemy is attempting a pincer attack!" What to do? Your decision will depend on your own game, and there isn't quite an optimal choice to be had. To aid this choice, we've tabled the results:

Action taken Victory Points Chaos Collateral Damage Army Size Enemy Forces
Hold ground - -1 - -1 -
Retreat -1 -1 - - -
Break through one pincer - - +1 - -5

Trade-offs are definitely a recurring theme in this tale. That said, it's time for a check of your remaining army:

Army Size Army Size Enemy Forces
≥ 30 +3 -25
25-29 +2 -20
20-24 +1 -15
15-19 - -10
< 15 -1 -5

In any case, Hilstara comments with: "We managed to limit the damage to civilians, but we paid a heavy price."

Now that the enemy has taken their licks, it's time to see what kind of mischief they managed.

Enemy Forces Victory Points Collateral Damage Army Size Orcent's comment
≥ 100 - - -2 "A great many have fallen. Though I do not mourn the loss of orcs such as these, I fear the risks we now take."
90-99 +1 - -1
80-89 +1 - +1 "Many have fallen. Though I do not mourn the loss of orcs such as these, I fear the risks we now take."
70-79 +2 - +2
60-69 +2 - +3
50-59 +2 - +4
40-49 +2 -1 +5 "Though many fell, I am surprised by how few it was, in comparison to the threat. We have done well."
30-39 +2 -1 +6
< 30 +2 -1 +7

At this point the scenarios converge again. Click to jump.

Scenarios Converge[edit | edit source]

That ends the section of divergent scenario processing.

At this point an unavoidable loss is applied, Army Size -5

Now Simon wonders: "How much collateral damage did we cause?" The answer depends on army quality:

Army Quality Victory Points Chaos Collateral Damage Yarra's comment
≥ 12 +1 -1 -1 "Actually, I don't think we were much worse than an invading human army! The orcs did so much better than I expected!"
11 +1 -1 - "It's a war, I won't pretend there wasn't some. But as a whole, I think we did well."
10 - - -
9 - - +1 "I'm not going to lie, it was bad. Orcs will be orcs, but most succubi were reckless as well."
8 - +1 +1
7 -1 +1 +2
6 -1 +2 +2
5 -1 +2 +3 "I'm not going to lie, it was bad. Not as bad as the Incubus King's invasion, but..."
< 5 -2 +3 +3

It may seem like the bulk of the fighting is done, but an emergency missive from Janine arrives: someone's attempting a coup in the middle of an invasion – how rude of them! The immediate repercussions depend upon your mercenary hiring practices.

Victory Points Chaos Collateral Damage Army Size Other Consequences
AriGarda not hired OR bribed to work for House Rose - +1 - -2 forgo a chance to increase Acceptance and a nation score in Chapter 4
Dusty Horde hired pre-reunion +2 - - - -
Dusty Horde hired at reunion +1 - - - -
Dusty Horde never hired - +2 +1 - -

Janine or Simon will raise the question of sending orcs into Ari-Yhilina itself, to fight the coup army because they're causing chaos and collateral damage in the attempt.

Keep orcs out:

  • Chaos +1
  • Collateral Damage +1

Send orcs into Ari-Yhilina

  • Outcome determined by Army Quality; see table:
Army Quality Victory Points Chaos Collateral Damage Acceptance other effects
≥ 12 +2 +1 - +2 -
9-11 +1 +1 +1 +1 -
5-8 +1 +2 +2 -1 Outskirts devastated
< 5 - +3 +3 -3 Outskirts devastated

The acceptance variable will come into play later; take note of it.

Ari-Yhilina Elf Ghetto[edit | edit source]

Now the scene jumps to the elves in the slums of Ari-Yhilina. The way events unfold depend upon Altina's fate.

Altina's Status Victory Points Chaos Collateral Damage Other Consequences
Joined Elf Ghetto +1 -1 -1 Elves are Stable
Sluttier +1 -1 - Elves are in Minor Chaos
Saner +1 - -1 Elves are in Minor Chaos
At Withered Mountain - +1 +1 Elves are in complete chaos
Elven Ghetto is devastated

Kingsmen Bar[edit | edit source]

Now we take a look at Varia in the Kingsmen bar. The results vary depending on which Varia variant you have.

Dominated Varia Reshaped Varia
  • Chaos -1
  • Fight 5 weak enemies
  • Kingsmen Massacred
  • Collateral Damage -1
  • Fight 1 weak enemy

She resolves the situation, and Simon and Yarra prepare to engage the orchestrator of the coup.

Hidden Stronghold[edit | edit source]

Orange circles denote fights. Yellow circles denote loot. Green circles denote points of interest.

Nothing in this section has any effect on the variables of the battle—you simply succeed or it's game over.

When selecting your party, take heed of Simon's words. You will be able to take equipment off other party members, but not change your party. You will be fighting one successful and one failed Unperson at the end of this dungeon, and both are heavily powered-up. Yarra is mandatory despite this, but Qum is not recommended, and Nalili is only practical if she has stored SP and AGI to cast Sexual Aegis first thing. Carina is a great choice as a healer and for her MDF buff, plus she can remove Sexbind.

This is also a timed section. While it is possible to complete this section with the default settings, it is recommended, especially if you wish to do everything, to switch to Instant Text and turn off Battle Animations.

You begin in a locked storeroom. There's a Shining Sword in the chest, but it can't yet be accessed. Interacting with the grate to the south begins a 3 minute timer, as soon as the relevant conversation ends. Now if interacted with, the chest will begin a battle with 4 demons—Yarra can use Incubus King's Emissary to make short work of them, and you'll get the sword.

Proceed to the southwest room with 4 boxes at the corners. There are 2 knights (their battles include 2 enemies each) patrolling along the way. Each battle is worth 537 EXP—but make sure to keep an eye on the clock. Loot each box except the northeast, and you'll find some Sx and a key. Heading east reveals a room with a crystal, 4 pentagrams, and no visible entrance. The second-southernmost wall tile is a hidden door, allowing you to go interact with the crystal. This shuts down the mastermind's teleportation network and prevents a later game-over.

Head northeast, and interact with the portrait. The key from the southeast room will open a passage. Following it stops the timer for a fight with the two aforementioned Unpeople. Everything plays out automatically from here, and this section of the battle ends.

Video of this entire section.

Ari-Yhilina Outskirts[edit | edit source]

Also, Orcent will duel with another orc to keep control in a one-on-one battle. That is all. No changes take place.

Throne Room: Aftermath[edit | edit source]

It's time to see the fruits of our labors.

Here we are officially introduced to a new variable: Acceptance. You may have noticed it earlier if you chose to send orcs into Ari-Yhilina. As you may expect, it reflects how readily the Yhilini people accept life under the Doom King.

Another variable applies to just this segment: Janine Overall. It renders a small impact to Janine's affection stat.

There are many other hidden variables that will be included for the sake of completionism, but they may not have an impact for some time. Affection changes are many and will be covered in a separate table at the end of this guide. Acceptance starts at ten: Remember to factor in any acceptance changes that may have occurred if you sent your orcs into Ari-Yhilina.

Acceptance = 10

The scene begins when Janine briefly mentions surprise at the identity of the mastermind, and mentions a speech that was given offscreen. Outcome depends on how much she likes you:

Janine Affection Chaos Collateral Damage Acceptance Janine's comment
100 -2 -1 +3 "I thought it went very well"
75-99 -2 - +2 "I thought it went well"
65-74 -1 - +1 "I did my best, but given the difficulty..."
< 65 - - - "I fear I didn't reach them."

Independent of Janine's own feelings, Simon will declare that she spoke well before Janine moves on to the topic of battle reports. Having more Victory Points than the sum of Chaos and Collateral Damage will provide affection bonuses further on. Victory points, Chaos, and Collateral Damage are each individually checked. Simon will speak first. This is the Victory Point check:

Victory Points Chaos Collateral Damage Army Quality Janine Overall Yhilin Social Religion Economy Simon's comment
≥ 10 - - +2 +2 +3 +2 +2 +2 "victory was crushing"
6-9 - - +1 - +2 +1 +1 +1 "sound victory"
3-5 +1 +1 - -1 +1 - - - "decent victory"
< 3 +2 +2 - -2 - - - - "we struggled"

Janine will continue the report with the Chaos check. Note Janine's comment for two results is the same, but you can differentiate by whether she says the Merchant Quarter was shut down.

Chaos Acceptance Janine Overall Yhilin other consequences Janine's comment
≥ 20 -3 -3 -6
  • Merchant Quarter Closed
  • Economic Chaos
  • Societal Chaos
"It will take a great deal of time"
15-19 -2 -2 -4
  • Merchant Quarter Closed
  • Economic Chaos
  • Societal Chaos
"It will take time"
10-14 -1 -1 -2
  • Merchant Quarter Closed
  • Economic Chaos
"ugly, but the situation isn't unworkable."
5-9 - +1 -1
  • Economic Chaos
< 5 +1 +2 - - "remarkably contained."

Janine will continue the report with the Collateral Damage check.

Collateral Damage Acceptance Janine Overall Yhilin other consequences Janine's comment
≥ 20 -8 -5 -6
  • Queensmen Bar Closed[2]
  • Slum Shops Closed
  • Population Devastation
  • Square Closed
"I shudder to think of all the lives"
15-19 -5 -3 -4
  • Queensmen Bar Closed[2]
  • Slum Shops Closed
  • Population Devastation
"I fear many civilians were killed"
10-14 -3 -1 -2
  • Queensmen Bar Closed[2]
  • Slum Shops Closed
"all these bodies weigh on my conscience."
5-9 -1 +1 -1
  • Queensmen Bar Closed[2]
"though many were spared,"
< 5 +1 +3 - - "I hesitate to say I rejoice,"

If you never gave money to the Iron Cudgel or AriGarda, for any reason, Janine says the Court is devastated. Otherwise it was saved.

Janine will mention whether you sent orcs into Ari-Yhilina, and if so report on whether it was a good idea, after all. Mechanical details were covered earlier in this article, but a negative opinion means the Outskirts are devastated.

The Janine Overall variable, we've been tracking, decides whether she has another affection rise based on her "overall feelings" about the battle.

If Janine Overall > 0

  • "Honestly, relieved. I expected everything to be so much worse..."
  • Janine Affection +5

And that concludes the battle review, but everyone else has feelings, too.

If Victory Points ≥ (Chaos + Collateral Damage)

  • Victory > Damage ON
  • Robin +2, "Despite the cost, I feel as though what we accomplished was worth it."
  • Dari +3, "Sounds like the battle went great overall!"
  • Esthera +5
Victory Points Chaos Collateral Damage
Character 10+ 6-9 3-5 0-2 0-4 5-9 10-14 15-19 20+ 0-4 5-9 10-14 15-19 20+
Janine +2 - -1 -2 +2 +1 -1 -3 -3 +3 +1 -1 -3 -5
Trin +5 +3 +2 +1
Altina (sluttier) +3 +1 - -
Varia (dominated) +5 +3 +1 -
Nalili +5 +3 +2 +1
Yarra +5 +3 +2 +1
Megail +2 - -2 -3 -5
Hilstara +5 +2 -2 -3 -5
Varia (reshaped) +5 +4 +3 +1 -1
Aka +5 +3 +1 -2 -5
Carina +2 +1 -1 -3 -5
Sarai +5 +3 +1 -2 -5
Altina (saner) +5 +3 +1 -2 -5

After such a turbulent and emotionally draining upheaval, it's only right that you take a moment to reconnect with those you love. This results in a few more variable modifications, which are included in the table below. You are given a choice in this sequence, and all outcomes of that decision will be listed below.

Condition Victory Points Chaos Collateral Damage Acceptance
Unpeople motion passed -1 - - -
failed +1 - - -
Carina Affection ≥ 75 - -1 -1 -
50-74 - - -1 -
Megail Affection ≥ 100 - -2 - +3
80-99 - - - +2
60-79 - - - +1
Yhilini Magic researched - -2 - +1
not researched - - - -1
Yarra sent to seduce commander no - - - -
yes, with
Affection
= 100 - - -1 +1
< 100 - +1 - -1

Also, Yarra will gain +5 affection if sent to seduce.

You may have noticed the Victory Point modifications. While all the major calculations using Victory Points have passed, it seems they will still continue to represent your control of Yhilin and accomplishment of core goals, especially with regard to the nobility. Chaos and Collateral Damage will continue to matter as well, in more obvious ways, as you rebuild Yhilin.

Petitioners[edit | edit source]

After we've reconnected with everyone, it's time to deal with some petitioners. The number of petitioners you have depends on past actions. The House Adamant petitioner has variant dialogue if you used the slum mages to shut down the mine, but, either way, she makes no demands of your resources.

Some petitioners require military aid.

  • By default, you have 1 human and 1 non-human detachment you can spend.
  • If you hired the Dusty Horde at any point, you'll have an additional human detachment.
  • If your Army Size is 20 or more, you have an additional detachment of non-humans.

There are consequences for overextending each group:

  • If non-human forces overextended, Acceptance -1
  • If humans overextended, Yhilin -1

If you lack the resources to meet the needs of all of the supplicants, it's better to overextend only one group rather than both.

If Rebel Pass Bridge was repaired: Ardoheim delegation petitioner
  • Send a human escort
  • available humans -1
  • Acceptance +1
  • Send an orc escort
  • available non-humans -1
  • Acceptance -1
If Dusty Horde never hired: Dusty Horde petitioner
  • Send royal army
  • available humans -1
  • Send orcs
  • available non-humans -1
If Jade Sabotage < 6: House Jade petitioner
  • Send a human escort
  • available humans -1
  • Send an orc escort
  • available non-humans -1
If AriGarda not bribed to serve House Rose: House Rose petitioner;
  • available non-humans -1
If Orc Extermination motion failed during the Ardford Summit: Orcish Raiders Petitioner
  • Use humans
  • available humans -1
  • Use orcs
  • available non-humans -1
House Thelon Petitioner
  • Refuse request
  • Acceptance -1
  • Send Qum
  • If Qum Affection < 100
  • Collateral Damage -1
  • Acceptance -1
  • Head of House Thelon dies.
  • If Qum Affection = 100 but was whored in Stineford
  • Collateral Damage -1
  • Head of House Thelon dies.
  • If Qum Affection = 100 and was not whored in Stineford
  • Send Carina
Slum Riots Petitioner
  • Send royal army
  • available humans -1
  • Send orcs
  • available non-humans -1
  • Send succubi
  • available non-humans -1
  • Acceptance +1

Talk to Janine again. Now it's time to listen to a few more reports and enjoy a couple of scenes with your intimate associates. Congratulations on winning the Battle of Yhilin. Time to start the task of Governing Yhilin.

  1. This row is not a mistake. Sierra Lee left a note in the code, paraphrased here: "If people are at such a low level, I don't want to give them too much of a disadvantage due to the hits they'll suffer from not having accomplished various things."
  2. 2.0 2.1 2.2 2.3 When the bar is NOT destroyed the first time Simon enters the bar after the war a conversation giving the following gains occurs. +1 Yhilin -1 Chaos +1 Yhilin Acceptance