Invasion D - Dark Fantasy H Game

Rough English Walkthrough


General Tips: 

-Collecting cookies is a good idea regardless if you use the sneakers or not. You can consume them on the spot or save them for later.

-Cookies affect only the characters that are currently in the party.

-It's better to give the cookies to Santa. He will give you more EXP for each one than consuming the cookies on the spot would. Also, every time you find another Santa, the amount of EXP increases.

-The sneakers work also if you give them to a character in your reserve party.

-If you somehow lose the sneakers, you can buy a new pair from Santa.

Auras and EP Status:

Jack and Jeff have to make decision during the game, which will determine how certain events play out.

Good or bad decision for Jack are color coded.
Red means bad, blue good.

Decisions Jeff has to make are not colored.
Decisions are counted and a bad (red) decision adds one or sometimes more Evil Points (EP) for Jack and some even subtract one EP from Jeff.

Bad decision for Jeff add one EP to Jeff's account.
Some actions are not indicated as decisions but can also add to or subtract from your EP.

Generally Jack and Jeff will develop into opposite directions, meaning the more EP Jack collects, the more Jeff will tend to the good side – inversely The better Jack is, the worse Jeff will become.
But the decisions you make can work against this rule of thumb, making it possible to have both characters good, neutral or evil.

Starting with Chapter 4 you will notice that the character portraits of Jack and later Jeff will have changed. From there on their current Good/Neutral/Evil Status is indicated by a Blue, green or red aura.

At the ed of this page you can find a list of decisions and the effect on the EP account for both characters.




Walkthrough:


CHAPTER 1



JACK

After Jeff finds himself on the Island, make your way up the path.
Fight Jack and after you talked to Blechsack enter the village.

You can explore it for a while, then leave again to the east and talk to Blechsack again.
You can fight him or not, fighting him right away but will give Jack one evil point.

If you want, you can mess around with the chickens, they drop Chicken downs when they...
you'll see.

BLECHSACK

Talk to the green haired guy to the south about Yo. You can return to Blechsack now and fight him.
Choose Jack to attack him will give Jack one evil point, Choose Jeff and you won't get one or let him live. Defeating him will give Jack a better weapon.

MO

Return to the village and talk to Mo the drunk and the pharmacist. In the upper left of the map you will see a girl standing next to a chest. Push the rock that blocks the way aside and proceed to her.
Watch her illusion trick and talk to the pharmacist again or talk to Mo.
You can choose to allow Jeff to set Mo on fire or take the pharmacist's offer to persuade Mo to take
the medicine.
If you take the offer you can again choose to teach Mo a lesson or decline his begging. If you decline you can choose to give him the medicine or to taunt him.

Setting him on fire or taunting him will make Yo the elder attack you.
Giving him the medicine will grant you an EXP Bonus and he will ask you to say hello to Yo for him. Yo hides in the tent to the west. He will attack you.

After the fight, that you will lose, he will collapse and die.

THE WERE-CLOWN

After you hide for the night, Jeff will take a look around the village on his own.
Talk to the clown. He will disappear twice every time you talk to him.
The third time will trigger a transformation.

After the fight you'll get arrested.

JAILED

After Jeff is dragged away from the cell (and raped) Jack is alone in the cell. Check the vase in Jack's cell.
Use the boars tooth on the cell door.
Check the bed any you'll find a rusty saw.
Use the saw on the right bars, then the middle bars. The saw will crumble. Check the remains.
Controlling Foofool check the dirty spot in her cell.

Once she's free it's time to free Jack, too. You can choose to take her offer to follow her right away or decline. Doing the former will give you one evil point, the latter will trigger an H Scene.

Fight the first guard.
Afterwards you can choose to try the same trick again or wait.
Wait and the other guard will just walk away.
Try it again will trigger a fight between you and the guard. Defeat him and cramp and crumb will join the fight. Use the stink bomb on them to win the fight instantly or fight them till the end.
Losing the fight will trigger an H Scene but it's game over then.

The key for the torture chamber can be found in the store room right from the torture chamber.

Find Jeff and watch the following events.

PHOTO SHOOT

Controlling Jack again check the board in the kitchen, then talk to the cook.
He will make you an offer to take some pictures of Foo for him.
Decline it right away or take his offer. Taking the offer will give Jack one evil point.
Take the pictures and talk to the cook again.
You can choose to hand him the pictures or keep them. Hand them over and he will give you your reward.
Keep them and he will make you another offer. Again, you can keep them or deliver the photos.
Anyway, delivering them will give Jack one evil point.

MIND PROBING

Check the glittering vase in the lower left room to find the gun powder and return to Foo.

Watch the following sequence.

CASTLE ATTACK

After the party is reunited talk to the guards at he castle entrance.

An attack will be triggered and you will have to fight all the enemies + 1 Boss.


After the attack go to the castle entrance where Ban Ban will appear, watch the following sequences.
Ban Ban will send you on a quest to find Cocki.

FINDING MISTRA COCKI

Enter the torture chamber once more and go to the spot where Jack and Foo found Jeff to see a short
sequence for Jeff.

Leave the castle and investigate the crack in the wall. Return to Jack and Foo.
You will have to find a fuse and a test tube now. They are hidden in the torture chamber and the store room.

Place your bomb in the wall and blow it up.

Proceed though the hole in the wall climb down into the dungeon under the village.
Push the barrels aside and use the switch to turn of the flames.

At the creek check the sign. A sheep will appear and you can choose to kill it or not.


Proceed to the south. Inside the house check every chest. You'll need to find Cocki's glasses to win the fight, otherwise you will lose.

After she joins you return to the village.
If you killed the sheep talk to the hungry guy at the village now. He will give you a buckler for the meat.

THE INTRUDER

Enter the castle and talk to Fister. Go outside again and talk to the suspicious man at the construction site where the hole has been.
After he disappears you'll find him again near the place where you found the powder insider the castle. He'll disappear again.
Go to the first floor and try to enter Ban Ban's chamber. The guards won't let you.
Talk to Fister again. He will open a secret passage.

Inside the passage make your way all the way up. To enter Ban Ban's Chamber you will have to activate a switch inside the chamber. To find it push the upper column away and go down the narrow corridor. Use the switch and enter the chamber.
Talk to Ban Ban.

CHAPTER 2


EGG COLLECTOR

After the following events and the fight you are back at the village. Talk to guy with the blue beard and find the 6 eggs hidden all over the village. You don't have to find all of them. Bring him the eggs or not. You can also sell them or use them as potions. He'll give you 100 EXP per egg though.

THE STEPPE

Leave the village to the south. To the east lies a dungeon where you can fight the four eyed monster. Defeating it will give you the Battle Wang.

Another Dungeon lies to the West.

Proceed south. You will find a small cave where you can rest.

Trying to leave the map to the southeast will make the party split.

Leave the map and enter Lanakwin's village.


RESIST TEMPTATION
Do NOT touch any chests other than inside the castle for 3 guards will attack you if you do.
Instead you can do some shopping and explore the village.

RECIPE I

Inside the castle talk to the cook.
He will ask you for a recipe.

KARL

Go down to the prison and check the sleeping guard.
Karl will have a chat with you.
Leave the castle and find the pickax in the upper cave.

Return to Karl and give it to him.

BOOZE

Inside the castle is a depressed soldier, cheer him up with some booze, look for a purple bottle inside on of the caves and bring it to him, do that before you sleep at the inn.

Then got to the inn and have a sleep.

Watch Cocki and Foo make out.

FINDING YOU WAY OUT

Return to the prison and push the mattress aside, climb down the hole, make your way through the cave.

RECIPE II

If you want you can return to Ban Bans village BEFORE you reunite with Foo and Cocki to get the recipe from the pervy cook, but he'll only give it to you if you gave him the photos before.
Return Lanakwin's cook and receive your reward.

SMUGGLING IN THE GIRLS

Return to Cocki and Foo at the small cave.

Reunited take the route you escaped back to the village.

THE CHESTS

The guards inside the caves are now asleep and you can open the chests.
To open the chest outside fight the patrolling guards, the fights will be much easier now.

DISGUISE YOURSELF

After you defeated the last guard you can steal an armor from a sleeping guard inside the south-eastern cave.

Got to the castle entrance. Jeff will proceed alone from here. Talk to the guards at the stairs and they'll let Jeff pass.

Proceed north until you enter Lanakwin's floor.

Talk to Ban Ban and enter Lanakwin's chamber. Look at the orb next to her bed.
Watch the following events.

Watch Jack and Foo's little romance.

ATTACK!

Fight Asrap and make your way up the castle to where Jeff found Ban Ban.

Find your way through the labyrinth and fight Jeff.
You will lose, so do not waste your supplies.

Watch the following sequence.

CHAPTER 3

THE WORLD IN BETWEEN

Jack will wake up in a strange place.

Many of the enemies there use poison and you might run out of antidotes quickly.
So hopefully you are stacked up with potions and antidotes. You can also refresh yourself
at the various magical fountains.

THE FORT

Head south and enter the building. While you're there read the notes for background information.
Read the note in the northern room above the skeleton.
Then check the skeleton. Win the fight, find a key and equip the poison collar.

Scattered around the place you can find empty bottler.
You can fill them with water from the fountains to create a Super-Elixir.

Open the upper left door and proceed to the next floor.

Solve the orb puzzle and enter the black portal.

DYZIEF'S LAIR

In the next stage you will find most ways blocked by fire. You can remove the firewalls by using three fire bowls one after the other.
Tip: If you encounter a Soleeter – RUN!

Make your way down the stage while a fiendish voice is taunting you.

Get close to the hexagram and watch the sequence.

LADY SHOOGA

Defeat Lady Shooga and make your decisions.

Defeat Dyzief.
You'll get the item Dyzief's Glance, which gives Jack the skill Berserker's Dance when equipped.
Other characters can also benefit from it's stat changes but they won't be able to use this skill.
If you have to, get your clothes and run back to where the portal has been.
Let Shooga open it again and watch the sequence.

BACK IN THE FORT

Find Shooga downstairs and talk to her.
You can now find a barrel to the right. Inspect it and make your decision.

POLE JUMP

Leave the fort and inspect the wrecked bridge above the fort.
Now look for a sparkling tree, get the pole, go back to the bridge and make the jump.
Leave the map.

THE CASTLE

In the next map you can either crawl a dungeon to the north or go straight south to the king's castle.
Look around the castle for crates and check the notes and books for background information.

In the kitchen you will find a map, it will give you a clue where to go next.


THE SCARECROW

Leave the castle and find the scarecrow in the eastern area of the map.
Use it and pass the bridge.
It will retract afterward.
Get the crowbar from the small chest.
To move the bridge again, use the other scarecrow.
You might want to rest in the cabin before that.

The portal will appear and you'll have to make another decision.

FLAMING WANG

Afterward, go south, find the Flaming Wang inside a smoking tree.

THE LABORATORY

Go further south and push the boulder aside with the crowbar.
Extend the crack in the wall, go inside.

Make your way through the sewer and leave it. You'll find a pouch with a key inside, use it to unlock
the bared door in the sewer and use the two levers.

The bars of the right closed sewer drain outside will now open and you can go inside the other canal.

Go upstairs to the mage's laboratory. Read the scrolls lying around, they will give you a hint for the vault code. (it's the first syllable of each scroll)

Open the chests first, then take the journal.
Watch the sequence and fight king Dongard.
Jack and Shooga will now leave the world in between through the portal.

CHAPTER 4

FATIENOBEL

After Jack woke up go north, then south. There will be a locked gate that you can not open yet.
Go east to a house and enter it. Go upstairs and you will find an unconscious Cocki.
Mother Luise will walk in on you. Listen to her and watch the following conversation, then talk to Luise again to buy some supplies. (you previous decisions will influence the variety of the goods)
Go downstairs as if you wanted to leave.

TIASSA

Tiassa, Luise's daughter will arrive.
Watch the following sequence.
Go downstairs again and read the note on the table.
Go outside and talk to Tiassa. Make your decisions:

- If you take the option to persuade her, you can only be successful if your evil level is not to high, otherwise Tiassa will not trust you and you'll have to leave. If you can persuade her, you'll get a small reward in form of XP and Tiassa will join your party.

-If you decide to threaten her, you'll have to make another decision, whether to dominate her or leave.
-Dominate option: If Shooga is dominated, you'll get to decide whether to do it yourself
or to let Shooga handle her. If not, Jack will do it right away. Tiassa will join the party.
No reward is granted for recruiting her.

-Leave option: You can still leave the place.

-All options that lead to you leaving will cause Cocki to not be at full health and mute for some time. Use the hidden switch inside the tree hole to open the locked gate and go to Moosheim.
Explore the town a little, then leave Moosheim through the other gate and make your way north-east to a bridge guarded by soldiers. Talk to them. Follow their advice to crash at the inn. Jack will wake up and go outside. Leave Moosheim and you will run into mother Luise. Collect your party and go back to Tiassa's place. Enter the tower. Do to the second floor and south to the balcony.
If You did not Fight Blechsack on the island, he will block your way. Defeat him and leave for the balcony. Dyzief's Glance can come handy here for it grants Jack a powerful special skill. Defeat Dyzief. Tiassa will join your party and you'll get a slightly bigger XP reward.

A better weapon for Tiassa can be found in her room.

SLUMBER WINE

After Tiassa has joined your party, go back to the soldiers at the bridge and talk to the again. They will still not let you pass. Go back to Moosheim and enter the pub. Get a drink, but know you limit ;).
Buy a bottle of wine, the go to the pharmacy and buy the anesthetic. Use it from the Item menu and make a special brand of wine, deliver it to the soldiers. You can pass the bridge now and if your evil level is not to high you can peek through the keyhole of their outpost to watch the side effects of the anesthetic.

THE MYSTERIOUS BOX


Additional: once Tiassa has joined your party you can find a strange little chest that is locked in the middle room at the upper floor of the tower. The key is hidden in a similar chest that was unreachable before not far west of the tower. Use it on the first chest to enter the gallery stage.

ASRAP

Make your way all the way south and the east to Plinpe.
Explore the city. In the town hall talk to the praying girl, then leave Plinpe and go north to the graveyard where you will find Asrap fighting three demon soldiers. Decide whether to help him or take vengeance.

ROHA

Now you'll have to find a boat to get to Lanakwin. Go back to Plinpe and to the harbor, talk to Roha standing on the other peer. She will decline to give you a ride. Follow her to the park outside Plinpe and make your decisions:

-Find the boats man. To find him you'll have to go back north to the mountains. Break the entrance to the mine open. You can go straight south and leave or try the bridge puzzle.
For this use the switch in the eastern cave, then use the other in the southern cave.
Decide whom to leave behind.
Go back to the eastern cave and use the switch. Step over the bridge and open the chest.
Fight the queen spider. You'll find that your way out is blocked.
Back with Tiassa and the person you left behind you might now get an H-Scene:
One if Tiassa and Shooga are left behind and both are dominated.
A different one If neither Tiassa or Shooga are dominated.
One if Cocki was left behind and Tiassa is not dominated.
After they go to find their comrades, inspect the boulder and go back to the southern cave.
In the crate right to the beds you will find nitroglycerin, use it on the boulder.

Leave the mine to the south.

Inspect the tent and talk to Richard, make your decision.
He will teach you how to steer a boat and give you a photo book. You can look at it from the
item menu if you like.

Go back to the park and talk to Roha again.
(If you talked Richard in without using violence or Cocki's special treatment,
you'll find her sunbathing at the beach)

Go and talk to Asrap if he's alive. Decide what to do with Roha. If you take the peaceful solution, you'll have to find a disguise for Asrap. For that talk to the praying girl again, then go the inn.
You receive the priestess' clothing. Inspect it and you'll find a spell that will teach Cocki Heal II. Your reward for being a good boy. Go to sleep at the inn. Deliver the clothes to Asrap.
Go back to the harbor and pass Roha's test. If you fail you can still fight her and take her with you. Or you decide against taking the boat by force.
Go to the pub and talk to the bartender.
Rescue Roha from the demons. You'll leave the harbor by boat.
Now you'll either continue at the tower if Roha is captive or you can go straight to the island to the far north.


-Become Roha's new batsman.
Persuade Roha to take Jack as her new servant. Clue Asrap in if he's still alive. Get his disguise as described before. Go to Roha's house. Richard will come out and drop the photo book.
Pick it up. Now go to the inn and sleep. Meet Roha at the harbor. After you managed to run the boat aground, make your decision.
Pick up Asrap if you need to and proceed to the far north by boat.

- Steal the boat.
Clue Asrap in. Go to the inn and sleep, you'll find yourself at the town square at nighttime.
Go to the harbor and steal the boat... or at least try.
Go to Roha's House and snatch the book in Richards room.
Go back to the boat. Defeat Roha. Leave and find yourself in the tower base.

Conditional: If Roha is not captive or not dominated and Asrap is alive and not in disguise, Roha will call for the guards and you'll have to fight her and make her captive.

IN THE TOWER

Decide what to do with Roha. Either decision will get her to join your party.
Cocki will make a suggestion. Shooga will make another if she is dominated, Asrap another if he's alive.
If neither is the case, Cocki will draw her over to your cause.

ON THE ISLAND:

If Roha has not yet joined you, you'll get a small sequence now after which she will join you.
Pick your party. Before you proceed you can crawl a dungeon that can only be reached by foot, not far from where you can land your boat.
Make your way either by foot or boat to the east of the island, to make it by boat you'll have to push a trunk aside that's in the way first. By boat you can reach a hidden crate that has a weapon for Roha inside if you go clockwise around the island and you can also get to the cave where Lanakwin is.

Enter the cave and try to speak with Lanakwin, Jeff will appear and tell you what happened to them.
Afterwards you'll proceed as Jeff. Talk to Cocki. Then go to Moosheim's pub. If Jack's evil level is not too high, you will not enter right away but a drunk girl will approach you. Take her to her home and watch what happens in the bathroom. You can either leave then or keep looking around. Reading her journal will lead to another H-Scene.
After you entered the pub, talk to Jack. Watch what happens next.

CHAPTER 5


BACK IN THE TOWER

Watch the following conversation.
You are now controlling Jeff. Talk to Lanakwin.
If Asrap is alive, Lanakwin will ask him to replenish her Powers. If you previously had him involved in Roha's Domination, he will refuse to. Otherwise, you'll get to watch a Scene between the two.
Depending on Jeff's alignment (must be red) and if Asrap is dead, you'll get a scene between Jeff and Lanakwin.

KLARA

Afterwards you'll see an argument between young novice Klara and her mother.
On her way to the chambers she'll overhear a conversation between Moecha and the High Priestess of Plinpe. She will follow them to the governess. You will see the fist part of them talking, then Klara appears and you will have to make your way to the door. Be careful to find the right path, the floor will creak in certain spots and the secretary will hear it.
Watch the rest of the scene.

A STUBBORN MOTHER

Back with you party you can make your way to the southern shore of Plinpe where you will find Klara staring at the sea. Talk to her. Cocki will offer to talk to her mother about Klara's future.

Her Mothers house is the smallest house in Plinpe (the one with the dirty green roof)
Enter, collect the teddy bear and the other goodies. Then walk up to her.
The next events depend on your Evil Level again. If Jeff has a blue or green alignment, Jeff will confront her and call her names resulting in your party being thrown out.

Jack will go back alone and you will have to decide on what to do next. You'll either get a short H-Scene or a non H-Scene, both with unpleasant results.
Then again, you'll have to make a decision, whether to fake a suicide letter or to tell Klara the truth.
Confronting Klara afterward you'll find your party back at the tower, talking about the previous event and Jeff storming out. He'll meet Klara outside.

If you have been a good boy, Klara's mother will listen to you and will give Klara her freedom.
Anyway, Klara will join the group. Watch her conversation with Jeff.
You can now go for the archive.





THE STOOL BURNER

If you talk to the Bar Maid at the Plinpe harbor Pub, she mentions a lost recipe for a special cocktail. The previous owner of the pub has taken it to the grave. You can find it in the mausoleum near the graveyard. Watch out, ghosts roan the place and although most of them rather peaceful, the have the habit to transport you back to the mausoleum's entrance on contact. Some ghost though explode on contact and will either damage you or, if you are lucky, drop an ice grenade.

The recipe can be found in the lower level, a spark marks the right tomb.
One ghost is trapped behind movable broken columns, he can transport you to a secret area where a powerful weapon for Roha can be found.

Return to the Harbor Pub and deliver the recipe for your reward.

DEVIL HUNTER NOJA

In the Pub you will notice a black haired girl. Talk to her first and then to the white haired woman sitting at the other side of the pub.
Watch what happens.
Go to the Inn and talk to the blue haired woman. Then rent a room for the night.

Follow the masked girl outside and find her again at the prison above the Plinpe School.
Talk to her and watch what happens next. Follow her inside the building.
Go to left classroom and listen through the door.
Follow the teacher and students downstairs.
Find the Lever handle in the wall crack and open the secret wall gate with it.

Find your way through the maze to the teacher and watch the puppeteer demon attack the girls.
After the H-Scene get the Well key from the Iron Chest and run back to the locked barred door.
Open it and proceed south until you find the demon. You will have to fight. You can concentrate your attacks on the puppeteer, but he will drawn health from the captured women. But he will not go as far and kill him, he'll rather give up. Or Attack the girls, he will again give up once one of them is near death.
Listen to his story.
Maneko will now disappear.

What follows next depends on Jeff status.
Odalphes taunts him and tries to take control. A fight in Jeff’s head follows.
Odalphes HP depend on how often you used Demonic Transformation before. The more you used it, the more HP' hes has. On top of that he summons Cramp and Crumb from Jeff's memories.
If you have Klara's Teddy on you, use it after Odalphes mentions her. It will weaken Odalphes drastically, might even defeat him instantly.

If you lose, he will transform into Odalphes and kill the girls in an H-Scene. Noja escapes barely and is nowhere to be found. Jeff does not remember what happened. Demonic Transformation now needs only 35 TP instead of 50.

Win and Jeff learns a new Skill, if you used the Teddy, Mystic Spell.
Noja will argue with you about what to do next and then walk away.
You wake up in the morning.


A BETTER VIBRO FLAIL

In the house above the Inn of Moosheim, where you found the Vibro Flail, talk to the sisters again.
You can sell it back to its original owner or exchange it for an upgraded version AND get the Money - if you can find it (not so hard, just watch). ^^

BUG HUNT

Back in Plinpe, you'll notice that there are a lot more soldiers than before. One of them, standing at the green roof house above the inn has a job for you. Take it and go kill the evil Bugs! They are all around Plinpe some in plain sight, some hidden behind doors or under objects (or people). Once you killed them all, go back to her and collect your reward.

MEMORABILIA

At the Harbor Bar you can talk to the white haired woman with the bow tie.
Go back to the inn and decide whether you want to steal the helmet of the sleeping soldier or not.
If you decide to do so, bring to the woman at the harbor, collect your reward or just keep it.

TO THE ARCHIVE

At the town hall talk to the guard at the Temple Wing Entrance. Choose to change your party.
Cocki, Klara, Jack and Jeff must be chosen.
Grab your popcorn and watch the following events.

On the upper floor read the letter on the High Priestess desk and in the dorm room take the costume for Cocki.
Make your way to the archive.

INSIDE THE ARCHIVE

Down there you can now read a little on history and mythology and find 2 new skills.
One is Fairy's Breath, the other is either Heal II or, if Cocki has already learned it, Cure II (You must have not killed Asrap and he must have the nuns garment for that).

Check the vault. You will not be able to open it and Klara will tell Cocki what she heard form the High Priestess.
The Party has to follow her to Fatienobel West.

ALIKA

After Cocki and Klara have left the Archive you can go back to Moosheim and enter the Pharmacy.
Talk to the pharmacist's daughter Alika. She will ask you to collect Blueblossoms for her. After you took the quest, you can find them scattered around Moosheim. After you found them all, go back to her.
She will refuse to give you your reward and depending on Jeff's evil level the following will happen:
A) Jeff's Aura is red or green. The pharmacist will ask you to leave. Then she will send her daughter out to collect roots. Jeff follows her - they fight.
If Jeff uses Demonic Transformation during the battle, you win instantly and an H-Scene follows. Alika has vanished. You get the magazine, Jeff gains a level and learns a new skill (Vampire).
If you win without using it, you get the magazine, Jeff gains a level and learns a new skill (Shade).
B) If Jeff's Aura is Blue he'll fire Alika up and she will run away, dropping the magazine.
After you find yourself outside, go back and collect it.
Jeff gains a level and learns a new skill (Flame II).

THE BURROW

You might have noticed a hole in the ground jumping around Fatienobel.
Climb it down and you'll find an underground dungeon containing many useful items.
To the far north east of the dungeon, only reachable by walking over the hot ground, lies an exit that leads to one of the small northern islands. A chest is there waiting for you with the Dirty Wang.

FORREST KEEPER

Northeast of Moosheim you will see a broken lever and not far off a glittering water lily. Travel to the lily by boat and inspect it. You will find a lever handle. Use it on the broken lever and pull. A bridge will appear and you can now enter the forest. There you will be attacked by wisps and ultimately by the keeper of the forest. If you bought a dose of funny herbs from the blue haired girl in Moosheim, use it on him and you will win instantly. He will drop the mystic mirror, a nifty shield that has a chance to reflect magic and make you counter attack.

ALTERNATIVE COSTUME FOR ASRAP

If you did not get the nun disguise for Asrap, you can now get a different one in Plinpe. Go to the third house (blue roof) and enter the upper left door. For this you must have reached Chapter 5.
In the bedroom you can find a costume for Asrap in the green box. If you already have the nuns garment, you will just find a cookie. Additionally if you do not have the nuns garment, you can unlock an H-Scene by peeking through the bathroom curtain.

TO FATIENOBEL WEST

The bridge to Fatienobel West (Northwest of the Fatienobel Mainland) was under construction until now, it is still blocked by a guard though. But luckily you have a boat now so you can just make it there by boat.

THE BERSERKER TOWER

Before you do that you can go to the Moosheim Inn once more and talk to the guest a t the table. Buy the key from her and row north. You'll find a passage between some rocks blocked by a statue. With the key you can make it move. Fight the Jellies in you way and you'll find the Berserker Tower. On the first floor you have to push the vase on the right button and then step on the yellow button to proceed. Pushing it on the wrong button will make the skeletons wake up and attack you and you will be locked in with them. You can kill them but they will rise after some time until you found the right combination.
On the Second floor it's similar, only that you have to pull all the levers. Once all levers are pulled, the door to the third floor will open, pulling them in the wrong order will rise the skeletons though.
On the third floor there are just a lot of chests with goodies, but some of them will trigger a strange voice to taunt you. Be quick and open all the chests. Wait until all skeletons have risen and kill them quickly for they will rise again. Also after some time their master “Nameless” will rise and he also can not really be killed. Killing all the skeletons opens the door again and you'll be able to flee. You can also fight ”Nameless” and try to lose. Before the fight you'll be asked to change your party. Doing so and if you have been a bad boy (red Aura), he'll let you live and you are free to go. If you've been too good, he won't let you go and it's game over. You'll get an H-Scene though.

SOUTHERN PLINPE

This southern part of Plinpe has a problem with pick pockets, so watch out. Every time you touch one of the kids, 100 Bubies are stolen from you.

There is a warehouse to the lower left that sells goods, right next to it you can find the Gold Honey Club. A secret ladder under one of the movable crates leads to the sewers.


In the Gold Honey club, you can watch the strippers dance and spend some money on them to see more. You can make the Bar Maid dance if you can persuade her. Once she jumps on the table to dance, you can open the chest next to her.

PIDORA'S BUST

Once you have been in the Archive, you can go to the Park in southern Plinpe.
Use the sparkling spot at the fountain and watch what happens.

Approach the warehouse and the kid you're looking for will run inside.
Follow her into the sewers. Try to talk to her. She'll run away each time and reappear in another spot.
To follow her you have to find 3 switches to open the doors on the map.
There is a cell that can be opened and locked by a lever. After you found her 4 times she will appear in the cell. Lock her in and use the door to talk to her.
Afterward you can decide whether to set her free or do it later.
This has no effect on Jeff's Good/Evil Status yet.

Open the locked door at the upper right of the map and go upstairs.
Listen to the gang. Back in the sewers you will notice another locked door right above the stairs.
You can open it by deactivating the blue switch again.

Return to the Club and go inside through the front door.
Talk to the bouncer left to the back room door.
The Barmaid will inform you, that you need a recommendation to gamble.
You can get it from the nun at the big table. Talk to her until she runs to the bathroom.
Take the recommendation from her and show it to the bar maid. She'll tell you the password.

Talk to the bouncer again and enter the back room.

You'll have to have at least 5000 Bubies on you to pay the entry fee.

If you don't have the money, Pidora will offer to give you the money for a private dance.
Take the offer and you can decide whether to switch to Jack or to play alone.
Refuse and Klara gets kicked out.

Switching back to Jeff go back to the sewers and sneak inside the club.
Jeff will now warn Klara if Pidora bluffs.

You can lose 2 times. After the third time Pidora will have you thrown out.

Every time you lose and lost at least 3 pieces of clothes, Klara will ask for her clothes.
You can buy them back (if you have the money) or Pidora will tell Klara to earn the money
by dancing outside.
If you win, Pidora will get angry and threaten Klara.

If Jeff is there, he will come to her aid. A fight breaks out. Win and Pidora is arrested.
The head guard gives Klara her Pendant back, the club is closed down and the kids do no longer steal.

If he's not, you will now switch to him. Make your way through the sewers.
Surprisingly Klara and Pidora have befriended one another.
Klara gets her Pendant back, the club stays open, the kids keep stealing.

If Klara has been thrown out one way or the other, you are left with 2 choices.

Rat Pidora out or Take the Pendant by force.

Tell the guard right from the bridge to Plinpe North what you have heard in the back room and she will have the place searched.
Pidora is arrested, the club is closed down and the kids do no longer steal.
You get a reward of 5000 Bubies, but you don't get the Pendant back.

Or you can go with Jeff through the sewers and confront Pidora. Win the fight and Jeff takes the Pendant and 1000 Bubies form the chest. He gains one Evil Point.
The club stays open, the kids do no longer steal from you.

If the pub is closed down, the front door is now locked.
But you can still enter through the sewers. Your stolen money is hidden in the sink plus 1000 Bubies more.

If it's not closed and Klara danced to get her clothes back, you can buy the photos of her shows from the thug below the toilette.

Also, you can now free the kid in the sewers. Doing so reduces Jack and Jeff's EP by 1, depending on whether they are in the party. If you don't, she will be found dead after some time and Jeff gains an EP.


FATIENOBEL WEST

Now get back to you boat and row west along the shore towards the great bridge.
Arriving in Fatienobel West follow that road. Talk to the farmers woman and the loggers on your way. Don't forget to find the engine oil in one of the loggers crates, using it from the menu will upgrade the chainsaw.

THE SNAKE ISLAND

If you row along the shore of Fatienobel West a bit you will see a landmass to the north.
There's a little side quest waiting for you. In a cave there's a trophy huntress complaining about 2 snakes eating up all the game.
So help her and slay the beasts. After you did this go back to the cave and talk to the huntress again. You can chose to share one of the Snake Leathers with her. In Return she'll offer to take something form her chest. You can get a new weapon and skill for Roha from it.

THE CONVENT

Talk to the guards at the Asylum, then proceed south to the convent.
Approaching the nun at the gate you will be asked to change your party again.
Doing this you'll be left with Cocki, Klara and Asrap (must be alive of course and must have the nun disguise).
Enter the convent and talk to the abbess. You'll be given three tasks afterwards from the nuns.
1. Clean the bathtub.
For that, go outside, grab a bucket, fill it with water from the well and pour it into the tub.
Do this 4 times till the water is clean again.
2. Get firewood.
There are two ways to accomplish this.
One is to go to the loggers and buy it.
The other way requires you to find someone who's good with axes and who might cut wood without payment... Who could that be?
3. Get the cookie recipe for the sweet tooth nun.
Got back to the farmers woman and of course she won't be willing to give you the recipe.
You might have noticed before that she won't let you get too close to the basement.
Go outside and into the barn. Take the cow dung from the steaming bucket, go back into the farmhouse and jam the toilet with it. Go outside again and reenter. Now the way is free and you can get the recipe from the basement.
Return to the convent and copy the recipe at the abbess' desk.
Then give the cookie nun one of your copies.
For this it is necessary that you did not take the hidden cookie from the convent warehouse.
If you took it, she won't accept the recipe. And the task can not be finished.

Once all 3 are done, each of the nuns that gave it to you will offer a reward, but the catch is that you can only take one, so choose wisely.
You can either have a couple of cookies to boost you EXP, a Ring to tweak your stats or take a bath.
The last option will result in an H-Scene and Cocki learning a new skill.

One of the nuns is constantly asking if it's dinner time. Tell her that it is and you'll blend back to your friends' camp. Do this AFTER you completed the tasks because you will not be able to complete them otherwise.

TROUBLE WITH TIA

Watch the conversation.
If Tia has been dominated by Shooga, she will notice that Tia is going through withdrawal and confess what she did to Tia.
Being bad (red aura) you'll get to chose between 3 options on what to do next.
If you've been good or neutral you'll get only 2 options. The bad choices both lead to an H-Scene. The blue one does not.

THE ABBESS

Next we see Cocki. She can not sleep and goes outside. At the beach she sees that Abbess and her lover. Watch a short Scene and go to Jack to tell him about your discovery.
Cocki will propose to blackmail the abbess over this. Chose whether to do so or not.
Blackmailing her can have several outcomes.

1) If Shooga and Roha are dominated, they will help you to confront the Abbess.
An H-Scene follows. Both the Abbess and her Lover die.
You'll get the permit and can now proceed to the asylum.

2)If Shooga or Roha are not dominated, Jack will do it alone:
a) If you are good, they will accept your offer and will meet you the next morning to give you the permit. Then they will go on to offer you a drink.
Jack will accept the offer if his evil level is still good or neutral after the blackmailing.
What follows is a scene with TnA.
If you've pushed your evil level too far with this (red or green), she will decline, resulting in a fight and either you or The Abbess and Zella dead.
b) If you are evil when confronting the two, they will attack Jack. Defeat them and watch the next H-Scene.
The next morning Cocki and Klara will find the Abbess gone mad. Klara suspects Jack to be involved in this. Cocki offers to take the Abbess to the Asylum. Back with the rest of the party, Klara confronts Jack but Zella testifies for him. They lock the Abbess in the cabin and you can now got to the Asylum.

If you decide not to blackmail them, Jack will go back to the camp and Blechsack will appear along with 2 monsters. Watch the following H-Scene. The Abbess will be dominated by Blechsack and consequently go mad the next morning. Zella will flee the scene after Cocki, Klara and Asrap fought off the monsters.
Again Cocki offers to take the Abbess to the Asylum.


THE ASYLUM:

Before you proceed to the Asylum you should trade all your cookies with Santa and you should have finished the Snake Hunter Quest to get the Dart Gun and Triple Shot Skill for Roha. It will be useful later. And stack up on potions and supplies at the Farm. The enemies in the Asylum are going to be hard. You can buy stuff inside the Asylum, but at high prices.

Finally you can now enter the Asylum, but the guards will only let Cocki, Klara and Roha through.

Inside, look around first and open all chests.
Then go upstairs to the Wardens office and listen to her conversation with Moecha and the High Priestess.

When they leave, follow them downstairs, you can listen to Syra's presentation from the spot marked with... with a spot... from the upper corridor.

Keep following them upstairs and listen again, then again follow them downstairs to the upper gate.

Go back to the office and read the purple file.
Syra and company will appear again and talk, Moecha will leave then.

BUSTED

Leave the upper floor and watch what happens next. You cover will blow now and the guards will
hunt you. They are very strong, but sensitive to fire attacks. But save your fire grenades and regenerative pollen, they might be needed later. Klara's Skill Remorse, Roha's Tripple and Double shot combined with the Dart Gun will help you a lot here, so will Cocki's or Klara's Fairy's Breath and Spirit's Blessing and Klara's Remorse.

If you can, try to avoid battles.

TRAPPED

Flee to the second guard chamber to the left of the first floor and check the purple armor.

Roha will put it on and go on herself to find a way out.
Go to the second chamber and try to activate the green switch. The guard standing in front of the red chest will move now and you can take the Master Key A from it.

In the third chamber you can find an item called Make Up, it will grant Lanakwin a new skill.

HANG MAN

Go upstairs now. If you previously decided to go rough on Richard and you broke his leg, go to the yard in the middle of the map. You will find Richard there, the following cut scene will vary on whether Roha is dominated or not.

ASRAP AGAIN

Proceed to the lower cell block. Use the keyhole, pick a number, light and open the cells. Some contain inmates, some chests. In cell number one you will find the anomaly, which turns out to be Asrap, if you earlier decided to fight him near the Plinpe graveyard. If you spared him, you will find a useful item, The Battle Wang combiner.

THE MADMAN

In cell 6 is a man struck by madness. He will attack Roha. If you lose, an H-Scene will be triggered, but it's game over then.



RICHARD

In cell 5 you will find Richard, if still alive and unharmed by Jack. Roha will react according to her domination status.
If not dominated, she will tell him to wait for her to get him later, if she is dominated she will knock him out.

FOO ???

In cell 7 is a red haired girl.

Cell 1,5 and 7 must be opened and interacted with to proceed.

BRIDGE CODE

Lying on a table to the left is a note.
Read it to get the bridge code.

TOO LATE

Return to your friends. Watch them get arrested. Now activate the bridge, cross it to reach the island fortress and look around.

THE ISLAND FORTRESS

Try to figure out how to open the bars and climb up to the tower to the left of the island fortress map. Open the crate and get the glacier scroll, it will give Shooga a new skill.

ESCAPE TO YOUR FRIENDS

Go back and leave the Fortress to the right. Flee by boat and go back to the rest of your group waiting outside. Use the glacier scroll and Make Up from the Menu and use the Battle Wang Combiner if you have it. Best combination here would be the Flaming Battle Wang.

AAAND WALK RIGHT BACK INSIDE

Go back to the back entrance by boat. Here Jack might attack the guards inside right away if he is evil. If not, you can decide to attack or to let Roha distract them.

COSPLAY IS FUN

The group will no consist of Jack, Jeff, Roha and Lanakwin. Disguise yourself and go back to the main building. Watch the following Scene.

DECISIONS AND CONSEQUENCES

Now go upstairs again to the lower cell block. If Roha defeated the green haired mad man, there's a reward waiting in his cell in form of a crate.

If Asrap is in cell 1, visit him and watch the cut scene. Lanakwin will then leave with Asrap.
On their way out there might be a battle waiting.

Your party might now have shrunk to 3 fighters.

If Richard is still alive, visit him again. If he's knocked out, nothing will happen.
If Roha is not dominated you will have to make a decision. Let Roha rescue him or not.
Let them go and they might have to fight if Lanakwin did not take the guards at the exit out before while rescuing Asrap.
Then only Jeff and Jack will be left.

Go to the red head in cell 7 and watch the following conversation.

Proceed to the nurse and two guards blocking the way to the torture chamber and take them out.
During the battle the nurse will attack with acid, destroying Jack's armor.

A cut scene follows.

Naked Jack now flees to the library.

If Richard was not rescued, Roha will now go back to save him, but Richard is attacked from behind.
Another battle follows. You might lose Roha here, if she is defeated.

Jeff and the remaining group now have to make their way back to the fortress.
You can fight the guards there now, but they will keep rushing in as long as the bridge is activated, so deactivate it.
Flee to the back exit where Shooga and Tiassa will come to your aid.
Jeff sets up a fire barrier and you are save for the moment.

Now decide who is going to bring Klara to safety. Dominated Characters will refuse to leave Jack behind. If you chose Lanakwin, Asrap will go with her. If all your girls are dominated, choose to rant and Tiassa will go.

Pick you party. Then go to the fire barrier and eliminate the remaining guards and nurses.

DISTRACTION

Enter the upper corridor and open the crate to the left. You will find the Master Key B in it and can now open all doors inside the Asylum.

Open the bars and use the silver or green lever or both.

The silver lever will open all cells in the main building and the right cell in the fortress.
If you decide not to do it, Jeff gains an evil point.

The green lever opens the middle cell for the special cases. Opening it gives Jeff another Evil point.
Be careful, touching the special cases will make them attack.

Lastly there the bronze lever. It opens the experimental cell, where Subject 1 is chained to the wall.
You do not have to free him but ff you try to interact with him, he will break out and chase you.
Don't let him catch you, he is extremely powerful and after each fight he regenerates, making him unkillable.

No activate the bridge and leave to the back exit until the air has cleared – meaning all hell will break loose!

ALL HELL BREAKS LOOSE

Now you're controlling Jack again. Remember, he's still not wearing armor, so don't forget to equip again! Try to leave the floor and watch what Jeff's playing with fire has led to...

Make your way to the yard and to the gallows. The floor will crack. Inspect the gaping hole. If Subject 1 is free, you are in for a surprise.

Then try to reach the Warden's office to get the vault key.

Push the log blocking the door away and enter the office.

FREEING THE INMATES

Back with Jeff's group you go south to the main gate and try to leave. If you decided to free the inmates, you can now decide to assist them by taking out some guards and nurses; you'll get an EXP Bonus as reward.

THE VAULT KEY

Watch what happens at the Wardens office and decide whether to help the High priestess to escape or to let them fry.

ESCAPE (AGAIN)

Then flee back to the yard and jump down the hole.

Jack will meet Cocki and Jeff downstairs and they leave.

OH CRAP...

If you freed Subject 1 and chose to help the High Priestess, you get a H-Scene now before the whole place blows up.

AFTERMATH



Wo back to the tower. 

Now you'll see a short intermission with Blechsack and his new mistress. 

Speak with Lanakwin, Roha, Cocki and Tiassa in her house.

Then go down to the dungeon and speak to Shooga.

Back upstairs the group will discuss what to do with Klara.

Now follows a cut scene, varying on Jeff's evil level, whether characters a dominated and whether Richard is dead. If you did not fully dominate Tiassa in the cabin, Jack will do it now in another H-Scene.

The next morning. Moecha leaves Fatienobel, heading to Gisnava.

Controlling Jeff, talk to Richard, if he is still around. Then go downstairs and watch.




CHAPTER 6

LANAKWIN AND NIMBUS

Watch the flashback.

If Tiassa had not been dominated before, she will now have second thoughts about the mission and will leave the group.
So will Roha, is Richard is dead and she is not dominated.

After the initial Cut Scene you're controlling Jeff again.
JEFF AND TIASSA

If Tiassa has left the group, you can go and talk to her in her room.
Leave her and go downstairs, where Mother Luise will talk to you.
Trying to leave the house, you will hear a scream.

Go back to the living room and watch.
It turns out, Mother Luise is really Dyzief.

Defeat him and Tiassa will join Jeff on his journey.
Losing results in an H-Scene, but it's game over.

After Tia joined you, you can leave right away or free Mother Luise from
a chest in the storage room. Freeing her gives you a 15000 EXP Boost.

If you do net free her, she will do it herself after a while.

JEFF FINDS ROHA

Head to Moosheim. When you pass the Mountain gate and Roha has fallen in the Asylum, she’s going to appear mysteriously and joins Jeff.

BACK TO JACK

Leave Moosheim as if you wanted to go to Plinpe and you will switch back to Jack's Party.

TIASSA AND JACK

If Tiassa has left and did not join Jack, you can now got to her and talk to her. She will decline to
come with you and you get to chose, whether to dominate her to make her come with you or to talk to her mother.

If you chose not to dominate her, go downstairs and talk to her mother. She will give you a special elixir.
Try to leave the house. Free Mother Luise from the chest in the storage room,
Go upstairs and rescue Tiassa from the Fake Luise. Tiassa will now rejoin Jack's group.

JACK AND ROHA

Should Roha have left, go to her house in Plinpe.
Check the map on the table and open the trapdoor to the basement.

Defeat the Spider and push the chest in the upper left corner away.

Climb down and make your way through the sewer level until you reach Roha's secret Garden.

After the conversation Roha will threaten you. Decide whether to walk away or stay.
If you decide to stay, you will have to fight Roha.
Win and decide what to do with the unconscious Roha.
You can decide to leave or to dominate her.

Dominate her and Roha joins Jack. Leave and come back later with Jeff.

If you lose the fight, Roha will commit suicide. She's gone for good.

BACK TO THE ARCHIVE

Go to the Archive Vault and open all chests. Get the Orb and then touch the crystal. A Portal will open in a cut scene. Leave the Archive.

PIDORA

If you finished the Pidora Quest and Pidora was arrested, a thug will approach you near the exit of Plinpe. Take his offer to deliver the cake and enter the Plinpe Jail. Bribe the guard and deliver the cake. After the explosion you will have to fight the guards attacking you. Defeat them and Pidora is now part of your party.

THE SURVIVOR

In the lower left cell is a surviving guard from the Asylum. If Jack is evil or neutral, you can decide to kill her.
Doing so will remove the patrolling soldiers outside of Plinpe, but also give you 6 EP!

BACK TO THE TOWER

Return to the Tower. You should be able to enter it, if Tia and Roha have been re-recruited or Roha has been visited or have never left you in the first place.

FIND A WAY TO THE SOUTHERN ISLANDS

You are now controlling Jeff again. Go to Plinpe. You will be approached by a girl giving away leaflets for the southern Islands. Go to the Ferry Harbor outside of Plinpe and try to buy a ticket – without much success.

Go to the Harbor Bar in Plinpe and show the leaflet to the Blue Bikini Tourist Girl who is constantly complaining about Plinpe. She will leave the bar to show it to her sister at the Plinpe Inn.

For this to work, you will have to complete the Roha and Tiassa Side-quests, if they have left.
Also, if you did the Noja Quest and Odalphes did NOT attack Noja in the ruins, you will have talk to her outside first. For details, see the paragraphs below.

Follow the tourist girl to her sister and try to enter their room.
After Jeff offered to help them with their luggage, talk to the Inn Keeper.

Go back to the sisters and offer to pay for the cart.
Then jump into their luggage crate next to their room.

The crates will be delivered to the ferry harbor and the ferry departs.

ROHA AND TIASSA AGAIN

If Tiassa has left Jack and has not been re-recruited by Jeff or Jack, you can not leave yet. Go to Tiassa and recruit her.

The same goes for Roha, if she left and is not back with Jack or dead.
To recruit Roha, you need Richard's Journal, which can be found in his camp.
Unfortunately the camp site is now inhabited by singletons, so you will have to deal with them first.
Once you have it, go to Roha in her secret garden and talk to her. She will now join Jeff.


NOJA

If you have finished the Noja Quest, you can now recruit her.

If Odalphes attacked her before, you will notice, that she appears from time to time on the edge of the screen in Plinpe, but runs away if you try to get near her.

If Odalphes did not attack her, she can bee found in Plinpe, trying to convince the soldiers, that there are demons in Fatienobel.

Talk to her and she will call you as a witness. Jeff tries denies everything and tries to get away.
Noja follows him and the two will get in an argument. Odalphes taunts Jeff.

If Jeff is evil, he will transform into Odalphes and attack Noja.
You are now controlling her during the fight.
You can not defeat Odalphes, he is too powerful, so instead try to stay alive.

After a couple of rounds, Soldiers will arrive and Noja flees. An H-Scene follows.

If Noja loses, a different H-Scene follows and Noja is dead.

If Jeff is not evil, Noja will join him on his journey.

If Odalphes attacked Noja, Jeff learns a new skill in the process: Thunder.
If not he learns Darkness or Shade.

PIDORA ALTERNATIVE

If you finished the Pidora Quest and Pidora befriended Klara, go to the Town Hall, where Pidora
has a Problem with her liquor license. Approach her and she will offer to take you to the southern Islands. Meet her at the Ferry harbor. You can go through the door to the peer to get a hidden Bonus Picture.
If you think, you have nothing left to do and the Noja, Tia and Roha Quest-lines are completed, choose to depart. You will be attacked by the Order, so take them out and leave.

NOJA AGAIN

If Noja is not in your party and alive, she will watch you take the ferry.
Controlling her, try to find a boat.
Go to the tower and try to stay alive on your way.
You can not save while you're controlling her, so if she dies on her journey, it's not game over but she is dead for good.

Once you reached the tower, try to take the boat. Jack will catch her and after some explaining, Noja joins Jack's Party.

THE MAGIC ITEM SHOP

There is a new Shop in Plinpe. Without activated Donor Content it is deserted, but with activated DC, you can buy special bracelets which give you elemental powers. They are pretty costly, but you can get a 50% discount if you solve the LED puzzle.

Press the button on the desk and you will be temporarily transported to the empty version of the shop. Find the key to to the shop basement before you are transported back. Once transported back to the clean version of the shop, press the button again and open the trap door to the basement and climb down.

Solve the orb puzzles to get from room to room and read the notes.
In the last room, solve the last puzzle and the ghost of the shop keeper appears.
You can now take a special staff from the chest that appeared in the middle of the big hexagram.

Note that if you take it, the shop becomes unusable and deserted, since the shopkeepers ghost is bound to the staff. So if you want to use the shop again, you have to place the staff back in the chest first.

THE SOUTHERN ISLANDS

Explore the islands. There is a lot of stuff to be found inside the crated scattered around the area.
To the south lies the town of Sheroot. There is a pharmacy, a warehouse infested by giant crabs, a boat rental service and a show bar with a casino.

Go to the Main Building, talk to the receptionist and ask about the Islands and the Light phenomenon. Don't forget to register at the reception and rent a bungalow.
You can bake cookies in your Bungalow oven, ingredients can be bought at the restaurant next to the reception desk. In the library to the lower right a special book can be found lying on to of the left shelf. I gives Pidora a new skill.



BOAT RENTAL SERVICE

You will have to rent the boat to get to some of the crates, but the boat is rented by the hour, so you will be asked from time to time if you want to extend the rental period. If you choose No, you will be transported back to the peer.

CASINO

On the upper floor of the show bar you can play Micromax to win chips. Chips can be traded for items at the upper right desk on the same floor.

CHEEREE THE NUDIST

A bit below the reception you can find a naked girl taking a sun bath.
Talk to her. Depending on whether the DC is on or not, she will talk to you naked or clothed.
After she has left, go to the show bar and talk to her again. You can find her behind the upper left bar.
The head scientist of the group that came to investigate the portal appears and Jeff decides to follow her. Go to the plateau below the Bungalow 5-6 and watch her enter the wooden gate.
After she passed the gate, to tourists will appear and lie down not far from the gate.

SUNSCREEN

Talk to the left one of the two blond tourists.
She will take you for a servant and ask for sunscreen.
Sunscreen can be found in some of the crates or simply bought in the pharmacy of Sheroot.
Once you have a bottle of sunscreen, deliver it to her.

THE VIP PASS

The blondes mentioned a secret private beach behind the gate.
You will have to find a VIP Pass now.
To get it, go back to the reception and set the dry plant on fire.
Alarm the receptionist and enter her office while she is distracted.
Open the crates and take the Pass from her desk.

Go back to the wooden gate, send your Party away and try to enter with the Pass. You will be rejected because you gave a fake name when you rented the bungalow.
Your Party Members are waiting at your bungalow if you need them.
Talk to the blonde tourists again, Jeff has to be alone for this.

Jeff offers to take them to the private beach.
Go back to the gate and the guard will let you pass now.

Don't try to get into a fight while Bimp and Bomp are in your team, the two are lousy fighters.

Go to the private beach, where Bimp and Bomp will take advantage of Jeff.
After the H-Scene, Jeff leaves pretty pissed. Decide if you want to take revenge or not.
Taking revenge gives 6 EP.
Also, there is a bag between Bimp and Bomp with the key to their bungalow.

CHEEREE AGAIN

Proceed south, then west over the bridge, where you will find Cheeree again, trying to get to the
Investigation site. Unsuccessful, she shows her true face and Jeff confronts her.
She tells you who she is and about her friend.
She and her friend are stranded here and have to reach the portal.
Jeff suggests that her friend should lull the head scientist in to let them to the portal.
Cheeree agrees to talk to her and tells Jeff to meet her again behind the show bar at sundown.

THE WIDOW

Go back to your bungalow and rest or take a nap.
Taking a nap will make a bored Noja go on on her own for a while.
Noja is bored and decides to check the island for unusual happenings.
Talk to the lady at the peer until she does not give any new answers, do the same with the reception lady.
Then got to the Casino and talk to janitor. She is located at the lower right bar. Again, ask questions until she does not have any new answers. Go downstairs and talk either to the blue haired boy at the upper left bat or the boy walking along the dance floor.

From here there are two different routes:

1) The Fake Assistant:
The boy above the dance floor offers to give Noja the missing key for a favor.
Meet him after the conversation outside behind the Showbar. Then decide whether to take his offer or not.
Note that talking to the real Assistant (The blue haired guy) will result in the abort of the route and the Fake Assistant is gone.
Taking his offer leads to a Bathing Suit Scene. Afterward he confesses to have lied to Noja.
Both the Fake and the real Assistant are now gone from their previous locations.
Go Northwest to the Bungalows 1 – 4. Follow the boys into Bungalow 2 and push the upper left Bed aside. Climb down the hole.
Inside the cave you can find the two now dead spun into the two white cocoons.
Open them and interact twice with the bodies to receive an item and Noja's Videotape.

2) The REAL Assistant:
He much more compliant and will give you the key after you talk to him.
Proceed to Bungalow two and enter the cave. Both boys stay healthy and well.

The Cave:

Open as many cocoons as you can. Some contain helpful items, but be careful! From some cocoons enemies are going to hatch!

In the first cocoon right to the rope is a very useful item that protects you from paralysis.

Make your way north until Noja finds a journal. Read it and the Widow appears.
Try to avoid her if you can and open as many Cocoons as you can. One cocoon in the upper left contains a better weapon for Noja.
If Jeff is evil and you want to keep Noja in your party, you'd better beat her! Equip the Amulet of Stimulation to protect Noja from her paralyzing blows!
If you can beat her, open the remaining cocoons. Also, there's a Bonus Picture hidden in the upper right.

Noja Loses...

Should you lose against the Widow, Jeff is you only hope to rescue her... Which he only will do if he is not evil. If he is neutral, you can decide, but deciding against looking for her gives you 1 EP.
If you do not go after her, Noja is dead. You have to keep adventuring without her now...

If Jeff goes after her, go find her in the cave inside a massive Cocoon. Free her and the Widow reappears. Kill the monster and return to your bungalow where noja will tell you that she's feeling sick. Do NOT talk to her and choose to assemble your party or The Widows Spawn will burst from her body, killing her.

Instead go to Sheroot and buy the Antiparasiticum for Noja. Return to your Bungalow and give it to her.
Noja expels the evil form her body and the day is saved... for now.

Now take a rest.

THE EXOTIC DANCER

Meet Cheeree outside behind the bar. She will tell you that her friend agreed and tells Jeff to go and watch the show.
Enter the show bar and sit down in front of the stage.
Watch the Show.

BACK TO JACK AGAIN

Watch the following cut scene and Shooga's explanation how the portals work.

AAAAND BACK TO JEFF

Try to get away from the stage. Interact with the audience 3 times and Jeff will lose his temper,
causing Foo to see him and run off the stage.

Meet Cheeree again outside behind the Show Bar. Go inside through the back entrance and
Try to open the door. It is locked and Foo refuses to let you inside.
Push the locker right from the back entrance (the one that looks different than the others) away
and talk to Foo. A fight breaks out in which Foo reveals her new skill to transform into a Werewolf.
After a couple of rounds you will have to chose whether to transform yourself or not.

Choosing not to ends the fight immediately.
If you transform, you will have to fight to the end.

After the fight Jeff has time to explain everything and Cheeree tells you, how she met Foo.
There is a short DC H-Scene hidden inside that sequence.

CONTROLLING FOO

Foo has to go and seduce Dr. Faux, the head scientist.
She is sitting in front of the stage.

Before you talk to her, you might want to go to the toilets and find a rusty piece of metal in the right one.
With this you can open the now locked door to the reception.
Grab whatever you can from the chests in the kitchen, then open the office door and do the same.
A blinking spot marks a hidden key, The janitor key which makes it possible to open all
bungalow doors.
In Bungalow 8, Bimp and Bomp's bungalow, there is a hidden DC H-Scene, provided that the 2 are still alive.
After you are done with everything, go back to the Show Bar and talk to Dr. Faux. She joins your Party temporarily but is not a very good fighter. But she carries a syringe as weapon, which might be useful, so what you should do, is take it away from her without replacing it.

Head to the investigation site. Dr. Faux will bribe the guard and the guard will disappear into one of the towers.

After you finally reached the site, Foo seduces Dr. Faux and you'll see another H-Scene.

JEFF AND CHEEREE

Back with the two, follow them to the site where you meet up with Foo.
Activated DC makes her come out of the tent still naked.

Finally at the portal, it closes in front of Jeff's nose.

CUT TO JACK

Watch what happens next.

BACK TO FATIENOBEL

Jeff decides to go back to Jack hoping that they had more success than he had.
To leave the islands, go to Sheroot and steal the boat, then row along the west coast to the north.
If you did not finish the Runaway Boys side quest, this is your last chance.

THE RUNAWAY BOYS

There is gossip in Sheroot that 3 boys ran away from the ritual.
To find them, rent the boat and row in eastern direction along the southern coast until you find a whirlpool that pushes you back every time you try to pass it.
Get off your boat at the nearest island and climb down the hole on that island.
Make your way through the cave below and you will resurface on the island that you could not reach before.

Enter the cave and make your way to the upper exit by activating the switches.
On top of the plateau, enter the tower.

The way to the stairs is blocked, but you can climb up a rope behind a crate.
Approach the curtain and watch what happens.

Decide, what to do next.

If you decide to walk away and no girls except Cheeree are in your party, everything's fine and you can leave.
If one or more girls except Cheeree are in your party, the boys will be befallen by the curse and attack you. If Pidora is your party, a Game over H-Scene follows.
Additionally If Tia and/or Roha and DC is activated, you will see a hidden animation at the end of the scene.
If you win, the boys are dead, but you can at least loot the chests.

Decide to blackmail them and Jeff will send the others away and a fight breaks loose.
Doing so adds 3 EP to Jeff's account. Kill the boys and loot what you can.

BACK IN FATIENOBEL

After you crashed your boat, return to the tower, only to find it under siege.

UUNDER SIEGE

The tower is overrun with soldiers and everybody in Jacks group is fighting, except for the Mistra.
Controlling Jack, talk to Shooga. She leaves for the basement.
You can now go and collect your teammates, but you do not have to.
Only Asrap must be saved. Once you have him, go to the door to the basement.
If you left teammates behind, you will be asked to confirm, that you want to leave them behind.
Each teammate that you abandon gives Jack 2 EP.

STORM THE TOWER

Foo storms to the front and attacks Soodo and her Order Fighters.
You can not defeat Soodo since she heals herself and the other enemies, but she flees from the fight after a couple of round and is replaced by 2 soldiers.
Defeat all of them and watch what happens next.

COLLECT THE LEFTOVERS

Rescue everybody who was left behind by Jack.
After you have done so, Soodo clears the barricades to the basement and proceeds to break the door down. Confront her and fight her again.
She will flee once her party is defeated or her HP are close to 0.

Watch what happens next.

FINALE

Jacks Party flees through the portal.
If Tia was dominated by Jack and was not left behind, this is the end of the road for Mother Luise.
The Mistra open the Portal, but Luise too slow. Unsure what to to, Tiassa hesitates to help her and Soodo kills her from behind.

Jeff bursts into the basement and can only watch as Jack steps through the portal and it vanishes.
If Tiassa is dominated and Luise is dead, Jack also leaves her behind.

Jeff is able to kill most of the soldiers surrounding them and learns Flame II if not already learned.
But Soodo returns with even more soldiers.

Luckily, Jeff's fire burst from before made the floor above them collapse and everybody jumps into the hole.

Finding yourselves in the mole burrow, leave through the passage above you.

LEAVING FOR THE TEMPLE

After Tiassa (or Luise) told Jeff what happened while he was gone,
he leaves for the Temple to take the ritual.

Before you go, you can buy supplies from Luise, if she is still alive.

Go to Plinpe and knock on the Town Hall door.

Watch what happens next.


To be continued.

EP Table:


Chapter Event Jeff EP Jack EP
1
Allow Foo to blow you and accept the possibility of killing the guards.

1

Take pictures of sleeping Foo.

1

Deliver the photos to the chef.

1

Jeff swears revenge on the Amazonians and his rapists
1



Kill more than 6 chickens
1



Fight Blechsack.

1

Jeff instigates Jack to fight Blechsack.
1


Fire up Mo
1


Kill the sheep.
1


Refuse the pharmacist's offer to deliver the medicine to Mo.
1


Taunt Mo
1


Deliver the pain killers to Mo.
0





2
Give in to the urge to rape Shooga.

1

Dominate Shooga.

1




3
Threaten Tiassa.

1

Put Cocki above Tia and agree to Shooga's Plan.

1

Dominate Tiassa.

1

Kill Asrap or don't kill him and decide to leave the Roha situation to him.

1

Force Richard to teach you how to steer a boat and thereby break his leg.

1

Fail at Roha's Test and fight her for the boat.


1

Steal the boat.

1

Take Roha's money.


1

Read Looka's diary.
1


Dominate Roha at the harbor or at the tower.

1




5
Steal the helmet from the sleeping soldier a the inn.

1

Try to dominate Klara's mother.

1

Lie to Klara.


1

At the cabin decide to fully dominate Tia or to punish Shooga.

1

Blackmail the Abbess.

1

Accept the drink from the Abbess in the cabin.

1

After you “traded” the Vibro Flail for the new one, steal the girl money from the chest.




Defeat Alika and transform during the battle and consequently rape and kill her.
1


Jack storms into the Asylum and right out attacks the guards.

1

Jeff wants to flee with Klara, disregarding Jack.
(Depending on Jack's and Jeff's current Status.)
+1/
+2/
+0
-2


Don't free the patients.
1


Free the special cases.
1


Don't help the patients by taking out the guards.
1


Leave the High priestess to die.

1

Tell the guards about Pidora's doings
-1


Get Klara's Pendant back by force.
1


Let the trapped girl in the Plinpe sewers die
1


Set the girl free
-1
-1
6
Kill Bimp and Bomp
6


Don't kill them
-1


Kill witness in Plinp Jail

6

Leave comrades behind during tower battle

+2 each

Rob Runaway boys
3
3

Every 5 Demonic Transformations
1





67 comments:

  1. I'm stuck at Moosheim. I talked to the guards and bought the wine. What do i do now? the walktrough says to sleep in the inn but when I do nothing happens.

    ReplyDelete
    Replies
    1. use the anesthetic from the item menu. you'll get the slumber wine. go back to the soldiers at the bridge and talk to them.

      sleeping at the inn is only necessary if you did not recruit Tiassa before.

      Delete
  2. After I find Lanakwin, and go to the Moosheim inn to speak to Jake, the Order picks a fight with me and after that I get a game over. I won the fight and got the cutscene where jeff almost kills jake and in the end asks him for help but after that it was the game over screen.
    I also tried losing the fight but it's still game over
    What should I do?

    ReplyDelete
    Replies
    1. There's a bug in the script. You get a game over screen if Jack has 0 HP after the fight. Try again and watch out that Jack is not down after the fight.

      Delete
    2. btw. please post bug reports in the known bugs comments. ;)

      Delete
  3. Found a mistake in the walktrough. In the Berserker Tower on the first floor you have to push the vase on the bottom button(red) not the right one(blue)

    ReplyDelete
  4. is there any clue about the 8 evil bugs?, so far i found (behind door,people at church, plate inside blue rooftop house,drum up north,port when you found roha,inn, roha house)

    ReplyDelete
    Replies
    1. There's another at the harbor, north of the pub.
      You can get there by boat.

      Delete
    2. Can you put picture?

      Delete
  5. At the part where you see the abbess at night, it says to talk to Jack but everyone at the camp is sleeping.

    ReplyDelete
    Replies
    1. try to talk to him aproaching from the left side. ;)

      Delete
    2. Can't believe it was that simple, thanks for the help.

      Delete
  6. Is there any trick to your formation/equipment that makes the snake hunter quest any easier? I save and then try it over and over until I just get lucky - by FAR the hardest battle in the game...

    ReplyDelete
    Replies
    1. A godd idea is to have Klara an Cocki in the party for their healing abilities fairy's breath and goddess embrace, Klara's remorse spell can also be helpful. Use Sildenafil to boost Jack's TP and use Berserker's Dance as much as you can.

      Delete
  7. is it possible to have both jeff and jack bad and if yes how

    ReplyDelete
    Replies
    1. Currently you should be able to do it if you get all extra evill points for Jeff. I'll be adding a couple of sidequests more for Jeff soon where you can add to his EP.

      Delete
  8. i have found a bug with shooga instead of jack she gets bersekers dance as one of her abilities

    ReplyDelete
    Replies
    1. As long as it just shows up in her skill list when she's wearing Dyzief's Glance
      but can't actually use it, that fine.

      Delete
  9. and one last bug is even if you havent asrap with you he is talking in the scene with the boat and after

    ReplyDelete
  10. when you fight with roha for the boat asrap is talking even if he isnt in your team

    ReplyDelete
  11. i wanted to ask how can jeff is possible to have red aura to get the scene with mistra in chapter 5 can you tell me a few ways to obtain red aura for jeff.

    ReplyDelete
    Replies
    1. Having Jack only make good decsions and make Jeff all the bad ones should do the trick.

      Delete
  12. isnt possible to have both jack and jeff bad

    ReplyDelete
  13. how many chapters are you planning to make for this game and after that are you planning a new game

    ReplyDelete
    Replies
    1. Can't quite say it yet.
      I'm aiming for 12.

      Delete
    2. Regarding a new game, I have a couple of ideas but I want to finish ID first and that will not be soon.

      Delete
  14. where are you going to start nojas quest

    ReplyDelete
    Replies
    1. When you reach chapter 5, go to the harbor pub in Plinpe and talk to the black haired girl, then to the white haired women with the bowtie. Then go to the inn, talk to the blue haired woman and go to sleep.

      Delete
  15. I'm stuck on the Castle part. I got Cooki and FooFool back, and it's night. But I don't know what to do next. Everywhere I go, there's guards and I can't find the castle entrance. Any help would be appreciated.

    ReplyDelete
    Replies
    1. Reunited take the route you escaped back to the village.

      The guards inside the caves are now asleep and you can open the chests.
      To open the chest outside fight the patrolling guards, the fights will be much easier now.

      After you defeated the last guard you can steal an armor from a sleeping guard inside the south-eastern cave.

      Got to the castle entrance. Jeff will proceed alone from here. Talk to the guards at the stairs and they'll let Jeff pass.

      Delete
  16. how to use scarecrow to pass the bridge in chapter 3 ?
    I try to press enter on scarecrow but, nothing happen, I have already check the map in the kitchen. is it a bug ?

    ReplyDelete
    Replies
    1. Everything's working fine for me.
      Anyone else having this problem?

      Delete
    2. Working Well for Me as well , and I replayed the game so far for various scenes and the scarecrow work fine for me

      Delete
  17. I just got to the asylum and i'm trapped the door between the gaurds is closed and the one below says locked so I cant get upstairs to see warden hoping i'm missing something and it's not a start over glitch. Party is Cocki Klara and Roha everyone alive no dominated sry if double post but dont see other entry

    ReplyDelete
    Replies
    1. If you are trapped between the cells on the lower level, then that should not happen.
      Should you already have climbed the stairs, there are two stairways to the upper floor, take the left one and proceed upwards and then right to the office.

      Delete
    2. Its the lower level it's where you appear as soon as you enter the asylum. The version im using is the one available only a few days before my original post 4.2.1 eng

      Delete
    3. Talk to one of the soldiers guarding the door FROM BELOW.
      Talking to them from the side will not do anything.

      Delete
  18. In the enemy village, the game will not allow me to exit through the hole in the ground. What am I missing? Do I just walk into it, or press action, or is it a necessary item I lack?

    ReplyDelete
  19. The nun quest to clean the bathtub is impossible to complete because the fourth bucket is unobtainable/nowhere to be found. Or maybe I am just missing it but I have combed the entire island.

    ReplyDelete
    Replies
    1. it's behind a tree right from the convent door.

      Delete
    2. Thanks a ton, it's rather hard to notice there. Great game so far, keep up the good work!

      Delete
  20. I am stuck at chapter two, when i push aside the mattress in jail to leave the village i see the hole on the floor but nothing happens, i can't interact with it. Any help?

    ReplyDelete
  21. It appears that the scene with Tia and Shooga in the mines that occurs after the spider queen battle only happens if you had Shooga help dominate Tia for Jack in her house. If you had Jack do it himself, it doesn't happen (might be good to make that clarification, unless it's supposed to happen regardless of who did it and this is actually a bug).

    ReplyDelete
  22. How to I kill the witness in the jail?

    ReplyDelete
    Replies
    1. Jack has to be neutral or evil and you can only do while you are breaking pidora out of the jail.

      Delete
  23. is the Walkthrough update complete??

    ReplyDelete
    Replies
    1. Should be. Did yu find something that is not covered?

      Delete
    2. it only goes to the end of chapter 5
      the step-by-step text not the EP table

      Delete
    3. Strange, thought I had updated it already. Must have been a saving error.

      Delete
  24. Is there any way to view unlocked H-Scenes on Jeff's path?

    ReplyDelete
    Replies
    1. While on the Southern Islands or after the Tower Battle. I ask this cause this can be a Jeff heavy path

      Delete
    2. Open the Menu, select Memories,

      In some instances the Memory function can be turned off though, like if it might mess up the game flow.

      Delete
    3. When I open the Menu, all I see is Items, Skills, Equipment, Status, Formation, Save & System.

      Delete
  25. In Chapter 6 when i find Noja talking to guard saying monsters exist:
    Jeff tries denies everything and tries to get away but jeff get stuck with guard because guard its blocking way and jeff cant move to front.
    In my party i have Jeff and Tiassa and i have patch installed.
    Its Bug?

    ReplyDelete
    Replies
    1. It's a bug, yes. Didn't get to fix it yet, because it does not happen all the time.
      Only happens if you are in the wrong position when talking to Noja.

      Delete
  26. Exactly where about is the crate that contains Master Key B on Chapter 5. I have had a look and can't find a single crate with it in which pretty much means game over.

    ReplyDelete
    Replies
    1. Asylum Island Fortress under the left upper cell next to the button.

      Delete
  27. Stuck on Chapter 6. I am currently with Jeff and Tia, I have seen the girl with the leaflet but I can't seem to be able to show the leaflet to the girl in the Harbour Bar.
    - I have tried talking to Roha to see if that's the issue but she just tells me to leave. I went to the mine to find the journal but it's blocked.
    - Odalphes attacked Noja so I see her popping up now and again but haven't been able to start a conversation.

    Am I missing something here?

    ReplyDelete
    Replies
    1. You can reach Richards camp over a bridge in chapter 6, not through the mine.

      Delete
  28. Upon Clara's cloak getting stuck in the game; I get an error...
    Screencap: http://imgur.com/DrV8B6J

    ReplyDelete
    Replies
    1. Did you istall the latest patch? I thought I had already fixed this.
      Please post bugs on the know bugs page.

      Delete
  29. so....I suspect it might just be me being a derp but how do you dominate shooga exactly? I have tried various ways but I just get her saying it was close and her mental training saved her.

    ReplyDelete
    Replies
    1. The first time Jack gets hit by the curse in Dyzief's lair she resists. You get the chance again once you escaped and found the crowbar.

      Delete