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.
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
|
||
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.
ReplyDeleteuse the anesthetic from the item menu. you'll get the slumber wine. go back to the soldiers at the bridge and talk to them.
Deletesleeping at the inn is only necessary if you did not recruit Tiassa before.
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.
ReplyDeleteI also tried losing the fight but it's still game over
What should I do?
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.
Deletebtw. please post bug reports in the known bugs comments. ;)
DeleteFound 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"Right" in the sense of "correct" ;)
Deleteis 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)
ReplyDeleteThere's another at the harbor, north of the pub.
DeleteYou can get there by boat.
Can you put picture?
DeleteAt the part where you see the abbess at night, it says to talk to Jack but everyone at the camp is sleeping.
ReplyDeletetry to talk to him aproaching from the left side. ;)
DeleteCan't believe it was that simple, thanks for the help.
DeleteIs 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...
ReplyDeleteA 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.
Deleteis it possible to have both jeff and jack bad and if yes how
ReplyDeleteCurrently 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.
Deletei have found a bug with shooga instead of jack she gets bersekers dance as one of her abilities
ReplyDeleteAs long as it just shows up in her skill list when she's wearing Dyzief's Glance
Deletebut can't actually use it, that fine.
and one last bug is even if you havent asrap with you he is talking in the scene with the boat and after
ReplyDeleteWhich scene?
Deletewhen you fight with roha for the boat asrap is talking even if he isnt in your team
ReplyDeleteFound it and removed it. Thanks ^^
Deletei 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.
ReplyDeleteHaving Jack only make good decsions and make Jeff all the bad ones should do the trick.
Deleteisnt possible to have both jack and jeff bad
ReplyDeletehow many chapters are you planning to make for this game and after that are you planning a new game
ReplyDeleteCan't quite say it yet.
DeleteI'm aiming for 12.
Regarding a new game, I have a couple of ideas but I want to finish ID first and that will not be soon.
Deletewhere are you going to start nojas quest
ReplyDeleteWhen 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.
DeleteI'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.
ReplyDeleteReunited take the route you escaped back to the village.
DeleteThe 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.
how to use scarecrow to pass the bridge in chapter 3 ?
ReplyDeleteI try to press enter on scarecrow but, nothing happen, I have already check the map in the kitchen. is it a bug ?
Everything's working fine for me.
DeleteAnyone else having this problem?
Working Well for Me as well , and I replayed the game so far for various scenes and the scarecrow work fine for me
DeleteI 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
ReplyDeleteIf you are trapped between the cells on the lower level, then that should not happen.
DeleteShould 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.
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
DeleteTalk to one of the soldiers guarding the door FROM BELOW.
DeleteTalking to them from the side will not do anything.
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?
ReplyDeleteYou're missing the latest patch ;)
DeleteThe 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.
ReplyDeleteit's behind a tree right from the convent door.
DeleteThanks a ton, it's rather hard to notice there. Great game so far, keep up the good work!
DeleteI 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?
ReplyDeleteIt 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).
ReplyDeleteHow to I kill the witness in the jail?
ReplyDeleteJack has to be neutral or evil and you can only do while you are breaking pidora out of the jail.
Deleteis the Walkthrough update complete??
ReplyDeleteShould be. Did yu find something that is not covered?
Deleteit only goes to the end of chapter 5
Deletethe step-by-step text not the EP table
Strange, thought I had updated it already. Must have been a saving error.
DeleteIs there any way to view unlocked H-Scenes on Jeff's path?
ReplyDeleteWhile on the Southern Islands or after the Tower Battle. I ask this cause this can be a Jeff heavy path
DeleteOpen the Menu, select Memories,
DeleteIn some instances the Memory function can be turned off though, like if it might mess up the game flow.
When I open the Menu, all I see is Items, Skills, Equipment, Status, Formation, Save & System.
DeleteIn Chapter 6 when i find Noja talking to guard saying monsters exist:
ReplyDeleteJeff 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?
It's a bug, yes. Didn't get to fix it yet, because it does not happen all the time.
DeleteOnly happens if you are in the wrong position when talking to Noja.
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.
ReplyDeleteAsylum Island Fortress under the left upper cell next to the button.
DeleteStuck 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.
ReplyDelete- 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?
You can reach Richards camp over a bridge in chapter 6, not through the mine.
DeleteUpon Clara's cloak getting stuck in the game; I get an error...
ReplyDeleteScreencap: http://imgur.com/DrV8B6J
Did you istall the latest patch? I thought I had already fixed this.
DeletePlease post bugs on the know bugs page.
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.
ReplyDeleteThe 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.
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