Walkthrough II: From the Port to the Election
This part continues the Opening Walkthrough. Once you cross the bridge to the port, the story splits into half a dozen threads at once, and the Story Tree grows to more than twenty columns. They all meet at one gate, the village election (Campaign of Thrones). It needs three people’s trust: 60 reputation with Herbert, 60 with Linda and 50 with Gunter. Each of those numbers is every point that person’s quests can give you before the election, so almost every side story in this part has to be finished. If the election will not start, one of the quests in the table below is missing.
| Needs | Quests that give it, 10 each |
|---|---|
| Herbert 60 | Certificate, Please, Grave Expectations, First… Sludge?, Herbert and?, Reader for a Warrior, Safe zone. |
| Linda 60 | Safe Harbor (the shop and the paint, 10 each), Strings and Sinners (the violin and the incense, 10 each), Book Broker, Plague Me Maybe |
| Gunter 50 | Friendship Written in the Stars (the cards), Congregation Trouble, Rhyme and Printed, Stars, Lies, & Contracts, The Ingenious Gentleman Don Keyote |
Three of those quests pull in other people. Linda’s last one needs 50 reputation with Albert, Gunter’s contract needs 60 with Jack, and Herbert’s reader is Agatha, whose choir needs 30 reputation with her. So Albert’s, Jack’s and Agatha’s stories below are part of the same gate.
Most of the town battles in this part can only be started on Sloth day. The sewer battles, like the first battle, can be started on any day.
The port
- Docked and Found. Walk onto the bridge east of the battlefield and Jack lowers it from the far side. You get 10 reputation with Jack, and town quality goes up by another 10.
- Follow Jack to the warehouse. A man from the merchants’ guild, the Trademaster, stops him: the warehouse belongs to the town. Go inside once the door opens. It has been emptied, and Jack asks you to supply the town with iron instead. Seeing the warehouse starts three threads at once: the road into the forest, Jack’s iron order and the Trademaster’s lenses. It also frees one of the blockages in the warehouse cellar.
- Gunter’s tower. Friendship Written in the Stars: step into the Astrologer’s Tower at the port and ask Gunter all three questions. He wants a deck of tarot cards from Linda. Once he likes you (10 reputation, from the cards), he sends you home with three ready-made zombies, and his shop gets its second tier.
- Linda’s club. Walk into the Dockside Club, then talk to Linda in Safe Harbor. She gives you the technology for Market Stalls I and asks you to restore the old shop next to the club. Tell her when it is done and she gives you the Deck of Cards for Gunter.
- Crystal Clear. Bring the Trademaster 3 Lenses at the Main Pier to open his trade. A furnace makes 2 Lenses from 8 sand.
The town quality from Docked and Found raises the cap on your happiness, and Linda’s first round of new people, when you finish Safe Harbor, can be recruited on any day. After that she only takes new people on Lust day. See The Port for who is where.
Jack’s workshop
- Workshop Hours. Jack wants iron for the town: take his Supply: Iron order at the order board in the warehouse, put one crate on a pallet there, and tell him once the order is done. Orders can only be taken on Pride day and the pallets are only counted on the next Pride-day morning, so this takes at least a week; start it early. The crate is packed at a woodworking workbench from 6 Iron Ingots, 4 Boards and 8 Bronze Nails, with the recipe from Iron Forge. Jack gets 10 reputation and his second shop tier, and the battle for the Market Square opens.
- Plaza Battle. Win Market Square Purge (2 squads, defence 22). This clears the way to Jack’s workshop in the town.
- Jack’s Back in Business. Walk into the workshop: 10 more reputation.
- Give materials. 5 Building Kits I and 5 Wooden Kits I. The 10 reputation comes when both are in.
That brings Jack to 60: two for his boat, one for the bridge, and these three. You need exactly that for Gunter’s contract below.
Jack at 40 also opens the factory under your house. The Circular Saw hangs from a technology that needs 40 reputation with him, and without its beams you cannot make the Reinforced Beams that the underground blockages take. You will need the factory later: Jack asks to see it in the next part. See The Factory.
Retaking the south of the town
Herbert gets two of his reputation quests from the fighting. Talk to him in the Barracks after the first battle (First… Sludge?, 10 reputation) and the next camp opens. He gets another 10 when three districts are cleared (Safe zone.):
| District | Battles | Squads | Defence | Opened by |
|---|---|---|---|---|
| Eastern Districts (Hope It Doesn’t go South) | Active Scouting, then Purge | 1, then 2 | 12, then 20 | Talking to Herbert |
| Central Districts (Street Battles) | Part I, then Part II | 2, then 3 | 36, then 56 | Winning the Market Square |
| Sewers (Battles in the Sewers) | Sewer Brawl I, then II | 1, then 2 | 8, then 24 | Davy the Dagger, below |
The two sewer brawls do not allow barricades or towers, so your defence there comes from squads alone. Winning the first Eastern battle opens the mercenaries’ equipment upgrade. See Combat and Battles.
The Love Novel. After the first battle Herbert is gloomy (Sad Captain, No Action): he wants something to read. Ask Davy the Dagger in the Dockside Club: he can get a romance novel, but first he wants you to fight in the sewers for him. Win Sewer Brawl I, bring him 1 Key for Looters (each sewer brawl pays 3), and he hands over the Love Novel. Give it to Herbert in Herbert and? for 10 reputation. From now on Davy also takes orders, paid in keys, on Lust days only (see his page).
Into the forest
Jack mentions iron in the forest, but the guards at the Forest Outpost turn you back without a pass. The pass takes four stops (Into the Forest):
- Ask Jully, the Head of the Village, in the Village Tavern. Januarius calls him for you.
- Repair the Royal Postbox next to the tavern. The Royal Signet from the prison is not needed: the “42-step verification” answer works the same.
- Take the Temporary Head of the Village Certificate out of the postbox and give it to Jully. He writes you a Forest Pass.
- Hand the pass to the forest guards (Forest Pass).
In the forest you meet two old bandits, Hans and Sven (Forest Pass). They guard the Old Mine and the bridge to the swamp. The mine’s tunnel is blocked and needs explosives, which the bandits keep for their dead leader Robert, so Larry plays Robert and talks them out of it: bring Larry a Simple Candle (Can’t See The Forest for the Iron), at any time of day, and the bandits give you one Dynamite. Use it on the cave in the Quarry to open the Old Mine. The swamp bridge comes in the next section. See The Forest.
The fairy and the swamp
Summon the fairy, Soul (Chasing Fairy Lights) at your kitchen table with Dream Dust, a Comet’s Tail and a Tooth. Gunter sells the Comet’s Tail. The fairy tells you who broke the world, gives you her Fairy’s Swamp Map, and starts the donkey’s strike in the next section (as soon as the donkey has also had his first talk about the Nun, from the opening). So summon her early: both the swamp and Agatha’s story wait for it.
The swamp bridge (Go Wild in the Wild Lands). The bandits let you over for a Royal Pardon and the swamp map, and they keep both. The pardon comes from the same Royal Postbox: ask for it, pay the 5 silver fine, then refill its ink with 3 Ink.
Cross into the swamp. The fairy meets you on the way, and at the Heart of the Swamp the Goddess of Nature tells you about the portal and her brother, the Old God (Heart of the Swamp). Two things start from here: the election, next time you walk into the village, and Larry’s question about the portal (Any Portal in a Storm). The portal belongs to the next part, but asking Larry and then Gunter now costs nothing.
Agatha and the donkey
After the fairy, the donkey stops bringing bodies. Bodies do not stop: until the strike ends, the Nun drops them off instead. Walk to the morgue and hear the donkey out, then:
- The Nun with the Hairy Ass. Ask Agatha at the Crossroads what her problem is with him. She needs 10 reputation, which your first sermon already gave.
- She sets two tasks, in either order: graveyard quality 20, and the Manhole at the Crossroads, repaired with 2 Polished Bronze and 4 Polished Stone. The manhole gives her 10 reputation.
- With both done, ask her to restore corpse delivery, then tell the donkey he can go back to work (The Ingenious Gentleman Don Keyote).
- That starts Gunter’s part: ask him about the Necronomicon at 20 reputation with him, and again at 30. He gives you the Necronomicon and 10 more reputation, and the tech tree shows Reanimation Liquid.
The choir. After Herbert has his novel, Agatha agrees to read to him if she has 20 reputation with you (The Nun Also Reads), on one condition: a Choir in the church. It comes from Church Music I, which hangs from a reputation technology that needs 30 with Agatha. By then the only ways to 30 are your first sermon, Nun of Your Business (5 Clean Paper and 2 Ink) and the manhole, so the donkey’s strike above comes first. Build the choir, tell her, and hold a sermon that uses it: 10 reputation with Agatha. Tell Herbert she will read for him (Reader for a Warrior) for his 10.
Agatha also has Brawns and Brains, which raises the quality of the bodies you get. It is not needed for the election, but it gives her reputation that the ending will ask for. See Agatha.
Linda and Albert
Linda’s reputation and Albert’s come from one story: a concert at the club, and then the two of them.
- Paint for the club (Safe Harbor). The quest gives you the technology; the Paint itself is mixed in a laboratory. 10 with Linda.
- A violin. Albert’s sister had one (Varnish Before You Fiddle). He needs Lacquer for it, also from the laboratory: 10 with Albert, and the Violin goes to Linda for 10 more.
- Simple Incense for the club (Strings and Sinners): 10 with Linda. The Trademaster sells it.
- The concert (Concept for a Concert) can only be started on Lust day. It gives 10 with Albert.
- An 8-skull zombie for Albert (Personal Zombie Zone). He needs a zombie with 8 red skulls placed on the special table in his lab. A bronze collar holds at most 5, so use the 2 Golden Zombie Collars and 2 Reanimation Liquids the quest hands you when it starts. He keeps the zombie. 10 with Albert.
- Book Broker. Talk to Linda after the concert (10), then bring her a notebook and ask Albert whether she may visit him (Plague Me Maybe). He says yes the second time you ask, once he has 50 reputation with you. Leave them alone, sleep, then talk to each of them: 10 each.
Albert’s 50 are opening the tower door for him and Sweet Dreams from the opening, plus the Lacquer, the concert and the 8-skull zombie. So the zombie comes before Linda’s last point.
Gunter’s PR campaign
- Congregation Trouble. Once Gunter has given you his zombies, hold your next sermon. Afterwards he whispers to you in the church: fewer people came, because the town is panicking about your zombies, and he offers to be your PR man. His three zombies also count toward your zombie limit from now on. Ask him about it in his tower; his shop gets its third tier.
- Buy a Hypno-device from him and charge it at a Formulation Bench with 1 Faith. Give him the charged one, then hold another sermon: 10 with Gunter. The PR Machine appears at the port. It raises your zombie limit, and it can only be used on Gluttony day.
- Rhyme and Printed. Print a book of poetry: a notebook, 2 Ink and a three-star Story at a Printing Press. The press comes from the Newspaper technology, which hangs from a reputation technology that needs 20 with Gunter. 10 with Gunter, and he gives you a PR Agreement for Jack.
- Stars, Lies, & Contracts. Jack signs it once he has 60 reputation with you (see Jack’s workshop, above). Bring the signed copy back: 10 with Gunter.
The election
After the Goddess, the next time you walk into the village the tavern is closed (“We’re closed!”) and Jully is fuming about an election he has to organise alone. Ask him to hold a spring ritual at the Goddess’s shrine (Election Fever). He wants a sign first: the Goddess should help him win the election. So you become “the hand of God”. Januarius plans the vote, and three people have to agree to help:
| Who | Asks for | Ask at | Agrees at |
|---|---|---|---|
| Herbert | Security during the vote | 55 | 60 |
| Linda | Her club as the polling station | 55 | 60 |
| Gunter | A PR campaign | 45 | 50 |
When all three agree, go to the Village Tavern for the vote (Campaign of Thrones): Jeffry or Heffry. Afterwards, talk to Jack and to Agatha in the tavern before you try to leave, or you cannot get out (“It would be rude to leave without talking to everyone first.”). Leaving ends the election: Januarius’s shop gets its second tier, and the next part of the story opens.
Continue with Walkthrough III: The Portal and the Red Eye.
Notes
- Do not skip a reputation quest on the way. Herbert’s 60 and Linda’s 60 are every point they can give before the election, and Gunter’s 50 is all of his. The same quests count again at the end of the game, where each of the six needs 90.
- Lust day is the only day for the concert and for Davy’s orders. Linda’s recruiting is Lust day only after the first time.
- Most town battles wait for Sloth day. The sewer brawls and the first battle can be started on any day.
- The swamp map and the pardon are both taken by the bandits. You only ever get one of each, and nothing else asks for them.
- Keep the golden collars for Albert’s zombie. A bronze collar stops at 5 red skulls; the two golden ones from the quest go up to 10.
- Gunter’s zombies count toward your zombie limit. The PR Machine he sets up is how you raise that limit; see his page.
- Iron for Jack has to come as a packed crate on the warehouse pallets. Loose ingots in your backpack do not count.