Yes, Your Grace 2: Snowfall Walkthrough

At the beginning of the game, you can answer the scribe's questions yourself or let him choose the best solutions from the original game. We went with the second option.
Yes, Your Grace 2: Snowfall Walkthrough
Author
Anton Latoshkin
Date of publication
8 May 2025

Walkthrough Yes, Your Grace 2: Snowfall



Put on the crown lying on the chair by the fireplace. Then go left and get the fur coat from the chest. Eric's old friend, Jakub, came with his son Timo and asks for help with Kavka.

To help Yakub or not?

  • Agree.
  • Refuse.

In reality, it doesn't matter, since Eric will agree to help him anyway.



Chapter 1: Sing Before Breakfast, Cry Before Bed

Prologue

The second part directly continues the plot of the first. The main character is the king of a small kingdom. At the beginning, the events of the first game will be briefly recounted. You can choose how to transfer the decisions made earlier:

  • Load a save from the Yes, Your Grace ending.
  • Allow the scribe to automatically select the best options.
  • Answer all questions manually.


You also need to choose what happened to the defeated enemy:

  • Ivo was executed.
  • Ivo is imprisoned.

The game starts in the bedroom. We take the robe on the left and the crown on the right. The entire environment repeats the setting from the first part, but now with a 3D style and pixel graphics. The queen gave birth to twins. Lord Jakub comes with his son Timo and asks for support in the war against Baron Kavka. Choice:

  • Support Yakub: "We'll have to act wisely."
  • Refuse: "We cannot interfere."

Timo stays in the palace and begins to communicate with the king's daughter.



1 week

Petitioners:

  1. Aurelius' wife - choice of what to do with the wine. It is better to give it away, then 3 bottles of wine will go into the inventory.
  2. The farmer reports that his cattle have run away. We send a warrior, spending 1 action point. Reward: +15 prosperity.
  3. Tree felling. Use a warrior (1 point). Reward: +25 prosperity.

Movements:



We get up from the throne, go to the right edge of the hall, go outside. We visit accessible places:

  • Council Hall: We meet the sleeping bear Voitek, the daughter's pet. We talk to the warrior, he tells us more about Baron Kavka. The advisor suggests building an outpost for an ambush. We talk to Timo and the daughter - she is preparing a prank for the meeting with her sister Azalia, who will arrive in 8 weeks.
  • Fortress wall: an architect is doing repairs after the final siege from the first part. Three limestone units are needed for restoration. On the left, the worker Veza makes intimate hints.

Map of the Kingdom of Davern:

There are three points to the south of the castle - we choose where to build an outpost for the quest "Helping an old friend":

  • North Bridge
  • Winding thickets


End of the week:

In the lower right corner, click on the moon icon. The screen will summarize:

  • Yellow "influence" (center): increases the level of the kingdom, opens new laws.

  • Purple "prosperity" (right): temporary resource, disappears at the end of the week, needs to be exchanged. Can only be exchanged for gold for now.

At the end we pay for the agents' services to restore their actions:

  • Warrior Stan - 18 coins
  • Witch Alina - 20 coins

Click the button in the lower right corner to complete the week.

Week 2

Petitioners:

  1. Aurelius' wife - continuation of the dialogue.
  2. Trader Yanka - was transporting three lions, but was attacked by a gang of Swans. Now the animals are roaming the territory. Doesn't ask for anything, but advises to inspect the lands.
  3. The peasant woman complains about her children's illness ("plague"). We involve the witch (1 point).
  4. Another peasant woman complains about the "fat cat". Witch - 2 points.
  5. The blacksmith talks about armor - a warrior (1 point) and a hammer are needed.
  6. A meteorite fell and killed a cow. Requires too many resources, skip. -10 happiness.

You can ask the advisor to call prisoners from jail. The list includes: thief, merchant, priest of Atania, spy, Ivo. Some can be released. If you called but did not release - -2 happiness. The spy will ask for chalk - later he will open the way to the treasure. Ivo can be executed.

Castle map:

  • Council room: chatting with Timo and his daughter.
  • Bedroom: conversation with the queen, choosing a name for one of the newborns.
  • Fortress wall: the trader Yanka has opened a tent. On sale:
  • Medicine - 8 coins
  • Boots - 10 coins
  • Limestone - 8 coins (you can buy 3 at once for 24 coins and give them to the architect)

Kingdom map:

Research costs supplies (green leaves), which can be obtained at the end of the week for prosperity.

  • "Slob-wolverine" (-4 leaves). Tavern. Reward: +10 prosperity.
  • "Stahu" (-4 leaves). Reward: item and prosperity.

End of the week:

Now you can exchange prosperity for gold or supplies. A new parameter appears in the resource system - happiness (to the left of the "crown"). It must be kept above zero, otherwise rebellions will begin.

Week 3

Petitioners:

  1. Resident of Stahu. Bandits are operating near the oak. The solution is either to send a warrior (2 points) or give food.
  2. The traveler accuses them of lying - supposedly the lions were released by order of the king. Whatever they answer, -20 happiness.
  3. "Soviet Pig". The traveler asks to help the pig. Spend 2 witch points: if you hit the gold zone of the scale, the reward will be higher.
  4. Trader Trifon offers an ointment for rashes. He is a swindler. If we do not believe him, +10 happiness.
  5. A visitor complains about losing his chickens. Reward: +35 prosperity.
  6. At the end comes a warrior with the head of the bandit Lebedei. You can hire him as a third agent.

Kingdom map:

  • "High Bridge" (-5 leaves). Reward: 4 gold.
  • "Back Road" (-3) - Requires 2 warrior or witch points.
  • "Secret Path" (-1). Reward: 2 metals and prosperity.
  • "The Mighty Oak" (-6). Quest "The Lion Tamer". You can't get there directly - open the path on the left and go to the goal. Reward: sword and prosperity.

Castle map:

  • Council Chamber: Sedani's daughter is missing.
  • Bedroom: daughter and Timo are sitting with the babies.
  • Fortress wall: At the end of the day, the wall will collapse. In a few weeks, Lord Jakub will arrive with his army. The king will lose consciousness. A red bar will appear - it shows the level of threat to the kingdom.

End of the week:

Now you can exchange prosperity for all three resources: gold, supplies, happiness. If necessary, you can spend happiness to get more gold and supplies, but this should only be done in emergency situations.

There are now three agents available, but you can only take two per week. To change, click "Remove" for one, and "Add" for the other. Payment is available even for those agents who are not working - their points are saved.

Week 4

Petitioners in the throne room:

  • A soldier comes with a report: losses have been incurred due to the collapse of the wall. The architect responsible for the restoration has been replaced by a new one - named Julian. After examining the bird sitting by the window, we find a letter. It contains a warning - the enemy army will arrive in exactly four weeks.
  • If you previously gave the imprisoned spy a box of crayons, you now get +2 to your supplies.
  • Provided you helped the special pig, the reward is two servings of hearty stew.
  • Your wife is worried: she reminds you that you recently lost consciousness.
  • A fortune teller appears. She is a fraud. If you refuse to see her, you get +20 to your happiness level.
  • A clumsy commoner appears: "Here's a week, so a week." Offers help - you can choose between 1 warrior point or a unit of food.
  • A maiden without a husband tells about her "disguised betrothed". The reward is 2 warrior points, +15 happiness and 1 gold coin.

Castle locations:

  • Bedroom . The Queen reveals a frightening secret: one of the babies has a tail. A boy named Timo is secretly watching, hiding behind a mirror. He needs to be convinced to remain silent. The wife asks to bring poppies - with their help, they can try to cure the child.
  • Fortress wall . Julian, the new architect, asks for 10 units of limestone.
  • Council Hall . Talking to my daughter and Timo. One of three possible phrases for Timo: "Can you keep your mouth shut?"
  • Kingdom locations:
  • Dark Caves (-4 threat) Encounter: Requires 70 points - either 2 witch turns or 3 warrior turns. Reward: 4 gold.
  • Fortress wall . Lord Tomila is revealed. We receive +20 to prosperity. After talking to the merchant, it turns out that a dead lion has been found. The reward is a painting of Torlando.

End of the week:

The Kingdom reaches the first level of development. In addition to the usual distribution of resources, a choice of one of two laws becomes available:

  • Increase happiness by 1 each week, but with a concomitant increase in illnesses.
  • Easier battles (less points needed), but 1 supply will be lost each week.

By accepting the first law, you will unlock the achievement "You will do as I say" .

Week 5

Petitioners in the hall:

  • We ask Audrey, the advisor, to find poppies.
  • The wife informs that Lord Tomil has promised to deliver poppies. In exchange, he gives +2 limestone.
  • A message about bandits in the village. It is better to send a strong warrior for 2 turns. If you send a regular one (with the same costs), he will end up on a trap with a bloody sign and get wounded.
  • The chickens are lost. It is enough to send one warrior for 1 turn. Reward: +20 prosperity and a portion of stew.
  • Peasants are accused of spreading seditious ideas. A strong warrior needs to intervene for 1 turn.

Kingdom locations:

Roundabout (-5 threat) Brings +10 prosperity and +5 gold.

Castle locations:

Council Chamber . The daughter has discovered that the baby has a strange illness. One of three answers. Then she will suggest playing hide and seek. We agree. She can be found:

  • behind the chest of drawers in the center of the hall;
  • in front of the barrels on the right;
  • behind the boxes in the back on the right.

As a reward we get: medicine, 5 gold and the achievement "Hide and Seek" .

After the game, she will propose a plan called "Operation: Snowfall!"

  • Fortress wall . The architect teaches Timo archery.

Week 6

Petitioners in the hall:

  • The lord gives a gift for the queen - poppies. The adviser asks if we can trust the spouse. There is a choice: share with him the secret about the baby with a tail or continue to remain silent.
  • The daughter asks for a clean cloth. Timo is wounded - we will find them together in the hall.
  • Fire. The house burned down. To cope, you need at least 70 points. Many traps where agents can get hurt. There are two bonus gifts. First, we send specialists with tools, then warriors. If someone gets hurt, they lose 1 turn, and at the end of the week, they will need a cure for recovery.
  • Hunting grounds. There is a blue zone on the scale before the green one. If we use a minimum of resources and reach the blue zone, the task will be partially completed, and later its continuation will appear. It is better to give 2 portions of stew right away.
  • The peasants decided to attack the bandits - we need to intervene. Send a warrior for 2 turns.

Castle locations:

  • Council chamber . The Queen bandages Timo's wound. There is a choice of two phrases.

Kingdom locations:

  • Abandoned guardhouse (-4 threat). We receive: medicine and 2 units of metal.
  • Overgrown Clearing (-5 threat). +10 prosperity and -10 threat level.
  • Fallen trees (-3 threat). +2 gold.

Returning to the hall, we receive news from the architect: he saw a man in the clothes of the Swan, who entered the city. We receive a new task "Noble robbers" , and the threat increases by 20.

In the evening there will be a conversation with the queen - we will discuss everything that happened.

Week 7

Petitioners in the hall:

  • The wife reminds that everything is prepared for the ritual of healing the baby.
  • The daughter wonders if there have been any more letters from her sister.
  • Dispute over a carrot field. Requires one turn of a warrior with a sword. Reward: +35 prosperity.
  • "Dancer" disease. People can't stop. Solution: two strongmen and two wines, plus warrior Stan. Reward: +35 prosperity and +4 gold.
  • The Raven Quest: Involves a warrior, a sword, and 2 stews. Reward: +20 prosperity.
  • The soldier reports: our outpost (established 1 week ago) has been captured by the Swans. People are in captivity. The bandits demand negotiations with the king. After completing the rest of the work, we must go on a campaign. In the company there will be a merchant of curiosities.

Castle locations:

  • Bedroom . The queen is preparing for the ritual. The court physician is nearby.
  • Fortress wall . The architect needs to be given 10 limestone. If there is not enough, we make up for it through tasks on the kingdom map.

Kingdom locations:

  • Forester's Hut (-5 threat). Reward: Sword.
  • Crossroads (-5 threat). We get 2 gold. If we examine the boxes (-2 moves), we will find wine, +3 gold, +3 limestone and +10 prosperity inside.
  • Winding Thicket (0 threat). Location for the mission "Swans".

Event: Swans

At the outpost we meet the leader, Ana. She expected to receive a book needed to treat the wife of King Talis. However, our soldier did not tell us about this, and the book is missing. Ana demands that the entire palace be ceded to them. Meanwhile, snow can be seen falling from the city.

Returning, we find out: this is a snow performance, arranged by the daughter on the advice of the architect - she wanted to surprise her sister. But the "snowfall" became a signal for the Swans. They captured the fortress.

In front of the city gates, we choose who will go to save the queen and the babies: Stan, Alina, and Oleg. The rest join the battle at the walls. We head to the right. We defeat two opponents with a sword. Julian is at the gates. He is the leader of the Swans, and Ana is his sister. The bandits take refuge in the castle, and we remain outside.

Timo, deciding to help, shoots a bow - and accidentally wounds us. We get the achievement "I apologize! "

Chapter 2. When the devil is cornered...

Week 1. Camp

We dream of a forest shrouded in darkness and scattered lights. We move to the right and soon wake up. It turns out that the merchant Yanka pulled us out of the battlefield and transported us to a safe place. Now our new home is a campsite.

We go to the right and talk with our daughter and Timo.

Then we move to the left - we talk to the advisor. We need to choose which lord to turn to for support: Lady Irina - for provisions, Lord Pavel - for gold, or Lord Roland - for military aid. After choosing, we finish the week.

Week 2. Camp

Now petitioners will start coming to our tent.

  1. "Medicine Thicket" - The Herbalist asks you to clear a path to the medicinal herbs. On the map, the obstacle is a "bush" - it slows down the agent. It is better to use items to jump over such cells. Solution: Warrior + Medicine. Reward: +40 Prosperity, Hearty Stew, +2 gold.
  2. "New Lands" - Requires two Warriors. Reward: +25 prosperity and +2 coins.
  3. "Incense" - Requires three Witches. Result: +10 prosperity.

The camp map is available, but you can't navigate around it yet.

On the right, we talk to the daughter. On the left, you can look at the merchant - she has Wine (2 coins) and Medicine (6 coins). At the end of the week, a bird will fly in with a letter - we will find it to the left of the throne. Regardless of the choice, the invited lord will refuse to help - he has his own problems.

At the end, we spend resources, purchasing 5 units of provisions - we will need them soon.

Week 3. Camp

Petitioners:

The advisor asks about our wound - we give an answer.

  1. "Family Litigation" - If we helped the farmer earlier, now his neighbor will complain: he is oppressing her. Solution: Warrior + Witch. Reward: +25 prosperity.
  2. The invited Lord Pavel refuses to help - the event develops according to the plot.
  3. "The Doctor's Study" - A girl dreams of going to medical school. Requires 1 Witch. Reward: +25 prosperity. In the future, she will bring Medicine.
  4. "Wrath of the Gods" (disease) - To succeed, you need to score 70 points. Failure is punished by -20 happiness.
  5. "Landslide" (physical labor) - Warrior needed, he will get wounded. Reward: +30 prosperity.

World map:

In the evening, a soldier brings news from Vii Lit - someone has stolen her lion. Now she demands to find the thieves. We follow the trail.

  • "Via Lit's Estate" (-0): It turns out that she was going to stuff the beast, but someone opened the enclosure. She agrees to help if we find the escaped lion.
  • "Old Caravan" (-2): Find Strong Boots, Herbs x2.
  • "Peaceful Town" (-3): We receive the Sword.

All lower routes lead to a dead end - we move up and to the right.

At the camp you can listen to your daughter read a book about the goddess.

At the end of the week - purchase 5 units of provisions, it is better to exchange the remaining gold.

Week 4. Camp

Petitioners:

  1. The healer girl we helped earlier returns with the Medicine.
  2. "Roof Repair" (physical labor, bad weather) - Warrior needed. Reward: +20 prosperity.
  3. "Evil Goats" (Beasts) - Requires two Warriors. One gets wounded. Reward: +40 prosperity.
  4. "Winds of Fate" (Bad Weather) - Warrior + Boots + 2 Witches. Result: +50 Prosperity.

Map:

  • "Traces" (-2): Find Herbs x2.
  • "Peasant Community" (-3): We gain access to the river.

At the camp we talk with my son and daughter.

Later, a letter comes from Lord Kavka: he has driven out the Swans and captured our fortress. There is no mention of the queen and the babies - perhaps they escaped.

After this, the hero loses consciousness and finds himself in the dark forest again. We head to the right and find ourselves at a table with mythical creatures - a girl, a kikimora, an old man, a devil and a living tree. We answer their riddles using objects. Having woken up, we finish the week.

Week 5. Camp

Petitioners:

  1. Velek appears - a hunter who can be hired.
  2. "Random Arrow" (disease) - 2 Witches. Reward: +40 prosperity, +3 gold.
  3. "Royal Tax" is a fraudulent request. If we refuse, we will get +15 happiness.
  4. "Rotten Grapes" (Food, Weather) - Witch needed. Reward: +30 Prosperity.

Map:

  • "Pine Forest" (-3): Dead-end path.
  • "Wasteland" (-2): Also leads to a dead end.

At the camp, we continue to listen to the book together with my daughter.

Week 6. Camp

Petitioners:

  1. Timo asks to finish the book. The daughter runs to get it.
  2. "Wrath of the Gods" - Disease. Requires 2 Witches. Reward: +25 prosperity.
  3. A peasant wants to become a robber. Refusing will bring +10 happiness.
  4. "Vicious Goats" - 3 Hunters needed, one will get injured. Reward: +35 prosperity, +10 gold.

Map:

  • "Hunting Lodge" (-4): Receive Medicine and Hearty Stew.

In the camp we continue reading the book. The following pages are torn out.

Week 7. Camp

Petitioners:

  1. "Noisy Neighbor" (food) - must be given to the stew. Reward: +40 prosperity.
  2. "Possessed" (disease) - 2 Witches and Wine. Result: +25 prosperity, +4 gold.
  3. One knight demands a salary. Refusal - +10 happiness.

Map:

  • "Duel in the Village" (-4): Receive an item and +4 provisions.
  • "Lonely Settlement" (-4): Find Herbs x2 and Metal.

We are talking with our daughter at the camp.

Week 8. Camp

Petitioners:

  1. "Bad Idea" (combat) - relevant if you previously helped the possessed. Hunter and Witch required. Reward: +40 prosperity, +10 gold.
  2. "Flightless Birds" (Beasts) - Witch + 2 Hunters. Result: +17 prosperity, +3 gold.
  3. "Tailed Bandits" (beasts) - 40 points required. Use a box of garbage.
  4. "Medicine Thicket" (disease) - Wine + Hunter + Medicine. Reward: +40 prosperity, Hearty stew, +2 gold.

Map:

  • "Fortress" (-5): Let's find Wine and Scythe.

Week 9. Camp

Petitioners:

  1. "What is love for?" - Hunter required, 20 points. Reward: +10 prosperity.
  2. A girl with a basket wants to cast out demons. Refusal - +15 happiness.
  3. "School of Healers" - Requires 20 points and Hunter. Reward: +10 prosperity.

Map:

  • "Forest" (-5): We find a dead lion and two Metals. We decide who is to blame.
  • "Viya Lit's Estate" (-0): We go to the far left point of the map. We report the lion. Viya gets angry and kicks us out. She recognized the thief as her eldest daughter, Azalea, who had arrived here. Viya is already looking for her to hang her for theft.

In the camp, we discuss everything with the advisor. Then we lose consciousness again and find ourselves in that same dark forest. We return to the mythical creatures, sit down at the table and answer their questions. This time they do not let us go. We receive the achievement "Chic Company" .

Chapter 3... He sends a woman

1 week. Fortress

  • Royal chambers. The king's body was taken to the northeastern citadel, where all his troops are now located. While he is unconscious, the player takes on the role of the queen. In the bedroom, we conduct a dialogue with the adviser, carefully examine the crown standing on a pedestal, check the fireplace and examine the cradle with babies. Each time we visit the king, we say all the available lines - if you talk to him ten times, the achievement "I'm always here" will open.
  • Children's room. To the left along the corridor is a greenhouse where children play. Timo will apologize again for the incident with the onion. We will have a choice of three answers - the decision will remain in Timo's memory.
  • Throne room. There is no one here yet. We move further to the left.
  • Council Hall. We communicate with representatives of our forces: Witch, Hunter, Warrior and Strongman.
  • We are ending the week in conditions of acute resource shortages. New types of decrees are being introduced.

Week 2. Fortress

Fortress map:

  • Royal chambers. We study the fireplace - there is no fire in it yet, we will need to light it.
  • Children's room. The children found a treat - candied almonds.
  • Council Hall. To the right of the conference table there is Firewood - take it. Then head to the Witch - she will give you the Flint. Return to the chambers and light the fireplace.

The advisor persuades the queen to take on all duties of receiving petitioners while the monarch is unconscious. The witch Alina takes on the supervision of the children and the care of the king.

Petitioners:

  1. The woman just wants to see how the queen runs the state.
  2. "Warehouse Robbery" (Beast). 50 points. Participation: Hunter ×2. Reward: +20 progress.
  3. The man comes exclusively to watch the queen at work.

At the end of the week, a letter arrives. Queen Paloma of Atana is on the mend thanks to the help of Julian, who stole a medical treatise from us.

We spend resources on gold and provisions. We assign other agents to tasks.

Week 3. Fortress

Fortress map:

  • Royal chambers. We talk to the Witch. She shares the news: one of the babies was born with a tail. However, she considers it a blessing from higher powers.

Petitioners:

  1. Timo brings a gift - a doll. We can express our attitude to the gift.
  2. "Unsafe Roads" (Labor, Weather). Required: Witch and Hunter ×2. Reward: +30 progress.
  3. "Park Zones" (Weather, Labor). Required: 90 points. Reward: +30 progress.
  4. "Unexpected Storm" (Labor). Requires 90 points and special items. Penalty: -10.

Children's room. The children discovered a rare coin.

Throne room. An additional petitioner appears - a boy reports that the village is going to execute a woman who stole the lion Vi Lit. In the bedroom, we discuss this with the Warrior, decide to send him to rescue his daughter.

Kingdom map:

  • Verkhnie Malinki (–0) : Choose the phrases “Wait for a convenient opportunity” → “Now!”. Save the princess, get the item: Hearty stew.
  • Monetsky Ledge (–4) : We receive 2 packs of Herbs.

In the evening, the king watches the crying kikimora in oblivion.

We are passing a decree allowing the item market to open at the end of the week.

Week 4. Fortress

Petitioners:

  1. Stan brings in the rescued Azalea. She only has a broken arm.
  2. "Lost in the Thorns" (Labor). Required: Strongman ×2 and Scythe. Reward: +30 progress.
  3. "Evil Verses" (Labor). Participants: Strongman and Warrior ×2. Reward: +30 progress.
  4. "Mokosh Festival" (Labor). Requires 90 points. Can be refused without consequences.
  5. The merchant lord demands compensation for Azalea's actions. You need to collect 5 boxes of tools and provisions before the end of the 12th week. To fill the box, we turn to the advisor and add three items to it - for example, a hammer, a hearty stew and a dry ration.
  6. A girl named Veza appears - strong and determined. We can accept her into the ranks of agents.

Kingdom map:

  • Lower mountain ridge (–8) : 2 packs of Herbs, Dry rations.
  • Old Malinki (–4) : Hammer.
  • Meleski Village (–3) : Wine, Dry Rations ×2, Garbage ×2.

Fortress map:

  • Children's room. We witness a touching scene - Azalea's meeting with her sister and Timo.
  • Council Hall. We talk to Veza. To buy out her debt, we need 15 gold. After that, she will join us as an agent. She begins flirting with the mercenary Oleg, who unexpectedly reveals his origins - he came from Radovia.

Week 5. Fortress

Petitioners:

  1. If searches were previously conducted in the thorn bush, we will find people.
  2. Doctor Finaneush of Atana is suspected of being a spy. We can talk to him about his family's troubles. If we allow him to stay, he will give us Finan's Preparation ×3 - we will need to test it on the sick. He will live in the council chamber, next to the agents.
  3. Stan will ask us for help - you will need to talk to him in the agents' hall.
  4. Old lady. Asks to replace half of the arsenal. In fact, it's a scam. +10 to happiness.
  5. A creature nicknamed "Mermaid". You need to send 3 hunters. +30 to progress.
  6. "Rebel Guard" (labor, combat). Requires 2 Veza and a hunter. +40 to progress.

Kingdom map:

  • "Old Hunting Trail" (-3). Find 2 trash.
  • "Bogovo Village" (-6). We'll get a hearty stew.

Fortress map:

Council Hall :

  1. The hunter asks to find the last lion - he lives in the Old Ruins, in the south. If we find him, he will go to Kaladur.
  2. Oleg will tell about the death of his wife while crossing the mountains.
  3. Stan confesses his feelings for the witch Alina - we can help start a relationship. First, let's discuss her vials with Alina.

Children's bedroom : Azalea will briefly retell the book without pages. Timo will enter into a dialogue. Azalea will call us Morana - the goddess of winter and death.

In the evening : The King dreams of turning a giant wheel.

Week 6. Fortress

Petitioners:

  1. If you helped "Mermaid" earlier, the children will be found.
  2. "Hounds" (Beast). Warrior and hunter. +30 pro, Strong boots.
  3. "Trees' Trouble" (Illness, Labor). Hammer and Hunter. +30 pro.
  4. "Burning Oil" (Fight). Two hunters, a sword and another hunter. +30 pro.

Fortress map:

Children's Bedroom : Choosing a Nickname for the Youngest Daughter.

Council Hall :

  1. Alina dreams of entering the Institute of Bards. You need to pay 5 coins and answer three questions:
    - "I learn quickly" - "I'm just starting out" - "Torlando is our friend"
  2. We tell Stan that Alina wants to become a bard. He will decide to make a potion for her voice. You need 10 herbs. If all locations have already been searched, there will be herbs. Reward - Mask.
  3. We continue the conversation with Oleg about his wife. We learn that the amulet was sold to her by a merchant named Altrik. Oleg will give us a Special Bell so that we can mark this merchant.

In the evening : The king talks with the goblin and his wife.

Week 7. Fortress

Petitioners:

If you sent Alina's application, then in the morning you will receive a letter about her enrollment.

  1. "Burning Forest" (Calamity). Hunter, 3 witches and a watering can. +30 pro.
  2. Trader Altrik. Quest "Lost Cargo" (Espionage, Combat). You will need a bell and two hunters. +10 pro. If we use the bell, the merchant will later appear in the council hall.
  3. The daughter and Timo plan to clear snow in the winter for a fee, armed with shovels.
  4. "Pavlo's Ham" (Instruments). 90 points, no penalties.
  5. "Living Nightmare" (Disease, Monster). Hunter and medicine needed. +30 pro.
  6. "Frozen Well" (Weather). 60 points. If you refuse -10 to happiness.

Kingdom map:

  • "Abandoned Tents" (-5). Let's find a hammer.
  • "The Lion's Trail" (-0). The path to the south opens.
  • "Old Cat's Forest" (-3). Find Sturdy Boots.
  • "Old Ruins" (-4). Hearty stew and a live lion. We will receive the achievement "Hunting the Beast".

Fortress map:

Children's Bedroom : Conversation with Timo about his fears.

Council Hall :

  1. Oleg will talk to the merchant - we will learn that the medallion had no magical properties and would not have saved his wife. Upgrade: Oleg.
  2. Stan will hand Alina his potion. Upgrade: Stan.
  3. Alina admits that she has stage fright. To help, we give her the Mask - Stan will give her one, the rest can be purchased at the market at the end of the week.

Garden : To the left of the castle, a garden will open up - the hunter will make a shelter for the lion there. Upgrade: Velek. Also here we will find the escaped middle daughter. We talk to her about her friend Maya.

Week 8. Fortress

Petitioners:

From the letter we learn that Queen Paloma will soon give birth to an heir.

  1. "Burning Oil" (Fight). Two hunters and a warrior. +30 pro.
  2. If you completed "Ghouls", there will be no reward.
  3. If the witch Alina is sent to study to become a bard, she will be absent for 2 weeks. Will leave supplies: Dry rations ×2, Medicines ×2.
  4. "Deadly Smoke" (Calamity). Two warriors and a hunter. +30 pro.
  5. "A Minor Trouble" (Disaster). 60 points. If you refuse -10 happiness.
  6. "Reservoir Dogs" (Disease, Beast). Two hunters are needed. +30 pro.
  7. The Lord Merchant asks if we are ready to pay off our debts. If you have collected 5 boxes by this point, you will receive the achievement "Daverns Always Pay Their Bills". However, the cargo will not be collected immediately - the wagon will arrive only by the 12th week.

Kingdom map:

  • "Goat's Loop" (-4). Find 2 portions of herbs and wine.

Fortress map:

Garden : Conversation with Azalea.

The King's Dream : In the lower right corner, pick up the Branch and bring it to the Living Tree.

Week 9. Strengthening

Petitioners:

"Dangerous Games" (Fight 40): Strongman participates. If completed successfully — +15 to advancement.

- If the "Mad Dogs" quest is completed: you can get a Hammer and Dry Rations.

Lord Marcel arrives: with him is a detachment of soldiers and a certain acquaintance of the local feudal lord. He mistakes the heroine for the wife of the castle owner. There is an option to drive him away right away, but then he will inform the enemies about our whereabouts. It is much more profitable to let him stay. This is a necessary condition for one of the two possible achievements.

Sedani and Timo's daughter: looking for fresh ideas for earning money.

"Arson IV" (Disaster 60): requires a Strongman, a Watering Can, and another Strongman. Additionally, you can use two Hunters - then you will receive a gift: +3 gold, Incense Burner, and +60 to advancement.

- "Hot Bath" (Disaster 70): Refusing to cause a decrease in happiness by 15.

"This is just the beginning" (Disease, Labor 80): Medicine, Hunter, and Finan's Preparation are needed. If successful, +30 to advancement.

Kingdom map:

Maykovskaia seredina (–2): Herbs ×2, Metal ×2, Wine available.

Mara's Meadow (–2): Metal ×3, Trash ×2, Wine.

Fortress map:

Children's room: dialogue with children is possible.

- Garden: Marcel's detachment set up camp in it.

In the evening: at dinner, Marcel, eating meat, will ask about the heroine's family and share the news - he is heading to the queen, who recently gave birth to the "holy child of Atana". Whenever questions about Edemir's whereabouts are asked, it is best to answer that he is hunting.

Week 10. Strengthening

Petitioners:

- Marcel: in the morning it will turn out that he ate one of the five boxes of provisions. Supplies need to be replenished. Again, you will need to answer where Edemir is now. Marcel decides to stay for a longer period - we allow him to do so.

- Alina: If previously sent, now returns. Her skill has been improved.

"New Furnace" (Labor, Tools 90): Oleg ×2 participates. Reward — +30 to advancement.

"The Gift of Death" (Espionage 90): Oleg, Map and Mask are required. Success — +30 advancement.

"Arson II" (Espionage 60): use Veza. Get +40 advancement.

Kingdom map:

Corn Fields (-3): You can collect Herbs ×2 and Dry Rations.

Fishermen's Coast (-6): Hammer is obtained.

Fortress map:

- Council Chamber: Meet with Alina upon arrival.

In the evening: at dinner, Marcel says that it was he who ordered the lions. The merchant, who lost them on the way, was captured by him and locked in a dungeon. So, Janka is now his prisoner.

Week 11. Strengthening

Petitioners:

— In the morning it will turn out that Marcel has already consumed two of the five boxes of food.

A soldier reports on a poisoner cook: "Attack!" (Battle 90). Oleg ×2 and Sword participate. Rewards: +30 advancement, Dry rations.

- If the quest "Gift of Death" is completed: we receive Wine.

Lord Marcel: asks again about Edemir — we answer that he is hunting. Then Marcel expresses a desire to spend the night with Azalea, the middle daughter.

Daughter and Timo: propose a new idea - to earn money by brushing horses.

A soldier brings in an unconscious monk: it turns out he came from the country of Marseille. We allow the wounded man to remain.

"Comet" (Disaster 90): requires Witch and Dry Rations ×2. Successful completion — +30 advancement.

"In the Flame of a Candle" (Disaster 90): Oleg, the Witch, and Dry Rations participate. Rewards: +30 advancement, Shovel, Hearty Stew, and +10 gold.

- "Arson I" (Espionage 50): if refused - minus 10 to happiness.

Kingdom map:

Birch Mountain (–7): Metal ×3, Strong boots.

Totskaya Chapel (–7): Herbs ×2, Trash ×2.

Roadside Ditch (-2): a chance to save the dog. Choose one hero: Stan / Alina / Oleg. The one we choose will become Tsap's master.

Fortress map:

- Garden: you can talk to Azalea - Marcel has already tried to pester her.

Children's bedroom: we discuss preparation for the upcoming rituals.

Council Hall: examine the wounded monk. He needs treatment (Disease 90). You can use Finan's Preparations. Then talk to the doctor, tell him that you've given out all three of his vials. Talk to Marcel.

In the evening: Marcel talks about Baron Kavka — he plans to build a road near the castle in a couple of weeks. After that, he makes rude comments about King Eric's family and invites first Azalea and then the heroine to spend the night with him. Possible answers:

“…” — the heroine silently refuses, which gives the achievement “Nerves of Steel” .

- "I've had enough!" - the heroine ruins the dinner, for which we get the achievement "Yes, I'll get you" .

Week 12. Fortress

Petitioners:

From the very morning it became known: Marcel, without warning, consumed three of the five boxes with our supplies.

1. The rescued dog. The agent sent on a mission will not return to the fortress alone - he will bring a dog with him.

2. Marcel. Having come to us, he will announce his final departure and, without a twinge of conscience, will take the remaining supplies with him.

3. Quest "Pursuit" (Required: Espionage 50). Participants: Oleg x2 and Alina. If the operation is successful, as a reward we will receive: +30 progress, one Hammer, and +10 gold.

4. The "Meeting" quest (Espionage 90). We use Oleg and Alina twice. Successful completion will bring: +30 progress, a Potion, and +3 boxes of provisions.

5. Quest "Arson III" (Espionage + Disaster, difficulty 70). If refused: -15 to overall happiness.

6. The Merchant Lord. Having learned that Marcel was visiting us and that all the supplies had disappeared, the Merchant Lord reports that he has informed Atana of our location. The consequences are immediate: Baron Kavka's forces will soon be moving towards our region.

A message will arrive soon, written by Baron Kavka himself. We will decide to set up an ambush on the river to repel his attack. Before the clash, it is necessary to: train 5 squads of soldiers (you will need Agents and Tools) and reserve 5 boxes of provisions (we will use Tools, Combat, Labor and Food). You can start preparing immediately - just give the order through the advisor.

Kingdom map:

  • Waterfall View (cost: -6) Leads to the next area.
  • Kashuk Forest (cost: -3) - You can find Grass x2 and Hearty Stew there.

Fortress map:

Garden. Let's talk to Azalea. Let's discuss why we are called "Morana".

Children's bedroom. We tell our daughter about the dog. However, animals no longer interest her.

Council hall.

  1. The doctor will hand over two vials of Finan's Superior Medicine. After using them, he will officially join us as an agent.
  2. Let's talk with the awakened monk.
  3. Let's talk to the agent who has a dog. You can interact with the dog itself - and even feed it (if the Food indicator is 70). As a reward, we will receive Agent Tsapa - a dog that can be taken on missions, but only in a pair with a person. The "How to tame a dog" achievement will also open.

Evening of the same day. In his dream, the king goes to the right, picks up the Lion's Mane under a tree and takes it to the green kikimora.

Week 13. Fortress

Petitioners:

  1. Lord Jakub. Timo's father will return with him. We will have to choose what to tell Jakub about his son. He will also bring a prisoner named Julian. When he brought a certain book to Queen Paloma, he was called "The Hero of Atana", and then secretly deprived of his tongue. We will have the opportunity to learn his secrets if he learns to write. We will also decide whether to leave him in captivity or sentence him to death. Jakub will then become an agent.
  2. A musician without an instrument. A swindler. If you refuse, you'll get +10 happiness.
  3. Quest "Barracks Poisoning" (Espionage + Disease, difficulty 90). Participants: Oleg, dog x2, plus a Potion and Medicine will be required. A third dog will also be required. Upon successful completion - +40 to progress.
  4. Task "Lost Laundry" (Espionage 90). Refusal does not cause negative consequences.

Fortress map:

Children's bedroom. Jakub will tell the children a fairy tale. You can ask him additional questions.

Council hall.

  1. The monk is available for conversation again. If we allow him to stay, he will become a new agent named Mateo.
  2. We will talk to the doctor. We will inform him that all his samples have been used up. He will become an agent under the name of Doctor Finan. Bedroom. The doctor will examine the king, but his potion will be ineffective.

Week 14. Fortress

Petitioners:

  1. Quest "Attack!" (Battle 110). Jakub and Sword participate in the battle. Reward: +30 progress and Dry Rations.
  2. Daughter and Timo. The daughter earned 5 coins and trustingly hands them over to us for safekeeping.
  3. Azalea's daughter. Wants to talk in the garden. Invites us for a chat.
  4. Quest "The Frightened Lord" (Espionage 90). Jakub x2. Successful completion will give +30 progress.
  5. A robber nicknamed Snake. If you refuse - -10 to happiness.
  6. Fake gold. Cheater. Refusing will give +10 happiness.

We continue to invest resources in training soldiers and stockpiling provisions.

Fortress map:

  • Garden. We talk with my daughter about Marcel. Azalea will tell about Maya.
  • Bedroom. At my husband's bedside we share the news that Sedani has earned her first money on her own.

Evening. The king will begin construction of the house ordered by the elder.

At the end of the week, you will be able to choose what to do with the coins that Sedani gave you: spend them or keep them for safekeeping.

    To be continued...



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