Attention all Sabres of Infinity players! Are you struggling to make important decisions in the game? Look no further! This guide contains spoilers, so proceed with caution. We have compiled a comprehensive walkthrough and decision guide for all players. Make informed choices and understand their effects on your character’s stats. Don’t miss out on this helpful resource for the game that sets the foundation for the entire series. Let’s dive in!
Guide intro and terms
90% of all stat increases in the series happen in this game, so make them count. It is worth noting that unlike the sequels, the stat changes are straight adding/subtracting operations i.e. if your stat is 60 and have +10 change, the result would be 70 (compared to 64 in sequels – see the guides for the sequels for how exactly it works there)
Regarding stat checks and requirements, whenever I write you need x of stat, it means you need at least x in that stat. E.g. “If char is 50 then” means “If you have at least 50 of charisma”. Similarly “If char is not 50 then” means “If you do not have at least 50 of charisma”.
Stat gains are as already mentioned just simple addition/subtraction. E.g if I write +5 char it means you charisma increases by five (so if it was 50, it would increase to 55), similarly if I write -5 int, then your intellect decreases by five (so if it was 50, well, you can do the math yourself)
Main stats:
Soldiering – sol
How good you are at fighting, ridding horse etc. It is second most important stat for this game, but least important for sequels.
Charisma – char
How well spoken you are, how much do you inspire your men, but also how well can you read other people. Least important stat for this game, but quickly gains on importance with each sequel
Intellect – int
How smart and educated you are. Arguably the most important stat for the entire series (although charisma is equally if not more important by the Lords of Infinity)
Reputation – rep
Your reputation. Duh.
Personality stats:
These are almost never used for stat checks and are used mainly for changing how are things narrated. There are some times where these matter but it is pretty rare
Idealism – id
The closer this is to 100 the more idealistic you are, closer to 0 the more cynical you are. Loving king and country, being naive, supporting status quo, believing in the good fight, justice and good as well as believing you can win is idealistic, whereas being negative, questioning everything and wanting stuff to change is cynical.
Ruthlessness – ruth
The closer this is to 100 the more ruthless you are, closer to 0 the more merciful you are. What gets you what should be pretty self explanatory.
When describing choices in this game, only the choices and options that change something are listed. If choice and option has no effect, it will not be listed here except for cases when it can lead to further choices. Keep that in mind.
Note that after chapter 4 your chapter numbering might be different from the one in this guide since the game always number chapters in the order you get to them (so if after chapter 4 you choose Promotion, it is numbered as chapter 5 and not 7 as in this guide), so make sure to follow instructions in this guide which chapter is next.
Also note than if you want to check the games code, the chapters are numbered there +1 (So Prologue is Chapter1, Chapter 1 is Chapter2, etc). See this guide if you are interested in codediving: https://steamcommunity.com/sharedfiles/filedetails/?id=2940578150
Prologue
wealth 55
soldiering 30
charisma 30
intellect 30
reputation 20
health 75
idealism 50
ruthlessness 50
Your unit
discipline 25
morale 25
loyalty 25
Characters:
cazarosta 30
cenemy 0
elson 20
cunaris 50
ENTRY CHOICES
Report in: -2 id, +2 rep
Observe: +2 sol
Try to talk: +2 cha, -2 rep
If you chose Observe or Try to talk
Excuse: +2 id, +2 cha, -4 rep
Apologize: -2 id
WHERE ARE YOU FROM
The North: +50 wealth, +5 income
The West: -10 id, +10 health, +10 caz
The East: +5 sol, +10 rep, +15 cunaris
Aetoria: +8 int, +8 cha
HOW OLD ARE YOU
Age 14: -5 sol, -5 int, +12 id, -5 ruth
Age 18: no change
Age 25: +5 int, +5 cha, -5 id
Age 30: +10 int, +10 cha, -10 id, +10 ruth
WHAT GIFT DID YOUR FAMILY GAVE YOU
Sword: +10 sol, can prevent some health loss later if you do not have enough soldiering
Uniform: +10 cha
Books: +10 int now and another +5 int later in game
Introduction: +10 rep
Credit: +75 wealth
Continue with CHAPTER 1
Chapter 1 (Training)
At your service: +2 caz, +2 id, continue with TALK WITH CAZ below
I am new roommate: -2 caz, continue with ANYTHING ELSE below
Not take rudeness: -10 caz, +10 elson, continue with TALK WITH ELSON below
ANYTHING ELSE
Beg pardon: +1 caz, continue with TALK WITH CAZ below
Wait: -14 caz, +10 elson, continue with TALK WITH ELSON below
TALK WITH CAZ
Ask Cazarosta about himself: if cha is 31: +5 caz, otherwise -4 caz
TALK WITH ELSON
At your service: +3 elson,
I don’t see how: -10 elson, +2 ruth, -2 id, skip TALK WITH ELSON 2
TALK WITH ELSON 2
Ask about Dragoons: +2 sol
Ask about Elson: +2 elson
Now you get to choose how you did in training. You get to choose whether you are good, normal or bad with particular skill. Once an option is chosen, you cant pick that option again for other skills.
SOLDIERING
Breeze through: +20 sol
Is impossible!: -25 sol. If caz is 35: +10 sol (so only -15 sol in total)
INTELLECT
Do excellently: +20 int
Great weakness: -25 int. if elson is 25: +10 int (so only -15 sol in total)
CHARISMA
Already friends: +20 cha
I eat alone: -25 cha. Alas friendless means you have no friends to help you make up for the lack of friends.
WHAT TO DO?
Sparring with Caz:
If sol is 46: +10 caz,
otherwise if caz is 33: +10 caz, +15 sol
otherwise if sol is 31: +10 caz, +5 sol,
otherwise +10 sol
Socialize with Elson:
otherwise cha is 41: +5 elson, +10 rep,
otherwise int is 51: +5 elson, +15 rep
otherwise: +10 elson, +10 cha
Reconcile them: +5 id
if cha is 46: +5 caz, +5 elson, +5 rep
otherwise -5 caz, -5 elson
Need to improve: -10 id, +5 ruth, +5 sol, +5 int
ELSON IN TROUBLE
Continue on: -10 id, +15 ruth, caz is promoted
Ride ahead:
if sol is 31: +10 elson, -10 caz, -5 rep
otherwise -5 ruth, caz is promoted
Stop exercise myself: +5 id, -10 ruth
if cha is 51: -15 caz, +20 elson, -15 rep, +1 cenemy.
otherwise caz is promoted
If rep is less than 1: GAME OVER
Stay behind: -8 ruth, +5 id
if sol is 30 and int is 51: +15 elson, +9 rep
otherwise if sol is 30: +10 elson, +5 rep
otherwise -15 health, -10 sol, +5 elson, caz is promoted
If at the end of chapter caz is not 10: +1 cenemy
Continue with CHAPTER 2
Chapter 2 (Travel to Antar)
Fighting tips: +4 sol, -4 rep, -4 id
Socialize (sailors): if cha is 45: +4 cha, -4 rep
Conversation (officers): +4 int, +2 rep
Brush up: +6 int
FIGHT
Take command:
if caz was not promoted and (caz is 45 or cha is 60): You are in charge. Continue with BANEFIRE APPEARS below
otherwise: same as Join boarding, but you DO NOT get the +5 id, +5 elson, +5 caz
Join boarding: +5 id, +5 elson, +5 caz
if cenemy is 2 and elson is not 40 and sol is not 40: -10 health.
if cenemy is 2 continue with CAZ TRIED TO KILL ME below
otherwise NEXT CHAPTER
Go below: -5 id, -2 caz, -2 elson. NEXT CHAPTER
Talk out of: -10 id, -5 ruth. if cha is 65: -10 caz, -10 elson. NEXT CHAPTER
(YOU in charge) BANEFIRE APPEARS
Ignore it: -40 health
Hold up: if int is not 20: -40 health,
otherwise: +10 rep, +2 caz, +2 elson
(YOU in charge) BOARDING
Be bold: +4 id.
if sol is 40: +5 elson
otherwise if sol is not 40 and you did not get sword from your family: -10 health
Be cautious: -5 id
(CAZ in charge and cenemy is 2) CAZ TRIED TO KILL ME
Confront him: +1 cenemy
if caz is 30 and int is 50: -2 cenemy
otherwise if caz is 30: -1 cenemy
Reconcile: -5 ruth, -1 cenemy, +5 caz
Was an accident: +10 id
If you were in charge you get +5 caz, +10 elson, +150 wealth, and If you successfully avoided the banefire trap you will get The Cross of Saint Jerome medal (+ achievement Decorated)
If joined boarding you get +50 wealth.
If you sat on your ass, you get nothing.
Continue with CHAPTER 3
Chapter 3 (Noringia)
Town: continue with Town choices below
Club: skip to Club choices below
(Town) BEGGAR APPROACH
(if wealth is 51) Generous: -50 wealth, -8 ruth, +8 id
(if wealth is 16) Be fair: -15 wealth, -4 ruth, +4 id
(if wealth is 6) Be stingy: -5 wealth
Give nothing: if ruth is 61 or id is 5: -4 id, -4 ruth
otherwise: -5 wealth, go to WAS WEAK
(Town + Give nothing FAIL) WAS WEAK?
I was weak: +4 ruth, -4 id
(Town) LISTEN TO LANZAREL
Of course: You get two choices. First does not matter, for the second:
—-(Town + listen to Lanzarel) SUCH ACTIONS ARE…
—-Inconceivable!: -6 ruth, +6 id
—-Injust: +4 id, -2 ruth
—-Bitter necessity: -2 id
—-Burden lifted: -4 id, +6 ruth
if TOWN skip to HORSE OR SERGEANT
(Club) WHAT GAME
Tassenswerd:
if cha is 70: +10 wealth
otherwise if cha is 50: +5 wealth
otherwise if cha is 30: -5 wealth
otherwise: -10 wealth
Quie:
if int is 70: +10 wealth
otherwise if int is 50: +5 wealth
otherwise if int is 30: -5 wealth
otherwise: -10 wealth
HORSE OR SERGEANT?
You get to decide whether to pick first horse or sergeant. Whichever you pick, the other will lack one option compared to if you have picked it first.
HORSE
Official stables: horseskill = 25
If you want to buy your own horse:
Faith: horseskill = 35, costs 20 wealth. if cha is 50: costs only 15 wealth
(if picking horse first) Bulwark: horseskill = 50, costs 40 wealth. if cha is 50: costs only 30 wealth
Thunderer: +6 rep, horseskill = 75, costs 100 wealth, if cha is 60: costs only 75 wealth
WARNING! Deciding to buy a horse, but then changing your mind will give you a ♥♥♥♥♥♥ horseskill = 15 horse
Naming the requisitioned horse “none” (without the quotation marks) will make the game think its dead and will allow you to replace it with better one later. You have to pick the Reserve duty for that once you get that option.
SERGEANT:
Hernandes: -15 mor, +25 dis
Harlech: -15 loy, +25 mor
Fenton: -15 dis, +25 loy
(if picking sergeant first) Lanzerel: +5 loy, +5 mor, +5 dis
Continue with CHAPTER 4
Chapter 4 (First battle)
Drill relentlessly: +10 dis
if sgt is Hernandes: additional +5 dis
If cha is not 40: -5 mor
Gaint loyalty: +10 loy
if sgt is Fenton: additional +5 loy
if int is not 40: -5 dis
Inspire by example: +10 mor
if sgt is Harlech: +5 mor
if sol is not 40: -5 loy
if yout health is not 50: +15 health
PLAN THOUGHTS
Utter foolishness: -4 id
Too reckless: -2 id
Necessary: +2 id
Glorious: +5 id
Next any action you take will take some time (variable battletime, starts at 0). Battle starts when battletime is 12 or more.
GET THERE
Take it easy: +8 battletime
Pick up pace: +6 battletime, horses are tired
Damn the horses!: +3 battletime, horses are tired
if horseskill is not 25: additional +2 battletime
otherwise if int is not 40 and if (soldiering + 30) < horseskill: additional +2 battletime, -5 health
otherwise if int is not 40: additional +2 battletime, horses are exhausted
PLACING SEALS
Set exact: +4 battletime, normal seal strength
Extend pattern: +6 battletime, if int is 50: stronger seal strength
otherwise normal seal strength
Pocket seals: +4 battletime, +150 wealth later, if int is 50: normal seal strength
otherwise GAME OVER once the battle starts.
if battletime > 12 at any point, skip all in AMBUSH PREP
AMBUSH PREP
Care for horses: +2 battletime, horses are no longer tired EXCEPT for if they were exhausted
Block the road: +10 battleres, +2 battletime
Cut firing loops: +10 battleres, +2 battletime
The battle starts. To game uses variable battleres (starting at 0) to determine the outcome
if normal seal strength: +20 battleres
otherwise if stronger seal strength: +30 battleres
otherwise if you pocketed seals and failed the skill check: GAME OVER
if you blocked the road: + 10 battleres
if you cut fire loops: +10 battleres
otherwise -10 battleres
SHOULD YOU CHARGE
Mount up: If horses are not tired and morale is 25: +20 battleres
Also if dis is 40: +10 battleres, if horse is Thunderer and sol is 45: +10 battleres
Also if (horseskill > (sol + 30)) and sol is not 50: -10 health
otherwise if (horseskill < (sol + 30)) and sol is not 30: -10 health
Battle Result
if health 10 or less: GAME OVER
If battleres is 60: +4 rep and Gryphon of Rendower medal (+ achievement Decorated if it is your first medal)
If battleres is 60: SPLIT RANSOM
Generous: +10 loy
Fairly: +5 loy, +40 wealth
Regulations: +120 wealth
Keep all: +240 wealth, -10 loy, -8 rep
ELSON PROMOTED
Used his birth: -6 id
Pulled strings?: -2 id
Out of space: +6 id
if you were gifted books from your familyin ch1: +5 int
NEXT ASSIGNMENT
Patrol Duty: Go to CHAPTER 5
Reserve Duty: Go to CHAPTER 6
(if wealth is 250 or reputation is 40) Promotion: if rep is not 40: -250 wealth. Go to CHAPTER 7
Chapter 5 (Patrol)
otherwise:
if sgt is Harlech: -3 loy
if sgt is Hernandes: -3 mor
if sgt is Fenton: -3 dis
if sgt is Lanzerel: -3 rep
ROUTE
Eastern: +5 mor
Western: +5 dis
MEN TALKING
Eavesdrop or Ask what:
—-TALK TO MEN
—-Convince them: if cha is 60: +2id, -2 ruth. if loy is 40: learn secret
—-Bribe them: -50 wealth, -4 id,
—-Threaten them: -5 loy, if sol is 60: +4 ruth
TALK TO LEFEBVRE
Try to convince: if (sol is 60 or rep is 40) and (id is not 70 or did not do Reserve duty: learn secret
Threaten: if rep is 50 or int is 50: learn secret
Accept at face: -4 id
FIND GRENADIERS:
Follow orders: No search
Question them: Go to BURY OR SEARCH
(if you know secret) Lefebvre’s orders: Go to BURY OR SEARCH
Search myself: if sol is 30: search, otherwise: no search
BURY OR SEARCH
Help bury/burn bodies: no search
Find others: search
If no search go to REPORT BACK
If search: if sol is not 50 and int is not 50: go to REPORT BACK
otherwise: continue
WHAT TO DO?
Drag in chains: go to END CHAPTER
Escort as guests: -10 id, -10 ruth. If sgt is Lanzerel: +5 loy, if sgt is Harlech: -5 loy. Go to REPORT BACK.
Have them shot for murder: If ruth is not 40: continue with EXECUTE OR NO?, otherwise: go to EXECUTED
EXECUTE OR NO?
Broken laws: +10 ruth, Go to EXECUTED
I can’t do this: -10 ruth, Go to REPORT BACK
EXECUTED -6 rep, +10 id, +10 ruth
if sgt is Lanzerel: -5 loy
if sgt is Harlech: +5 loy
go to NEXT ASSIGNMENT
REPORT BACK
if executed the men or you do not know the secret: go to NEXT ASSIGNMENT
otherwise:
TELL ON LEFEBVRE TO DADDY HUNTER?
Keep quiet: Lefebvre likes you, if id is 65: +5 id, otherwise: if id is not 65: +100 wealth and if id is 36: -5 id
Tell Hunter: Lefebvre hates you
if (cha is 50 and rep is 40) or loy is 40 or sgt is Hernandes: +6 rep, achievement Heaven Knows, Earth Knows. You Know, I Know. Hunter promotes you early. Go to CHAPTER 7
otherwise: GAME OVER
NEXT ASSIGNMENT
if already did both assignments and wealth is not 250 and rep is not 40: GAME OVER
Otherwise:
(if not taken) Reserve duty: go to CHAPTER 5
Seek promotion to lieutenant: if rep is 40: go to CHAPTER 7
otherwise: -250 wealth, go to CHAPTER 7
Chapter 6 (Reserve)
otherwise:
if sgt is Harlech: -3 loy
if sgt is Hernandes: -3 mor
if sgt is Fenton: -3 dis
if sgt is Lanzerel: -3 rep
SUPPLIES?
– whatever you take will help you with particular tactic later in chapter(see PLANNING)
Grenades helps with Diversion
Extra shot helps with Frontal attack
Muskets helps with bluff
Won’t need: +6 rep later in chapter
PREDICTION
Routine: +4 id and later in chapter -5 loy
Prepare for anything: -4 id and later in chapter +5 loy
CARRECORT
This moron:
—-WHAT TO DO?
—-Take my leave: -15 rep, go to NEXT ASSIGNMENT
—-Stand and fight: GAME OVER
—-Assume command: continue with CONVINCE
Will not stand: -15 rep, go to NEXT ASSIGNMENT
CONVINCE
Better soldier: if sol is not 45: -8 rep
Better educated: if int is not 50 and not gifted books from family: -8 rep
Better leader: if cha is not 45: -8 rep
PLANNING
Frontal assault: If you have extra shot: +5 mor, +5 loy, +6 rep
otherwise if sol is 40: +4 rep
otherwise BAD END
Stage diversion: if you have grenades: +5 mor, +6 rep achievement No Doubts Or Fears
otherwise if int is 40: +5 mor, +4 rep
otherwise if horse is not Thunderer or Bulwark: horse gets killed
Bluff Antari: if have extra muskets: +10 morale, +6 rep
otherwise if cha is 40: bluff success
otherwise if dis is 40: bluff success, -5 mor
otherwise bluff fail -20 mor
if you did not take any supplies at the start of chapter, you gain +6 rep
CAREERCORT
Single bad decision: -15 ruth, +5 id
Incompetent and disgrace: +10 ruth, -5 id
if your horse died or it was requisitioned horse named “none”
HORSE REPLACE
Requisition: horseskill = 30, horse named Oakum
20 crowns: horseskill = 40, horse named Nightdancer, -20 wealth
50 crowns: horseskill = 50, horse named Hatchet, -50 wealth
80 crowns: horseskill = 70, horse named Scimitar, -80 wealth
if you did frontal assault or successful bluff you get the runegun
RUNEGUN
Sell it: +100 wealth
Keep it: +15 sol, pretty much guarantees for the rest of the series that whenever you try to shoot something it is absolutely obliterated without need for any soldiering checks
Give to the best: +10 mor, +10 dis
NEXT ASSIGNMENT
if already did both assignments and wealth is not 250 and rep is not 40: GAME OVER
Otherwise:
(if not taken) Patrol duty: go to CHAPTER 5
Seek promotion to lieutenant: if rep is 40: go to CHAPTER 7
otherwise: -250 wealth, go to CHAPTER 7
Chapter 7 (Promotion)
UNIFORM
Do away with: -5 id
Alter old one: +5 id
HOW DO YOU FEEL
Confident: +5 id
Was a mistake: -5 id
FREE TIME
Gamble and socialize:
—-Casually: if cha is 70: -5 ruth, +50 wealth, +5 rep
otherwise: if cha is 30: -5 ruth, +5 cha, +2 rep
otherwise: -5 ruth, +10 cha, -50 wealth, if wealth < 0 due to deduction: -8 rep, wealth set to 0
—-Seriously: if cha is 70: +5 ruth, -8 rep, +500 wealth
otherwise: if cha is 30: +5 ruth, +50 wealth
otherwise: +5 ruth, -12 rep, lose all money
Hone body and mind: +10 sol, +5 rep
Remain with Duke: +5 cunaris
—-Start conversation: +8 rep, +2 int, +15 cunaris
—-Ask to read his books: +5 cunaris, +10 int
Learn Antari: -10 wealth, you learn basics of the language
YOUR MEN ARRIVE
Your troop gets -15 dis, -15 mor, -15 loy
NEW NON-COMS
Biggest men: +15 dis, -10 mor
Most educated: +15 loy, -10 dis
Most popular: +15 mor, -10 loy
Old patrol: +5 dis, +5 mor, +5 loy
WORK ON
Discipline: +10 dis, -5 mor
Clean equipment: +10 mor, -5 loy
Light hand: +10 loy, -5 dis
LODGING
Bear with it: -10 dis, -10 mor, -10 loy
Intercede: if rep is 50: -5 mor, otherwise: -10 mor, -10 dis
Rent myself: -60 wealth, -10 ruth, -5 rep, +10 loy, +10 mor
if you got promoted immediately after Chapter 5 or did either Patrol or Reserve duty (but not both unless you got promoted early by Hunter) you get +5 dis and following event:
—-PIG BUTCHERY:
—-Hang him: +10 ruth, +10 dis, -5 loy
—-Pay wages: +5 dis, -5 loy, +5 rep
—-Light punishment: -5 ruth, +5 loy, +5 mor, -5 rep
—-Do nothing: -10 ruth, +10 loy, +10 mor, -10 dis
if you got promoted immediately after Chapter 5 or did only Patrol duty and got promoted by Hunter you get +5 dis, +5 mor, +5 loy and following event:
—-GUN PROBLEMS
—-Hope no more: -5 mor, -5 loy
—-Inspection: -15 wealth
—-Replace all: -50 wealth, +5 mor, +10 loy
—-(if wealth is 500) The finest!: -500 wealth, +15 mor, +15 loy, +10 dis, +8 rep, helps with one check in one path of the sequel
ELSON
My men are ready: +8 elson
A bit rough: +2 elson
No guarantees: -2 elson
A right awful mess: if id is 41: -4 elson
Continue with CHAPTER 8
Chapter 8 (Planning)
otherwise go to WHOSE PLAN
MUTINY:
Ignore it:
—-BEHIND YOU
—-Fight!: if sol is 40: go to ATTACKER CAUGHT, otherwise: you get a warning, Go to WHOSE PLAN
—-Wait: you get a warning, Go to WHOSE PLAN
Keep eye out: go to ATTACKER CAUGHT
Pre-emptive action: Attacker runs away. Go to WHOSE PLAN
ATTACKER CAUGHT
Return to tent: +10 loy, -5 dis, -5 ruth, +5 id
Assemble patrol: +10 dis, -5 mor
Slit throat: +10 dis, +5 loy, -10 id, +10 ruth
WHOSE PLAN
Elson’s:
—-YOUR OPINION ON PLAN
—-Graceful: +5 id
—-Merciful: -5 ruth
Caz’s:
—-YOUR OPINION ON PLAN
—-Have a way out: -5 id
—-Chance to destroy: +5 ruth
MEALTIME
Elson:
—-Ask about promotion: if Elson is not 40: -5 Elson, otherwise: +5 Elson
—-Ask about Caz’s plan:
——–Convince of military necessity: if int is 50: +5 Elson, convinced use Caz’s plan
——–Force of personality: if cha is 50: +5 Elson, convinced use Caz’s plan
——–Use friendship: if Elson is 50: +5 Elson, convinced use Caz’s plan
——–No changing minds: +2 Elson
—-Nothing of importance: if Elson is 50: +5 Elson
Caz:
—-Comment on change: if caz is 50: -5 Caz, otherwise if char is not 60: +5 Caz
—-Ask about Elson’s plan: -2 Caz
—-(if cenemy is 1) Try to make peace: set cenemy to 0
—-Small talk: if Caz is 50 and sol is not 60: +4 sol
My men: +2 mor, +5 loy
If you convinced Elson to use Caz’s plan go to CHAPTER 10a
otherwise:
WHOSE PLAN
Elson: +1 cenemy, -10 caz, go with Elson’s plan
Caz: -10 Elson, go with Caz’s plan, if cha >= 50: +6 Elson
Stay out of it: Go with Elson’s plan. if Elson >= 60: -4 Elson, otherwise: -6 rep
(if int is 55) Own plan: If Elson is 40 and rep is 20: Go with own plan, otherwise pick again
If own plan:
My brilliant plan: +6 id
I hope: +2 id
May be doomed: -2 id
Get everyone killed!: -6 id
if Caz’s plan:
(if caz >= 50) I trust him!: -4 loy, +10 id
I trust his ability: +5 id
Perhaps right: -5 id
(if cenemy >= 1) Not to be trusted: -10 id
if dis < 40: -4 rep (In case of Caz’s plan it is actually bugged and you get the -4 rep no matter the discipline)
if plan = Caz: go to CHAPTER 9a
if plan = Elson: go to CHAPTER 9b
if plan = own: go to CHAPTER 9c
Chapter 9a (Caz)
VOLUNTEER?
Volunteer for flanking: Continue with FORD below (Camp attacker path)
Say nothing: skip all the way down to FORMATION (Ambush path). Note that you will not be able to get a decoration on this path.
Camp attacker path
FORD
Leave horses, do scout: -2 loy, you unmount, -10 battlewin
Leave horses, no delay: you unmount, if sol is not 50: below scene occurs
—-TOO COLD
—-They are my men: +6 loy, -5 battlewin
—-We must press on: +2 loy, -2 mor
—-No time for this: if cha is not 50: -6 loy, -6 mor
Take horses, do scout: you stay mounted, -2 loy, -20 battlewin
Take horses, no delay: you stay mounted, -5 battlewin, if dis is 30: +1 casualties, -2 loy, -2 mor
otherwise: +5 casualties, -8 loy, -8 mor
COURSE OF ACTION
(if stayed mounted and battlewin is 45) Charge: if sol is not 60: +2 casualties,
go to IN THE CAMP
(if battlewin is 50) Approach on foot: battlewin set to 40, if sol is 45 or int is 35: +10 battlewin,
go to IN THE CAMP
Bluff: if you speak antari: battlewin is set to 60 and go to END BATTLE
otherwise: if cha is 60: battlewin is set to 50, go to IN THE CAMP
otherwise: if loy is not 45: -10 health, (GAME OVER if health below 1)
Go to FRONTAL ATTACK below and
(if battlewin is not 36) Shoot sentries: go to FRONTAL ATTACK below
(if you have runegun or gave it to Campos and battlewin is not 35) Shoot gate: if gave runegun to Campos or int is 40: set battlewin to 50
otherwise: int < 40: set battlewin to 40 and if loy is not 45: -10 health, GAME OVER if health below 1
go to IN THE CAMP
FRONTAL ATTACK
if mor is 50: +2 casualties, battlewin is set 50
otherwise: if sol is 60: +6 casualties and if ruth is 60: +8 mor
otherwise if sol >= 30: +9 casualties, battlewin set to 40
otherwise: GAME OVER
IN THE CAMP
If mounted:
If battlewin is 50: skip to END BATTLE
otherwise skip to (Mounted) PLAN
If on foot:
if battlewin is 60: no casualties from this, skip to END BATTLE
otherwise: if dis is 40: +4 casualties,
otherwise: +10 casualties
Additionaly if battlewin is 40: +6 casualties
(On foot) DUEL
Sabre to sabre!: +10 id, if sol is not 35: GAME OVER
otherwise if sol is not 65: -4 cha, -15 health, (GAME OVER if health below 1)
Just shoot him: -4 id, +4 ruth
(if loy >= 25) I rally men: +2 casualties
(On foot) ENEMY DEFEAT
if (casualties is 12 and sol is not 50) or casualties is 20: GAME OVER
otherwise skip to END BATTLE
(Mounted) PLAN
Keep together: if dis is not 40: +5 casualties
Set loose: if mor is not 40: +5 casualties
Distract enemy: if loy is not 40: -10 health, (GAME OVER if health below 1)
END BATTLE
(if hmounted) Run down: if dis is 35: +20 battlewin, +6 Elson
otherwise: +4 casualties, +10 battlewin
(if on foot) Harass: if loy is 26 and dis is 50: +10 battlewin
otherwise if loy is not 25: Same as Sack
Kill: You massacre the Antari, +10 ruth, -15 Elson, +4 mor, +4 loy
—-ELSON IS NOT HAPPY
—-Must unleash: +4 ruth, -4 id, -5 elson, +5 caz, -10 rep
—-You are correct: +4 id, +5 elson, -8 caz
Sack: -4 id, -10 battlewin, -6 caz, if int is 60: +165 wealth,
otherwise: +70 wealth
+10 battlewin
if casualties is 12: -4 loy, -4 mor,
otherwise if casualties is 5 and is not 12: +4 loy, +4 mor
otherwise if casualties is 0: +10 loy, +10 mor,
if battlewin is 70: you get the The Meritorious Service Order medal at the beginning of next chapter
Go to CHAPTER 10
Ambush path
FORMATION:
– what you pick affect what troop stat is checked to avoid casualties later (need 40 in that stat)
Skirmish Line: Morale
Extended Line: Discipline
Tongs-and-Hammer: Loyalty
if Elson >= 50:
ELSON CHAT
Hardly as bad: +10 id, +6 Elson
Die with pride: +5 id, +4 Elson
Honour not worth: -5 Elson, -5 id
Disservice: -5 Elson
if Elson <= 50:
WAR CHAT
Near-impossible: -4 id
Might not survive: -6 id
But an end: +2 ruth
Not punished: +6 ruth, +8 id
No objection: +4 id
CAZ LATE
Reassure: +4 id
Cut losses: -6 id, +2 ruth, -4 Elson
All his fault: +4 ruth, -8 Elson
Unwise: -4 id, +2 Elson
MIXED CROWD
Give fire: +10 ruth, -5 id, if loy is not 65: -15 Elson, -10 rep
if skirmish and mor is not 40: +5 casualties
otherwise if extended line and dis is not 40: +5 casualties
otherwise if Tongs-and-Hammer and loy is not 40: +5 casualties
Hold fire; -10 ruth, -5 id, -8 caz, +2 Elson
+10 battlewin
if casualties is 5: +4 loy, +4 mor,
otherwise if casualties is 0: +10 loy, +10 mor
Alas, no medal for you, unless you cheat, then if battlewin is 70: you get the The Meritorious Service Order medal at the beginning of next chapter
Continue with CHAPTER 10
Chapter 9b (Elson)
if you did both Patrol and Reserve duties, Caz has seniority on you and thus first pick, skip all the way to WAIT? (Burn Camp path)
Otherwise:
VOLUNTEER TO
Draw out enemy forces: continue with OPTIONS below (Bait path)
Burn enemy camp: skip all the way to WAIT? (Burn Camp path)
Bait path
OPTIONS
– each option helps with specific option in the next choice. Choosing different options will cause you to need to pass a skill check
Pretend to be scouts: guarantees that Pretend to leave succeeds
Act as raiders: guarantees that Taunt succeeds
Harass: guarantees that Begin firing succeeds (but causes +3 casualties if you pick that option)
COURSE OF ACTION:
Pretend to leave: if cha is not 50 and Pretend to be scouts was not chosen before: FAIL
Taunt: if do not you speak antari and Act as raiders was not chosen before: FAIL
Begin firing: if sol is not 50 and Harass was not chosen before: FAIL
otherwise if Harass was chosen: +3 casualties
If FAIL: -4 loy, -4 mor, +8 casualties, -20 battlewin
MAKE DECISION:
Draw steel: if mor is not 30 and loy is not 30 and dis is not 30: GAME OVER
Otherwise: if sol is not 40: -10 health, (GAME OVER if health below 1)
Additionally: if dis is 40: +6 casualties, +10 battlewin
otherwise: +12 casualties, -10 battlewin
Additionally if sol is 40 or horse is Thunderer or Scimitar: +10 battlewin
otherwise if sol is not 40 and horse is not Thunderer or Scimitar: GAME OVER
Fire as withdraw: if dis is 51 and mor is 50: +10 battlewin
otherwise: if dis is not 50 and mor is 50: +3 casualties
Additionally if dis is not 35: +6 casualties
Withdraw: if dis is not 35: +6 casualties
skip to Paths unite
Burn Camp path
WAIT?
Move in: if loy is 45: +3 casualties, +10 battlewin
otherwise if sol is 65: +2 casualties, +10 battlewin
otherwise: if sol is not 50: +6 casualties
Wait until: +2 casualties
Ensure that: -4 mor, -4 loy, -10 battlewin
TORCHING
(if you speak Antari) Warn civilians: -10 ruth
Leave a way out: -2 ruth
Jam the gate: +8 ruth
Paths unite
if casualties is 16: GAME OVER
ANNIHILATE?
Run down: +10 ruth, +10 battlewin, you massacre the antari -15 Elson, -8 rep, continue with PURSUIT
Let Antari go: -5 ruth, skip to END CHAPTER:
PURSUIT
Our duty is to destroy: +2 caz, +8 id
It was a fine bit of sport: -4 caz, +1 cenemy, +5 ruth
Necessary measure: +5 caz
END CHAPTER:
+10 battlewin
if casualties is 12: -4 loy, -4 mor,
otherwise if casualties is 5 and is not 12: +4 loy, +4 mor
otherwise if casualties is 0: +10 loy, +10 mor
if battlewin is 70: you get the The Meritorious Service Order medal at the beginning of next chapter
Go to CHAPTER 10
Chapter 9c (Your plan)
SKIRMISH:
Caz: will succeed.
Elson: will fail.
You: If sol is 45 and dis is 40: you will succeed, otherwise you fail
TALKING TO ANTARI:
Caz: will fail.
Elson: will succeed.
You: If you speak Antari and char is 50: you will succeed, otherwise you fail
PLACING SEALS:
Caz: will fail.
Elson: will succeed.
You: will succeed.
If everyone succeeded:
+15 mor, +15 loy, achievement A Cunning Plan, you will get the The Meritorious Service Order medal at the beginning of next chapter
PRISONERS
Let them all go: -10 ruth, +6 id, +8 Elson, -5 Caz, +1 cenemy
Ransom, let rest leave: -5 ruth, +5 Elson, you will get +800 wealth in the sequel
Ransom, kill rest: +5 ruth, -2 id, +5 Caz, -5 Elson, you will get +800 wealth in the sequel and you massacre the rest of Antari
(if ruth is 45) Kill them all: +15 ruth, +5 id, Elson = 25, -5 Caz, you massacre the Antari
Continue with CHAPTER 10
If there was more than 1 failed task: skip to PLAN 2 (it seems that there is missing case for when two or more tasks failed and thus the jump to Elsons new plan is very abrupt and must very much be a bug)
Otherwise:
FALL BACK?
You’re right: you pack up and leave, +4 Elson, skip to FAIL:
No sir: if loy is not 30 or mor is not 30: you pack up and leave, -6 Elson, skip to FAIL:
PLAN 2:Electric Boogaloo
Plan will work: +6 id
Might work: +2 id
Fool’s gambit: -4 id
All going to die: -8 id
if there was more than one failed task in the original plan the new plan fails: skip to FAIL:
otherwise the new plan succeeds: +15 mor, +15 loy, you will get +800 wealth in the sequel
HOW FEEL?
We did well: +5 id
Without losing: -5 ruth
Stuck to plan: -5 id
Some triumph!: +5 ruth
Continue with CHAPTER 10
FAIL:
if mor is not 30 and loy is not 30: GAME OVER + achievement Oops, Sorry Sir!
otherwise -20 mor, -20 loy
Continue with CHAPTER 10
Chapter 10 (Socializing)
Additionally if you used your own plan and executed it correctly (everyone succeeded in their task): +10 rep
if you met the conditions in the previous chapter you will get The Meritorious Service Order medal (+ achievement Decorated if it is your first medal and achievement Compleat Soldier if it is your third)
if you massacred the Antari you get following event:
CUNARIS IS ANGRY
Military necessity: -2 id, +2 ruth, -10 cunaris
Sincerely apologize: -4 ruth, +5 id
Apologize, no oaths: -5 cunaris, -5 id
Feign ignorance: -20 cunaris, -4 rep
ELSON TALK
I reassure: +2 Elson, if chais 40: +4 Elson
ELVES ARRIVE
Take a look: +2 id
—–WOMAN SOLDIERS
—–Frightening notion: +1 feminist
—–Follow their example?: +1 feminist
—–If only!: +2 feminist
Ignore it: -2 id
(feminist is secret stat that has no effect in this game, but matters a bit in sequels (but is predominantly used in narration))
ANNOUNCED
Let them remember me: if rep is 30: +2 rep, otherwise: -4 rep
Everything: if repis 55: +4 rep, otherwise: -8 rep
BANQUET
Join Hunter and Hartigan in their conversation:
—-HUNTER & HARTIGAN
—-Light cavalry are most dangerous: +2 Elson
Speak with Cazarosta:
—-ELSON CONCERNED
—-Perhaps you are right: +4 Elson
—-It would be rude not to: You get to talk with Caz, if both conversation options with Caz are selected before leaving you get: -6 rep
Chapter 11 (intro)
Absolutely sir: +3 id, +4 rep
—-REAL OPINION
—-Actually confident: +5 id
—-I’m lying: -3 id
I’ve my doubts: +3 id
I cannot say: -5 id
if elson >= 50:
ELSON GLUM
Remind him: if int is 45: +5 Elson, otherwise: -2 Elson
Cheer him up: if cha is 45: +5 Elson
HUSSARS ARE HERE
I remind Elson: -2 Elson, -4 id
Elson is right: +2 Elson, +4 id
HUSSARS IN FOREST
Next move: +4 id
How do we survive: -5 id, -3 Elson
WHO WILL STAY?:
Volunteer to guard the castle: Go to CHAPTER 11 (Defence)
Not a chance!: Go to CHAPTER 11 (Attack)
Chance to escape:
—-ARE YOU SURE?
—-Yes: You escape. Go to Epilogue
—-No, I have changed my mind: Go to CHAPTER 11 (Defence)
Chapter 11 (Defence)
CAZ WANTS COMMAND
Try to convince: if int is 50: you retain command, otherwise Caz in charge
Persuade Cazarosta: if cha >= 50: you retain command, otherwise Caz in charge
(if Caz > 65) Have faith: You retain command
Has no right: -15 caz, Caz in charge, if caz is not 30: cenemy is set to 1
I allow it Caz in charge
KEANE
What manner of cowardice?: +5 id
Begin withdrawal?: -5 id
(if you are in command) We will stand and hold this position: +5 id
WITTELBROOK
Surely I shall:
—-WITTELBROOK IS COWARD
—-Convince Wittelbrook: if int is 60: +6 caz, Caz gives you command back.
otherwise: go to PASSAGE BLOCKING PREPARATION
—-I speak to his men: if char is 60: +6 caz, Caz gives you command back.
otherwise: go to PASSAGE BLOCKING PREPARATION
—-Do nothing: Go to PASSAGE BLOCKING PREPARATION
I shall not: -10 Caz, you get no support in battle. Go to PASSAGE BLOCKING PREPARATION
If you have command or Caz gave it back you get to choose:
WHERE TO DEPLOY
My men alone: continue with PASSAGE BLOCKING PREPARATION (Passage defence path)
Cazarosta’s men reinforcing my own: you will face enemy with Caz’s men. Continue with PASSAGE BLOCKING PREPARATION (Passage defence path)
Deploy in castle towers: skip to continue with POSITION (Catle defence path)
(Passage defence path)
PASSAGE BLOCKING PREPARATION
Rally the men with speech:
—-WHAT SPEECH?
—-(if cha is 35)Remind of duty: +8 dis
—-(if cha is 35)Convince them: +8 mor
—-(if cha is 35)Swear to them: +8 loy
A barricade:
—-(if int is 60) Most damage: you build barricade, you will repel first attack without any skill check and losing any men
—-(if int is 45) Slow down: you build barricade, -15 attack later in chapter
—-Straight barricade: you build barricade
Prepare ground:
—-(if int is 50) Hiding places: -15 attack
—-(if int is 30) Partially conceal: -15 attack, -4 men
—-Dig holes: -5 attack
if mor is not 40 or loy is not 40: -6 men
additionally you always get free -15 attack
if you built any barricade: -10 attack
if you built any barricade and it is the most damaging one: skip First attack
otherwise:
First attack
-3 men
Additionally:
if dis is 40: continue to WHAT NOW?
otherwise if you have Caz’s men: -6 men, continue to WHAT NOW?
otherwise:
—-YOUR LINE BEGINS TO BREAK
—-Attempt to rally: if cha is not 45: -4 men, otherwise GAME OVER + achievement Red Martyr
—-Lead by example: if sol is not45: otherwise GAME OVER + achievement Red Martyr
—-Keep fighting: -10 men, -20 health. if health below 1: GAME OVER + achievement Red Martyr
if dis is not 30: -6 men
WHAT NOW?
Until the ending: +5 id, if mor is not 20 or loy is not 20: GAME OVER + if sgt is not Harlech: achievement Oops, Sorry Sir!
Use our sabres: -5 id, if mor is not 20 or loy is not 20: GAME OVER + if sgt is not Harlech: achievement Oops, Sorry Sir!
Allow men to leave: -5 id, -10 ruth,
if (mor is 30 and is not 60) or (loy is 30 and is not 60): -4 men, +15 loy, +15 mor
otherwise if mor is not 30 or loy is not 30: -10 men, +15 loy, +15 mor
Not going to die: You escape. Go to Epilogue
if you built a slow down barricade: -15 attack
HUSSAR IS ATTACKING:
Face head on: if sol is 65: -30 attack, hussar is killed
otherwise if sol is 25: hussar is still alive
otherwise: GAME OVER + achievement Red Martyr
Be clever: if int is 50 and sol is 25: hussar is killed
otherwise if int is 50: hussar is still alive
otherwise: GAME OVER + achievement Red Martyr
Rally my men: if cha is 40 and loy is 35 and mor is 35: -1 men, hussar is killed
otherwise: -4 men, continue to HUSSAR STILL ALIVE
If hussar is still alive:
HUSSAR STILL ALIVE
if Caz hates you (cenemy is 1): GAME OVER
otherwise if you have Caz’s men with you and caz is 55: hussar is killed
otherwise if loy is 70: hussar is killed, but your sergeant dies
otherwise if have no support (you let WITTELBROOK and his men leave): -25 health, if health below 1: GAME OVER + achievement Red Martyr
otherwise: GAME OVER + achievement Red Martyr
If hussar was killed:
HUSSAR DEAD
if have some support (you did not let WITTELBROOK and his men leave): -20 attack
if men is not 20: GAME OVER + achievement Red Martyr
if (dis+15) is less than attack: GAME OVER + achievement Red Martyr
CONGRATULATIONS! you survived the battle! Achivement Hold the Line
If you were in charge you get +20 rep
Go to EPILOGUE
(Catle defence path)
POSITION
(if int is 50) Widest lanes of fire: +5 mor, -2 men
(if int is 30) Protected as possible: -1 men
Deploy along the tops: -8 men
Put men in vacant positions: -4 men
WHAT NEXT?
(if caz is not 30 and cenemy is not 0) Hold fire: +1 cenemy, caz is set to 25, +15 ruth, -15 id, -10 attack
(if int >= 40) Single out officers: -4 id, -10 attack
On front ranks: if dis is 45: -10 attack
Into mass: -5 attack
WHAT NOW?
Until the ending: +5 id, if mor is not 15 or loy is not 15: GAME OVER + if sgt is not Harlech: achievement Oops, Sorry Sir!
Use our sabres: -5 id, if mor is not 15or loy is not 15: GAME OVER + if sgt is not Harlech: achievement Oops, Sorry Sir!
Allow men to leave: -5 id, -10 ruth,
if (mor is 30 and is not 60) or (loy is 30 and is not 60): -4 men, +15 loy, +15 mor
otherwise if mor is not 30 or loy is not 30: -10 men, +15 loy, +15 mor
Not going to die: You escape. Go to Epilogue
You get free -15 attack
HUSSARS DRAW NEAR
Order to reinforce: -25 attack, if dis < attack: GAME OVER + achievement Red Martyr
Wait until hit: -25 attack, if mor < attack: GAME OVER + achievement Red Martyr
Wait until engaged: +5 ruth, -40 attack, if dis < attack and mor < attack: GAME OVER + achievement Red Martyr
CONGRATULATIONS! you survived the battle! Achivement Hold the Line
If you were in charge you get +20 rep
Go to EPILOGUE
Chapter 11 (Attack)
if loy is not 50 or mor is not 50:
MEN DO NOT REACT WELL
Try to convince: if cha is 40: +10 loy, +10 mor
PREPARE
(if cha is 50) Speech: +15 mor
(if int is 50) Re-arrange: +15 dis
Opportunity to withdraw: -10 ruth, if loy is 60: continue
otherwise: if loy is 40: +8 loy, -4 men
otherwise: if loy is 20: +20 loy, -7 men
otherwise: GAME OVER + achievement Red Martyr
if dis is not 35: -5 men
GETTING SWARMED
(if dis is 45) Still intact, cut way out: A4
(if dis is not 45) Rally to me, cut way out: -2 men, if sol is not 35: -20 health
Rush the enemy: if sol is not 40: -15 health
Shoot them: if sol is not 40 and dis is not 35: GAME OVER + achievement Red Martyr
Ride them down: if sol is not 25: GAME OVER + achievement Red Martyr
otherwise if sol is 25 and horseskill is not 60: -15 health
if health below 1: GAME OVER + achievement Red Martyr
if loy is not 41: -8 men
if id is 65: -5 mor
ELSON’S GLORY
Are we truly: -10 Elson and choose again
Our imperative: +5 id
Do not like it: -5 id
Will not order: -5 id, if elson is not 70: set elson to 15, otherwise: -30 Elson
+ you withdraw to the castle, go to PASSAGE BLOCKING PREPARATION in CHAPTER 11 (Defence)
This battle is lost: -10 id, Elson set to 0, you escape (Go to EPILOGUE)
if mor is not 35 or loy is not 35: GAME OVER + achievement Red Martyr
if dis is not 40: -10 men, + if sol is not 40: -10 health, if health below 1: GAME OVER + achievement Red Martyr
-6 men no matter what
if men is not 18: GAME OVER + achievement Red Martyr
if sol is 65: -5 men
otherwise: if mor is 60: -10 mor
otherwise: if loy is 45: your sergeant is killed.
otherwise: GAME OVER + achievement Red Martyr
CONGRATULATIONS! you survived the battle!
You get +20 rep and achievement For Ruin and the World’s Ending
If you did Reserve duty in the past (and thus met Carrecourt) you will get achievement Rose, Harbour, Dragon, Tower and Wolf
Epilogue
you get promoted to Captain
if rep is 35 you get knighted (achievement Knight of the Red)
if age is 30 you get achievement An Old, Bold Soldier
if id is 69 and ruth is 69 you get achievement Exitus Acta Probat
if id is not 30 and ruth is not 30 you get achievement No Cause Worth Killing For
If rep is 70 and you got all three decorations: you get achievement National Hero
END OF GAME
If you did escape from battle:
rep set to 10, sgt is killed
if you chose to attack in Chapter 11 before escaping and loy is not 20: your men will kill you, GAME OVER + achievement Oops, Sorry Sir!
You character will contemplate suicide
To not kill yourself you need pass one of the checks associated with each option. If you fail you get choose again. You will kill yourself if you run out of options.
My family: wealth is 750
The men I have left behind: loy is 60 and you chose to attack in last chapter
My fellow officers: Caz is 65 or Elson is 65:
My country: sol is 70 or int is 70 or cha is 70
Pulling the trigger: You kill yourself
If you kill yourself you get achievement Shred of Honour
If you do not kill yourself:
if age is 30 you get achievement An Old, Bold Soldier
if id is 69 and ruth is 69 you get achievement Exitus Acta Probat
if id is not 30 and ruth is not 30 you get achievement No Cause Worth Killing For
END OF GAME
And that wraps up our share on Sabres of Infinity: Walkthrough and decision guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by SuperBearNut, who deserves all the credit. Happy gaming!
Thank you so much for this! Do you intend to continue with the other installments?