Lords of Infinity Saboteur Battle Guide

Need something to do with sabotage in Lords of Infinity? We’ve explained it for you in our guide, which we will continue to update on saboteur Chapters 11b and 12a. We will continue to update as new information becomes available. Good and bad points and everything you need about Saboteur Battle is in our Lords of Infinity Saboteur Battle guide.

Lords of Infinity Saboteur Battle Guide

Welcome to our Lords of Infinity Saboteur Battle Guide. We’ve explained it for you in our guide, which we will continue to update on saboteur Chapters 11b and 12a.

Good and Bad Points of Saboteur Endgame

THE GOOD

The first and more important good point is the possibility to have an entirely undamaged regiment by endgame, this because 11b lacks the unavoidable losses from 11a.

Lords of Infinity Saboteur Battle Guide
Lords of Infinity Saboteur Battle Guide

The second is a Shipowners exclusive: the possibility to avoid the %-20 club influence loss in 12a.

The third is the possibility to burn all the debts along with the bank.

THE BAD

The first and more important bad point is the impossibility to increase grenadier square influence that is strongly present in 11a.

The second is the impossibility of turning Leannejouwe into a friend as his relationship stat can only go up to 64 in saboteur path.

The third is the impossibility of turning Gado into a friend as it can only be done in 11a.

Chapter 11b: Burn Bank, BURN!

  • First About Wulframite Mob: the base value is 20.
  • Then there is Hunter Support that is normally at 40 if it was not lowered.
  • Finally there is Royalist Mob that is: 75 – (Wulframite Mob).
Lords of Infinity Saboteur Battle Guide
Lords of Infinity Saboteur Battle Guide

#I should inspect the men one last time, just in case.

  • endgame time + 1, Disciplines 1st and 2nd squad %+5

#I should address the regiment, make sure that there are no…misgivings.

  • endgame time + 1, Morale 1st and 2nd squad:
    %+10 if charisma >=65 , %+5 if >=45 or nothing if less

#If I must fight, I’ll do so prepared: I don my knightly arms and armour.

  • endgame time + 1 and wear armor

if there are still possible reinforcement

  • #We still have reserves available. I use them to replace our losses.
    • strength + reinforcement and 2nd squad stats %-(reinforcement)

Achievement Wolf’s Clothing

  • #I must try to misdirect any of Wulfram’s supporters I can find, under the guise of coordinating them.
    • endgame time + 3, Wulframite Mob::
      -30 if charisma >=65 , -20 if >=45 or -10 if less
  • #I’ll take advantage of the chaos in the streets to deal with my debt permanently.
    • endgame time + 2, if charisma + intellect < 75:
      1st and 2nd squad morale %-10 and loyalty %-5
    • #Fire is too destructive, too risky. Batter the door down and search the premises.
      • endgame time + 5 Achievement Red on the Ledger
    • #Fire is too destructive, too risky. Batter the door down and search the premises.
      • endgame time + 3 Achievement Red on the Ledger
    • #Fire is too destructive, too risky. Batter the door down and search the premises.
      • endgame time + 1, Achievement Red on the Ledger and -10 reputation
  • #We’ve not the time for further diversions. We must press on!
    • no loss of time
Meran
  • #I cannot spare the time nor the risk. I let Meran and his mob continue onwards.
    • no loss of time and Grenadier Square is looted
  • if Meran doesn’t hate you:
    • #I could use this opportunity to sow discord amongst the mob, perhaps even disperse them entirely.
      • if charisma >= 55 :endgame time + 3,inf_wulframite %-15 and W-mob -10(-30 if cha>=75)
        if charisma < 55:inf_wulframite %-15, endgame_time + 5 and Grenadier Square is looted
    • if Meran likes you or (charisma + wulframite influence) >= 100:
      • #Perhaps I can convince Lord Meran to remove his forces from the city altogether?
        • endgame time + 3 and W-mob -20

If Grenadier Square was looted Wulframite Morale +15

  • endgame time <10:
    • #If Crittenden has taken the docks, perhaps I might find some way to obstruct his efforts?
      • to shipowners, endgame time + 4
  • #The docks would be the safer route—so long as I maintain my false allegiances.
    • to shipowners, endgame time + 4
  • #We go through Victory Square. If anyone tries to stop us, I’ll find a way through.
    • to overseas
  • endgame time >=10:
    • #There’s no more time for delay. We must go the direct route, through Victory Square.
      • to overseas
Shipowners
  • #I don’t have time for such diversions.
    • inf_wulframite %-10, inf_club %-10 if in Admiralty and continues
  • #I shall intervene in negotiations—and make very certain that they fail.
    • endgame time + 2, if in shipowner and inf_club >=40: Sabotage 2
  • endgame time < 10:
    • #Sabotaging negotiations is too much of a risk, but I can still play for time…
      • endgame time + 4 and sabotage 1
Overseas

if Royalist mob >=45: -1 Strenght in 1st an 2nd Squad

  • #We have no choice. We must withdraw.
    • endgame time + 5, 1st an 2nd Squad morale %-10
  • #Perhaps I may be able to negotiate my way through.
    • #I must do all I can to convince Palliser of my true loyalties.
      • pass if has more inf_royalist, if garret is mentor 2 or if in overseas and inf_club >= 35
    • #On second thought, it would be best if we retreat as Palliser wishes.
      • endgame time + 5, 1st an 2nd Squad morale %-10

inf_wulframite %-10 for not bringing reinforcement mob

My Saboteur Endgame

Lords of Infinity Saboteur Battle Guide
Lords of Infinity Saboteur Battle Guide
Lords of Infinity Saboteur Battle Guide
Lords of Infinity Saboteur Battle Guide

Leave a Comment

Your email address will not be published. Required fields are marked *