Walkthrough for Guns of Infinity?


This is the closest you can get without being over 18 or from the capital.
1.Talk to junior officers. 30+2
2.Offer an excuse for lateness.32+2
3.Get the books. 30+10 (+5 later in game)
3. Be nice to Cazarosta.
4.Suck at soldiering. 30-15
5.Be average at INT
6.Be great at charisma 34+20
7.Choose to improve yourself (Soldier and INT +5)
8.Do not try to save Elson you will fail the check.
9.Read up on Antar 45+6
9.Join the boarding party (If you find a way to stop Cazarosta from getting the brevet promotion you might be able to take charge, but I am pretty sure the only way to stop the promotion is to save Elson.)Note:The tactical genius did not get this medal either.
10.You have enough INT to pass any of the checks regarding the bane seals.
11.You read your books over again 51+5
12.Go reserve and get the runegun 25+15
13.When you get your promotion read the Duke’s books. 56+10
Bonus: This may or may not be locked out because you didn’t spar with Cazarosta, but if you talk to him during the break (This is after Elson and Cazarosta get into a debate about who has the better battle plan,) and you may or may not have the ability to small talk choose that if you can you will get a +4 to soldiering bringing your stats up to a total of 39/54/66 for GOI.
In GOI I would suggest training your skills up at the start bringing your total to about 40/55/67 give or take a point or two in soldiering.


Whoa, you went through a total Sabres playthrough for me. Thanks.

Yeah, I forgot about the Cross of Saint Jerome. In all my playthroughs, I tried to get it. I’m just not sure if not being friends with Caz makes for the Tactical Genius, since he has high relationship with the deathborn. But, thanks, I’ll keep trying.


Well you are still his friend you are just not best buds. Well not yet anyway after Blogia you should have plenty of relationship with him.


That’s a bit bizarre, considering I’ve done the same thing to him with another character. Only with one, Caz is all friendlier (well, as friendly as he can get, calling the MC by surname) and in the other one he’s a bit more distant. Oh well, I’ll figure something out.

Do you know what the stat check for keeping your men from looting is? I play CoGs on my phone, so I’m not sure if I can see the code. It must be at least 50-55.


Thought I’d jump in if that’s ok. :slight_smile:

You need Discipline of 60 or higher and Loyalty of 40 or higher for them to ask you permission to loot. If you have charisma 45 or above you can convince them not to loot for no stat penalties, or just forbid them, causing a big hit to morale and loyalty.

If you don’t meet the Discipline and Loyalty check, there are actually a lot of ways to keep them from looting. Charisma of 60 or higher or Loyalty of 60 does the trick, while having Loyalty of 20 or higher combined with both ltauto and sgtauto being at least 2 will also work.

There is also a third way, if the MC’s ruthlessness is 50 and above. If Loyalty is also 40 or higher, you can make them stop, but with a hit to that stat. If you fail the Loyalty check, it leads to a bad end. :smiley:


Thanks, Wolfy

But I’d also add the ltauto stat, in which your liutenants make the staff keep the men in order


No worries. :slight_smile:[quote=“Vertigo, post:368, topic:16205, full:true”]
But I’d also add the ltauto stat, in which your liutenants make the staff keep the men in order

Which one is that? I think you need to have both: ltauto >= 2 is the first check then sgtauto >=2. If you do the Forlorn Hope, the same stats are required.


So I believe I have gotten the best possible outcomes for SOI and GOI if you want to be able to pass pretty much every check possible.

Final stats for SOI were 61/45/58. All three medals gained, able to propose your own plan against the antari fort, maintain control of your troop in the castle defence, etc.

Final stats for GOI were 62/47/60. All medals gained, able to mentor all three lieutenants, survive forlorn hope, and capture Princess Anna in the secret mission, promote to Lieutenant-Colonel, etc.

If anyone is interested PM me.

EDIT Got a few PMs, figured I’d just post it anyway. It is a heavily modified version of the Sabres guide and a slightly modified version of the Guns guide. Here it is:

So the whole point of Sabres is to get high enough charisma (45) in order to pass all the mentor checks in Guns, while still having high stats in Soldiering and Intellect. Here is the Sabres guide:

1 Observe the troops
2 Try to find an excuse (first option)
3 Be Aetorian
4 Be 18
5 Choose the Banesword
6 Choose the “impossible regimen” option for soldiering
7 Boost intellect
8 Leave charisma normal (should be 40 by now)
9 Find Caz
10 Train with Caz
11 Save elson, last option
12 Take fighting tips
13 Choose to take over the boardin
14 Watch out for the banefire (second option)
15 Be bold and take the forecastle
16 Go play either kian chess or tierran poker with your fellow officers
17 Choose sergeant first and take Lanzarel
18 Buy thunderer
19 Discipline troops
20 Damn the horses
21 Improvise a better seal plan
22 Care for the horses, cut firing loops
23 Charge
24 Give generously to your soldiers
25 Choose cavalry reserve
26 Take extra ammo and tell your troops to be ready for everything
27 Tell carrecort he’s a moron and then convince his soldiers with your intellect
28 Choose full out attack
29 Do whatever with carrecort (I usually screw him over)
30 Keep the rune gun
31 Take patrol duty, choose western coast
32 Talk to your troops and try to persuade them (you will fail the check, doesn’t matter)
33 Talk to captain lefvfre and persuade him to tell you his story
34 Tell the troops lefvre send you
35 Find the missing soldiers
36 Escort them back as guest +5 loyalty because lanzarel is hard ass
37 Go tell hunter what is going on
38 Go gamble with your fellow officers, play casually
39 Choose discipline
40 Choose to pay to house the troops
41 Choose cutting six month pay
42 At elson camp go talk to caz stick to small talk
43 Unveil your master plan to take the fort with no casualities aka last option
44 Choose caz then elson
45 Ransom the baneblood and either let the rest go or kill them (I usually let them go)
46 More medals and if you killed them your gonna have to choose military necessity
47 Go through all option
48 Go to window choose whatever option you wanna rp as.
49 Choose the flashiest announcement option
50 Talk to caz, then talk to anyone else
51 Sit with your men
52 Take the int option when talking to elson
53 Stay at castle
54 Int option again
55 Ask him what hes doing here
56 Let caz speak (“surely I shall”)
57 Convince him of the tactical merit
58 Very well, we will hold the line here
59 Prepare the ground to fully conceal your troops
60 Anyone not willing to die with me may go
61 Be clever when attacking the hussar
62 Done

So for guns I usually only do the secret mission because I want to romance katarina and have all my troops survive (and get 4000 crowns…). Because of this I won’t be covering the big battle, you can look at the other guns guide for that if you want.

NOTE I can’t remember where Blaylock approaches you to ask you to be his second for the duel. Accept to be his second, go, and tell him to talk to you before escalating things like this again afterwards.


  1. Choose whatever you want here, they’ll all succeed.
  2. Go with Lanzarel’s suggestion
  3. The next couple choices are just personal preference.
  4. Go with Findlay’s troop.
  5. Order extra drill.
  6. Self improvement in winter
  7. Maintain normal readiness.
  8. Run the Partisans down.
  9. Send Findlay to hold the bridge.
  10. Fold or turn the tables, you can’t pass the check unfortunately.
  11. Check on your men and then call a staff meeting.
  12. Visit Katrina and be nice to her (“In fact, I did”)
  13. Ask to see Garing’s plans, then donate some money to him (~400 crowns min)
  14. Volunteer for the Forlorn Hope and convince Havenport to allow a joint command.
  15. Find the safest way to the breach.
  16. Leave your wounded men.
  17. Dislodge the Baneseals.
  18. Charge the cannon on your own.
  19. Hold your ground.
  20. Help Lewes and choose to lure them in and then countercharge.
  21. To the rear
  22. Go north
  23. Mount up and charge them.
  24. Say its impractical and you get to meet the King. Pick the second option (case by case change)
  25. Allow him to attend the Salon and tell him to relay the discussion back to you.
  26. Stop them with a volley and choose the option to lose neither time nor men.
  27. Get the men back in order.
  28. Mentor Findlay.
  29. Accept Katrina’s offer (“For you, anything”)
  30. Hear your men’s grievances.
  31. Wear your armor.
  32. Go into the keep
  33. Go forward to Lefebreve
  34. Use the Runegun
  35. Charge the Princess
  36. Enjoy your four thousands crowns.


I would say that you have a very competent MC there. Not “the best” (I doubt there is any single build that can be considered the best, especially since the upcoming games can change a lot and all MCs have some sort of weakness), but without a doubt one of the better ones. The one check that your MC will always fail on is when it comes to improving Garing’s design, which you need 65 Intellect for, but everything else your MC can handle quite capably. You will also not get hurt when charging with Thunderer in the beginning of SoI, which can be very useful if you plan on keeping your health up later in GoI (Getting out without a scratch from over a decade of war will probably turn out to be advantageous in future games).

In order to get through the Forlorn Hope without getting hurt you should go without armour, send your men (or Cazarosta, if you value the lives of your men over your own future well-being) straight into the banetrap ahead of you, charge the cannons by yourself and then probably hold your ground (but always give charging a try, it might just work).

Also, for number 21 in SoI: Never improvise a better seal plan. Pocket the seals instead, and you get more time to prepare the ground instead, and also 150 more crowns. Win-win.

Also, there might be some possible “optimising” that could be done with unit stats and reputation in SoI. What are your imported unit stats and reputation in GoI for this character? You should have 50 reputation and 40-30-40 (But this can vary) in unit stats when you start GoI, with the right amount of number-crunching. One trick is to “encourage” a mutiny by overlooking your morale now and then.

I have played these games far too much.


Do you have the text of the scenes where the My decides to focus on learning Antari/begin writing his memoirs?

On the other point, I dot think any of us has played this game nearly enough!


I usually just focus on self-improvement for those scenes.


Yes, you won’t be able to pass on Garing’s check unfortunately. You could possibly do so if you swap the fighting tips from the sailors to reading the book in SOI… I’ll have to try that. You are correct with my unit stats. I don’t think I get very injured in the forlorn hope, but I can’t remember.


You should be down at 45 health (-10 from landing on your arse due to Soldiering lower than 70, -25 from eating lead fired by a cannon which is sadly unavoidable with the armour equipped, and then raised up to 45 thanks to the wonders of banehealing) after the Forlorn Hope if you go in with armour, which will probably have negative effects in the future games.

Switching from Soldiering to reading up on Antar on the ship might be a good idea, you will still have over 55 Soldiering which I believe is what you need to capture the Lady, but you should also be able to improve Garing’s design.

I have been working on a few designs for a Cunarian MC and a Stormborn MC myself, but I have been forced to compensate for their statistical weaknesses relative to the Aetorian MC by increasing their age, which I feel a bit bad about. But I got a decent Cunarian guy who has 56 Soldiering, 47 Charisma, and 71 Intellect at the end of SoI. He started at age 25 though, but I still feel like he has some advantages over the Ubermensch Aetorian. If nothing else, the firm relationship with Cunaris himself and the flexibility gained from the extra Reputation provide some bonuses.

The Stormborn is a straight-up 70+ Soldiering, 65/70ish Intellect, low Charisma character. What I am considering is whether I want to completely ignore the Charisma and focus on expanding on the character’s strengths (maybe learn Antari or writing memoirs) or if I want to spend a lot of time and resources on balancing the character a tiny bit and get the Charisma up to 30. If I do try to go for the more “balanced” approach, I end up with 71 Soldiering, 30 Charisma, and 67 Intellect. Note that this character starts out at age 30 in SoI, but I am desperately hoping that the Stormborn’s extra health will stall the age issues.

I have also been considering making a disgraced MC, but I am very uncertain who will fit that role. Maybe a 14-year-old Wulframite who will become richer than he can ever dream of? I might actually try that…


You just want the different variations of the “mood” for the memoirs? And which specific scene where the MC is learning Antari? They are all different depending on when you start learning, I believe.

But yeah, I should be able to look up the text. Tomorrow though, so if anyone feels like being a good Samaritan they will probably get it done faster than me. :stuck_out_tongue:


Well, writing the memoirs the three times in a row (high/low cynicism/idealism and ruthlessness/mercy if it also affects the tone that the memoirs take), and the scenes of learning Antar levels 1-3.


As @Haresus pointed out, there are variations depending on when you start writing your memoirs or learning Antari, but the variations are pretty minor. (One interesting detail is that if you start learning Antari at the end of Guns, Marion teaches you: “Of course, your bat-man is no professional language master, his knowledge of the tongue is not a comprehensive one, and you suspect that the vocabulary he teaches you is more the rough colloquialism of the yeoman or common soldier, rather than the more refined language of a gentleman.”)

Mechanically, the only difference is that the free time in chapter 9 of Guns offers extra benefits for continuing something you’ve started: if you continue work on your memoirs, you make more progress than you make when continuing in chapter 4, and if you improve your Antari (to level 2 or 3), you also get a boost to intellect. Of course, chapter 9 of Guns is also the only opportunity to further develop a lieutenant (which is necessary if you want to squire Lord Renard), so there are significant trade-offs in deciding what to do then.

Beginning idealistic memoirs (Guns chapter 2):

You spend the better part of your days hunched over a desk, pen in hand, working on a comprehensive recounting of your years at war.

What you have so far tells a tale of eager service and honour through battle. You write of noble compatriots, glorious clashes, and the spectacle of combat. You write every man’s death as meaningful, every defeat as nothing more than a setback.

By the beginning of spring, you have two hundred or so pages filled with your memories.

Beginning neutral memoirs:

You spend the better part of your days hunched over a desk, pen in hand, working on a comprehensive recounting of your years at war.

You try to tell the tale of your experiences as truthfully as you can, without either bitterness or the idealistic gloss so common to pedestrian three-volume romances. You write of the glory of victory, yes, but you spare no detail when it comes to describing exactly what that glory must inevitably cost.

By the beginning of spring, you have two hundred or so pages filled with your memories.

Beginning cynical memoirs:

You spend the better part of your days hunched over a desk, pen in hand, working on a comprehensive recounting of your years at war.

What you have so far is a bitter, sour tale. It is a story of pointless victories, tragic losses, and unvarnished suffering. You write of the friends you have lost, the implacability of the enemy, and the sheer broken nature of the Tierran military system.

By the beginning of spring, you have two hundred or so pages filled with your memories.

Continuing memoirs (Guns chapter 4):

You spend the next fortnight or so working on your recollections of your years at war. However, you do not spend those days writing. Instead, you devote those long hours to the the boring but necessary work of re-reading and revising the words which you have already committed to paper.

Thus, you spend your days staring at your own handwriting, looking for misspelled words, incorrectly constructed sentences, or in the absolute worst cases, entire paragraphs which do not fit with the rest of the text.

After two weeks of blotting out errors and sometimes even rewriting entire pages, you can take no more. It becomes too difficult to even look at your own handwriting. You recall that the printing-houses of Aetoria employ men whose entire purpose are to do such work for years on end.

After half a month of it, you find yourself unable to comprehend how such men do not go mad.

Further continuing memoirs (Guns chapter 9):

With more free time than you have had in a very long while, you take the opportunity to work on your memoirs further over the next few months.

It is with a determined will that you return to the much-dreaded process of editing your work. Working two weeks at a time, with days of rest in between to preserve both your alertness and your sanity, you examine and revise and rewrite page after page as the days get shorter and colder.

When you at last finish going over the last of your draft chapters at the end of autumn, you celebrate the temporary end to your drudgery with a long period of rest. You do not pick up your pen to begin a new chapter until a day after the first snow of winter.

Even with so much free time, progress is slow. The words don’t come to you as easily as they should. After a month, you only manage to put out another twenty pages. Some days, you can barely set a single sentence to paper.

Then, however, you have greater problems to worry about.

I suspect that some of this discussion of revising is @Cataphrak speaking from personal experience. Notice also the difference between the 200 pages you write when you start your memoirs and the 20 pages you write after a month here.

From Sabres, learning Antari 1:

As it turns out, a handful of crowns is more than enough to entice a well-educated and thoroughly bilingual former merchant captain to teach you the basics of the language. You arrange bi-weekly meetings with your tutor.

The Antari language is a difficult one to learn. The intonations, grammatical rules, even the alphabet are alien to anyone who has grown up speaking Tierran. Regardless, over the course of the next year, you are able to begin grasping the basic concepts of the language. Within a few months, you are able to comprehend, more or less, the conversations of the townsmen who have remained in Noringia. By the time of the first snowfall, you are stringing together sentences. When spring finally arrives, you have begun learning how to write as well.

From the beginning of Guns, Antari 2:

Even after half a dozen years of Tierran occupation, it is far from difficult to acquire tomes of Antari literature, philosophy, and history in Noringia.

It is these books which serve as the instruments for your steady improvement in the Antari language. While your conversational ability and literacy in the tongue of the enemy have proven to be sufficient for everyday use, you quickly learn that when it comes to translating the courtly nuances of an official history or the ostentatious verse of a heroic poem, your skills remain woefully inadequate.

Higher understanding does not come to you quickly. The Antari language possesses its own wordplays and metaphors, each springing from a centuries-old tradition dating back to the distant past of Old Calligia. Still, with persistence, patience, and a great number of late nights, you begin to find yourself understanding more and more by the time the snow finally melts.

From the end of Guns, Antari 3:

You begin casting about for opportunities to improve your knowledge of the enemy’s tongue, and soon enough, you find an excellent one.

It seems that you are not the only Tierran officer with some interest in the Antari language. Working under the impression that it is far easier to defeat an enemy whose culture and society one understands intimately, some of your fellow King’s Officers have organised a literary circle devoted to the task of collecting and studying Antari philosophy and literature in a form unadulterated by translation.

The members of the group itself are, roughly speaking, in the same mould as you; most of your fellows are other captains and majors, though there is always a bright young lieutenant or two attempting to curry favour with their superiors, along with a sprinkling of lieutenant-colonels to lend a level of high dignity to your weekly dinner meetings.

Over plates of roast beef, sliced lamb, stewed beans, garlic stew, and other reassuringly Tierran dishes, you and your fellow officers stage long and rambling discussions over this reading or that, dissecting idioms, explaining metaphors, and hashing out the cultural contexts of otherwise-incomprehensible turns of phrase.

It very quickly becomes quite clear that when it comes to knowledge of the Antari language, you are among the most knowledgeable present. Before long, your fellow officers are looking to you to make the most insightful analysis or clarify a point which they have not quite grasped, something which serves only to compel you to commit to your studies with more enthusiasm. By the time winter is at the height of its icy fury, it is finally beginning to seem as if you are so far ahead of the rest of the group as to make further attendance of its meetings fruitless.

By then, however, you have greater problems to worry about.

If you improve to Antari 2 here, you’re one of the least-advanced officers in the group.


More like a backhanded love letter to copyeditors.


Learning Antari 3 also gives a very small bump to Intellect, if I’m not mistaken.

Wait a-- I don’t think you can do that after doing the Carrecort and Lefebvre chapters.


I think you can if you rat Lefebvre. I still think it is better to have him as an ally.


Correct, as I mentioned at the beginning of the post, and it’s a larger boost to intellect than the self-improvement choice in chapter 2:

You can, but only if you report Lefebvre. Hunter promotes you immediately, so you spend less than half a year in that chapter, and the game rounds it down so that you get the same options as a lieutenant as if you had skipped patrol duty. You always get your men a year after your promotion (which is in the spring unless you report Lefebvre), so the earlier you become a lieutenant, the more training your men get. If you do reserve duty and patrol duty (without reporting Lefebvre), your unit stats are lower because your men had less time to train. If you were promoted after doing either patrol or reserve duty (or doing reserve and then reporting Lefebvre), you have to deal with the pig thief. If you were promoted immediately (or after skipping reserve duty and reporting Lefebvre), you also have the opportunity to buy dragonlocks.

I agree. I think that from a min/max perspective, it’s best to do cavalry reserve to get the runegun, but skip patrol duty. Lefebvre isn’t hostile to you, which seems like a bigger deal than the minor reputation and unit boosts you can get from doing patrol duty and reporting him. Accepting Lefebvre’s pay-off is an option, but it comes with lower unit stats since you have less time to train your men as a lieutenant.