Intro and Best Choices (F&H1)

The **Intro** is a skippable event that starts as soon as the player begins a new playthrough. It is very important as it decides which skills, items and equipment the playable character will start the game with.

There are four intros, one for each playable character. Each intro has three choices on average, with each choice having between two to four options to choose from.

## Intros

### The Mercenary

**"You had to choose at a very young age to either become a pickpocket, a burglar or try to struggle and lead a honest life."**

* "Become a pickpocket." - Teaches the Steal skill, which allows them to steal items in the middle of battle that can't be found otherwise.
* "Become a burglar." - Teaches the Lockpick skill, which allows them to open some locked doors or chests for free.
* "Lead an honest life." - Gives you 30 silver coins.

**"You could have just abandoned your comrades and kept your life, or you could have fought to your last breath."**

* "Abandon your comrades." - Teaches them the Escape Plan skill, which reduces the rate of *Run* failing.
* "Fight to the last breath." - Fighting to the last breath rewards them with 30 silver coins.

**"You spent your last night in the kingdom..."**

* "Go drinking and get laid at the brothel." - A Wine vial, a Bottle of whiskey, an Ale, as well as "You also get an itch in your groin area..."
* "Stock up food for the mission." - 3 Dried meat, a Moldy bread, and a Cheese.
* "Stock up healing items for the mission." - A Blue vial and 2 Cloth fragments.
* "Run straight for your mission." - You learn the skill Dash, which increases general movement speed.

The best choices for the Mercenary are: Lockpicking, Escape Plan and Dash. Lockpicking will allow you to save red vials and small keys for special occasions, while Escape Plan and Dash will make it far more easy to avoid unnecessary fights.

### The Knight

	+ *Quickly stepped aside and dodged it* **(Gain *Fast attack*)**
	+ *Raised your buckler in defence* **(Gain *Defence stance*)**
* As time went on, you proved out to be a gifted fighter and a valuable asset to the kingdom. However... The Kingdom of Rondon claimed to follow the will of the gods in its pursuits for more power. But all the rewards seemed to follow into the laps of the elite and the noble sitting comfortably behind the castle walls. Ruthlessly the kingdom would expand its reign. Reducing the feeble citadels to ashes and blood stains. Enslaving the poor women folk whilst every man is slain. Only sparing a child or two, that its legend may grow. Your devotion was shaken. You were all but ready to retire from the army, but your family insisted - no, they demanded you to stay as a holy knight or else you would bring great shame to their noble family.
	+ *Break ties with your family and run away* **(Nothing. But this option enables the *Dash* skill if the player later chooses to "*Rush straight after him.*" when departing)**
	+ *Listen to your family and stay as a holy knight* **(Gain x20 Silver coin)**
* Just as you were about to flee from the army, things took an unexpected turn for you. You met a captain of a small mercenary army who seemed to share the same ill-will towards the Kingdom of Rondon as you did. The common folk was starting to gather around the mercenary leader Le'garde, who shared humble origins similar to farmers and villagers alike. There was definitely something otherworldly in his stature. Le'garde saw potential in you and with warm words, he almost seduced you to join his band of mercenaries. Thanks to your rigorous discipline, you took a high position in his army, in the Knights of the Midnight Sun. Your army was growing fast in both size and influence in the western regions. The Kingdom of Rondon would first use your services to their own benefit, but soon saw you more as a possible treat to their modern reigns. Something changed with Le'garde as well. He kept more to himself and studied ancient texts and occult. He became obsessed with some relics and artefacts that gave you ominous feelings and terrible nightmares. Things would spiral towards madness even more when Le'garde decided to raid the northern capital of Oldegard. Without a warning or negotiations, Le'garde killed everyone who stood in the way between him and this mysterious ancient relic. It was this small overblow that was enough of an excuse for the Kingdom of Rondon to turn common folk against Le'garde and justify his imprisonment. As the troops of the Rondon army marched towards your clearly smaller army, you had to choose which position to take in the coming encounter.
	+ *Take the rear and manage defences* **(Keep Long sword, Eagle crest shield and Plate mail, gain Leg guards)**
	+ *Spearhead the coming assault* **(Replace original equipment set for Iron spear, Iron cuirass and Arm guards)**
* The Knights of the Midnight Sun lost the fight. Many of your comrades were slain, but you managed to escape the battlefield. Le'garde was taken as a captive and to be used most likely as propaganda. You knew you didn't have much time before he would be sentenced to death, so you had to act fast. Even if it seemed like a suicide mission, you decided to save Le'garde from the prisons he was held in. Before leaving on your desperate journey, you decided to stock up on equipment and items...
	+ *Stock up on equipment* **(Gain x7 Tinderbox, Quill and Blue vial)**
	+ *Stock up on food* **(Gain x3 Dried meat, Moldy bread and Cheese)**
	+ *Rush straight after him* **(Gain *Dash*. However, this option is disabled if the player previously chose to "*Stay as a holy knight*")**

### The Dark Priest

	+ *Strike your dagger to her spine while she walks away* **(Gain *Necromancy*)**
		- You stroke your dagger to the spin of your sister and she collapsed to the ground. The high priests seemed especially pleased with this and prepared you for your ascension ceremony. In the ascension ceremony you were to resurrect your deceased sister with necromancy and use her as a ghoul. You did this and the cold corpse of your sister brought a smile to your otherwise emotionless face. After your ascension to dark priesthood, you were to leave the temple grounds and learn occult on your own in your dark pilgrimage. When beginning your self studies, you first had to choose the god you would dedicate your time to.
			* *Pray for Gro-goroth* **(Gain +3 Gro-goroth affinity)**
			* *Pray for Sylvian* **(Gain +2 Sylvian affinity)**
			* *Pray for Alll-mer* **(Gain +1 Alll-mer affinity)**
			* *Pray for God of the Depths* **(Gain +2 God of the Depths affinity)**
		- You traveled across the western continent, learning about different gods, deities, blood magic and all known sciences. Your studies didn't come without their merits. You were acknowledged by the top scholars of the modern times. You were finally granted a pass to the great libraries of the Kingdom of Rondon. You now had the collection of all known history and science at your grasp. You learned of a certain man who was propheticed to begin a new era for mankind. A man meant for greatness. But why would you need to share the spotlight of the gods with any mortal man? Prophecies are only for those who are weak enough to bend to their sorry fates. You need to find this man and learn more. To your current knowledge, he would be found imprisoned at the notorious dungeons of Fear & Hunger. You decided to stock up before your travels.
			* *Stock up on magical items* **(Gain Soul stone)**
			* *Stock up on intoxicants* **(Gain Pipe and Opium powder)**
			* *Stock up on healing items* **(Gain Blue vial and x2 Cloth fragment)**
			* *Rush straight after him* **(Gain nothing)**
	+ *Accept your defeat* **(Gain *Mastery over insects*)**

### The Outlander

**"The very first step was to choose your weapon..."**

* "Choose bow & arrows" - Gives the Outlander a Short bow and 5 iron arrows, which can be used to injure enemies both in and outside of combat if marksmanship is learned.
* "Choose an axe and shield" - Gives the Outlander an Axe and a Wooden buckler

**"As the weak met their fate, the rest indulged in the greatest sin..."**

* "Devour your fallen comrades" - Outlander learns Devour, which allows you to eat the corpses of enemies to restore hunger.
* "Don't give in" - Outlander learns Bloodlust, which allows you to enter an enraged state, increasing attack power at the cost of 10 mind and only being able to attack randomly.

**"Some of your comrades lost their minds while others tried to pillage anything worthwhile before leaving the macabre place."**

* "Take souveniers from Vinland" - This option prompts a coin toss which leads to one of the two outcomes, as well as cutting you off from obtaining the Dash ability for choosing to rush in the final option:
	+ Winning gives your character a Soul stone.
	+ Losing gives your character a Soul stone, but *"the relics you brought back from the trip tainted you and you formed a Panophobia, a fear of everything."*
* "Don't touch anything and flee back to your ship" - This option gives you nothing, but gives you the opportunity to learn the Dash skill later on in the options.

**"The man would witness the iron will tempered both in the freezing north and in the dark continent of Vinland."**

* "Stock up on equipment" - 3 Iron arrows, and a Bear trap.
* "Stock up on food" - A Dried meat, a Moudly bread, and 3 Carrots
* "Stock up on healing items" - 4 Blue herbs, a White vial, and 2 Cloth fragments.
* "Rush straight after him" - Outlander learns Dash, however, this option is disabled if you chose to take souveniers from Vinland.

## References

1. ↑ Fear & Hunger Guide: Intro and Best Choices