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Hero of the Kingdom is a trilogy of Point and Click Games from Lonely Troops. These adventure RPGs follow the classic format of a man rising from humble beginnings and emerging as the hero of the kingdom in which he lives. Along the way, each hero acquires skills, discovers new parts of the map, gathers resources, performs side quests for his neighbors, and battles the forces of evil.
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The first game of the trilogy features a young man, living on a farm with his widowed father. One day, while he's out on an errand, bandits attack the farm and take his father prisoner. The young man must strike out on his own to rescue his father and help stop the bandits from wreaking havoc on the realm.

In the second game, the hero and his younger sister have been orphaned in an earthquake and take refuge in a seaside town, where they are given shelter by a kindly fisherman. It isn't long before the sister is kidnapped by pirates, and the hero begins his quest to bring her back safely - encountering many adventures along the way, of course.

The third game features an orphaned hunter who has been reared for the past decade by his loving uncle. As the hunter becomes more proficient in his craft, an ancient evil takes possession of the kingdom and its princess, and the hunter receives strange visions which guide him on the way to saving both.

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All three games are currently available on PC and Mac via Steam or Big Fish Games.


Tropes found in these games:

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     #-L 
  • 100% Completion: All three games feature unlockable achievements which are their way of measuring this. It's particularly notable in the third game, which ramps up the RPG factor by having you level skills through hunting, fishing, and crafting. They are strictly Cosmetic Awards, though.
  • 20 Bear Asses: Some of the side quests fall into this - almost literally in a few cases, with various characters requesting animal pelts or teeth.
  • Adventure Game
  • All Swords Are the Same: To simplify the artwork, all swords, shields, and other weapons of the same type are depicted as completely identical. This is also true of non-weapon tools like axes and fishing poles.
  • Anti-Frustration Features: The third game removes the need for sacks, baskets, barrels, and empty flasks. The sacks and baskets are required in the first two games for harvesting or purchasing herbs, barrels are for harvesting algae, and flasks are needed to hold the completed potions. In the third game, it's assumed that the hero already has appropriate vessels for ingredients and potions; all he needs are the appropriate tools and relevant skills.
  • Artistic License – Traditional Christianity: Vaguely. The series doesn't explicitly describe the in-game religion as being Christianity, but it does have a lot of the trappings, including crosses on graves, characters who are monks, and villains who are demons. There's also at least one instance in the first game of the hero, having been frightened by a large wolf, saying "Oh God!"
  • Beneath the Earth: Several quests send the heroes underground, usually through caves, basements, or cemetery crypts. This is also where the Forbidden Valley is implied to be in the third game.
  • Bling of War:
    • The Golden Armor, in the second game, is a precious relic which has been sought by generations of treasure hunters. You can locate it in order to unlock an achievement, but you don't get to actually wear it.
    • Silver weapons, in the third game, could also be regarded this way.
  • Breakable Weapons: Weapons and other equipment (like fishing nets) will sometimes randomly break while being used. There is no option to repair them; they must be replaced.
  • Broken Bridge: In the second game, there's one leading to the lighthouse in the capital city.
  • Color-Coded for Your Convenience:
    • Herbs and mushrooms fall into this. You can usually get an idea of what kind of potion will be made with an ingredient by its color. For example, healing items are often red, while green ingredients tend to get used in poison.
    • In the third game, three of the four areas of the map are this. Green Valley is a very forested area; Gray Valley is the mining section with many gray buildings; and Azure Valley, the capital city, is full of buildings with blue roofs. Averted by Yellow Valley, which doesn't live up to its name in any particular way.
  • Commonplace Rare: Lockpicks, in the third game, are incredibly difficult to find. You'll likely pick up a handful before you meet Brom, the NPC who teaches the lockpicking skill; but they usually break when being used, and there's no guaranteed way to replenish your supply until you reach Azure Valley and meet Brom's sister, who sells them.
  • Conveniently an Orphan: The heroes of the second and third games are both orphans. The original hero isn't, but when his father is captured, he might as well be for quite some time.
  • Cool Boat: The hero of the second game must gather the necessary resources to build one of these as part of his quest to defeat the pirates.
  • Cool Uncle: Uncle Brent, who raised the hero of the third game, is regarded this way by his nephew.
  • Creepy Cemetery: There's at least one in each game, and they have a terrible tendency to be plagued by zombies.
  • Damsel in Distress: The princesses of the second and third games, and the hero's sister in the second, all fall into this trope. Gender flipped in the first game with Distressed Dude Prince Edmund.
  • Dark Is Evil: The Big Bad of the first game is known as the Dark Lord. Only Master Sadon, his former friend, calls him by his real name of Fendal.
  • Desecrating the Dead/Robbing the Dead: Certain graves in the first game can be desecrated for treasure. (Doing so costs the hero a bit of his 'fame' rating, suggesting that he briefly becomes a Hero with Bad Publicity.)
  • Due to the Dead: A few side quests in these games include putting flowers on graves or otherwise honoring those who have passed.
  • Edible Collectible: Eggs and brown-capped mushrooms are the most prominent examples of this.
  • Everything's Better with Princesses: The second and third games each have a princess - No Name Given in the second game, Princess Amelia in the third - who is important to the plot.
  • Evil Former Friend: The Dark Lord in the first game used to be friends with the master mage Sadon.
  • Experience Points: In these games, they're measured by a star icon which indicates the hero's level of fame. Completing quests on behalf of the average citizenry increases this fame level. Some characters will not interact with the hero until he is of sufficiently noteworthy status.
  • Famous Ancestor: The hero of the first game eventually learns that his father is a retired soldier of considerable renown, and a longtime friend of the king.
  • Farm Boy: The hero of the first game.
  • Fetch Quest: Several of the various side quests fall into this, especially in the second and third games; these occasionally include a short Chain of Deals.
  • Fishing Minigame: Three variants. You can fish with a rod and reel to catch single fish, use a net for shielded fish (in the first game) or multiple fish (in the other two), or pull up algae (an alchemy ingredient) with a hook.
  • Forbidden Zone: The aptly named Forbidden Valley in the third game.
  • Foregone Conclusion: The hero will win the day. There is no way to fail at these games as long as you keep trying.
  • Game Hunting Mechanic: Hunting wild game is one way to keep the character fed. It also nets pelts which can be sold for gold coins.
  • The Good Kingdom: Where the games take place. As it looks different in each game, it's uncertain whether or not it's the same kingdom each time, but there's a Bright Castle in each one which is home to The Good King and his son or daughter.
  • Gotta Catch 'Em All: You can gather eggs, herbs, and wild mushrooms out in the world. There are also abandoned crates and barrels containing random loot, pearls at the bottom of bodies of water, and other treasures to be gathered. Achievements are connected to finding particular numbers of these.
    • The first game has a side quest to gather five golden eggs hidden in specific scenes. Doing this, then bringing them to the master hunter in the hidden forest, will enable the hero to learn how to hunt larger game like bears and crocodiles.
    • In the second game, collecting twelve gold starfish (which are extremely difficult to spot in the water) and bringing them to a fisherman in Trecilia Village will lead him to teach the hero how to find pearls.
  • Guide Dang It!: Unlocking some of the achievements can fall into this. The second game is arguably the worst offender, as many players had to turn to the internet to find out how to find enough shells for the sister's necklace, the Golden Armor, a dead pirate captain's lost compass, and a few MacGuffins lost by townspeople who will pay for their return.
  • The Hero's Journey
  • Heroism Won't Pay the Bills: In the early part of the games, the thing players invariably need the most (and have the hardest time acquiring) is gold. Paying careful attention to the various merchants lets you find instances where you can purchase a commodity from one merchant and sell it to a different merchant for a slightly higher price. Some of the achievements are unlocked by having specific amounts of money.
  • Hostage for MacGuffin: A variant in the second game, wherein the pirate captain trades a captured noblewoman (actually the princess) to the guy called Baron in exchange for an artifact.
  • Hunter Trapper: The third hero has been raised by his Uncle Brent to be one of these.
  • Hypercompetent Sidekick: Turquan, who is assigned by the king to help the hero of the second game, is the main reason he's able to succeed after being captured by the bad guys. He slips the hero food and a weapon to enable his escape, and protects the ship and its crew in their leader's absence.
  • Hypno Trinket: Princess Amelia, in the third game, falls under the spell of a ruby which the Big Bad set in her path.
  • I Have You Now, My Pretty:
    • In the second game, when the princess comes into the custody of the evil Baron, he tells his men to lock her up because "I'll play with her tomorrow." The implication is clear enough to older players.
    • The Big Bad of the third game wants Princess Amelia to be his queen. The fact that she's human and he's a sentient wall of rock does not seem to deter him in the slightest.
  • I Have Your Wife: The Bigger Bad of the second game kidnaps the princess to force the hero to come and face him.
  • Invincible Hero: The hero will always win every fight. In the first two games, he can't take on certain enemies until he has enough supplies, allies (when necessary), and "heart" to guarantee victory. In the third game, where combat is a skill that requires leveling, he will simply not be allowed to fight with enemies who are stronger than he is. Overlaps with Immortal Hero, since there is no way to die in these games.
  • Item Crafting: All of the games allow the hero to manufacture potions for use or sale. The third game really dials up this trope by adding cooking and weapon smithing.
  • Item Get!: A soft, mildly dramatic musical cue is heard every time you successfully locate a collectible.
  • Jerk with a Heart of Gold: In all of the games, the hero encounters at least one thief or smuggler who is sympathetic to the cause, and who helps in some way.
  • Killed Off for Real: Happens in the third game, when Uncle Brent's house is destroyed by an earthquake. Unlike the previous games, in which the missing relatives eventually turn up alive and safe, Uncle Brent is gone for good.
  • Kleptomaniac Hero: In the third game, there are literally dozens of chests and other vessels outside of NPC homes and businesses, marked with the padlock icon that means the lock can be picked. Not only will the hero never get in trouble for helping himself to the people's valuables, but it's actually required for one side quest - a girl in Azure Valley has lost the key to her chest and needs the lock picked for her.
  • Legacy Character: The eponymous "hero of the kingdom," which is a different person each time. In the second game, the hero thinks that the story of the previous hero is just that - a story - and in the third, the hero is familiar with the stories of both of his predecessors. They otherwise do not interact with each other at all; it's implied that a considerable Time Skip takes place between each of the games.
  • Like a Son to Me: The wizard in the second game feels this way about the princess; he served as her tutor when she was growing up, and is furiously angry to learn that she's been abducted in the final arc of the game. The hero explicitly observes that "he loves her like his own child."
  • Line-of-Sight Name: The former pirate Hobson explains that he was the one who gave Captain Black Rose his unusual name in the second game. When he met the young man, he was grieving for his sweetheart, who had been killed in a house fire; his grief rendered him temporarily mute and unable to give his real name. He clutched a rose in his hands which had been blackened in the fire, so Hobson dubbed him Black Rose and it stuck.
  • Lizard Folk:
    • The Scarags, in the first game, are a race of lizard people who serve the Dark Lord. They are mortal enemies of the nearby tribe of friendly Frog Men.
    • In the second game, there's an island full of Salamander Men. These are peaceful beings, however, who aid the hero.
  • Long-Lost Relative: In the second game, the hero's younger sister is kidnapped by evil pirates. As it turns out, the leader of said evil pirates is the hero's much older brother, who went away to seek his fortune years ago and has basically been forgotten by his younger siblings. He's so much older than his sister that she never even met him - she hadn't been born yet when he left home.
  • Lost Forever: Usually averted, but played straight in a couple of instances.
    • In the second game, the hero's sister wants a number of colorful seashells so she can make herself a necklace, and asks him to find them. If he doesn't do this before she gets kidnapped, he loses the opportunity to do so; this will cost you the "Careful" achievement. (The trick is to delay completing one specific quest until after the shells are given.) You can't save the shells and give them to her after she's rescued, either. There is no indication in the game that this will happen, leading a number of players to seek help in various forums.
    • In the third game, there is an achievement earned by catching a golden fish while fishing. It's a completely random loot drop, it appears to serve no particular purpose, and the valuables merchant is only too happy to take it off your hands. But if you continue playing the game after the main quest is finished, the fisherman on the island in Green Valley is among the NPCs who has a quest for the hero... he wants one of those golden fish. It's extremely unlikely (if not downright impossible) that you will catch another one, so if you've already caught one and sold it, you won't be able to complete that quest. At least this doesn't cost you an achievement, unlike the previous example.
  • Love at First Sight: Implied to be the case in the second game, when the hero meets a beautiful girl captured by the pirates (who later turns out to be the princess). He's so in awe of her beauty that he can't even speak, which annoys her. However, she later decides that she likes him, by which time he's able to tell her he loves her.
  • Love Is a Weakness: Earthquaker, the third game's Big Bad, invokes the trope by name.

     M-Z 
  • The Man Behind the Man: There's one of these in each game.
    • In the first game, different parts of the kingdom are being menaced by bandits, lizardmen, goblins, and the undead. It's eventually revealed that the Dark Lord is commanding all of them.
    • In the second game, Captain Black Rose is actually a victim of Demonic Possession, and the Bigger Bad is in fact the demon whose control has been broken.
    • In the third game, Earthquaker is an Orcus on His Throne; see below.
  • Mayor Pain: The crime boss known as Baron, in the second game, is basically this for Trecilia Island. Averted with the real mayor of Trecilia, a good and honorable man, who reclaims his post after Baron is eliminated by the hero's forces.
  • Missing Mom: The mothers of all three heroes are Dead to Begin With, and the second and third heroes each have a Disappeared Dad who went with her. Princess Amelia, in the third game, is also explicitly stated to have a deceased mother.
  • Money for Nothing: Averted in the early parts of the games, but by the time you're getting close to the end of the main quest, you can theoretically have far more gold than you can use. There are achievements unlocked by having various amounts of gold in your inventory.
  • Money Multiplier: Once you have collected a resource, such as taking eggs from a specific nest, the resources will respawn indefinitely once you have stayed away from a scene for a long enough period of time, enabling them to be farmed slowly for cash. (The reappearance of resources in the first game is extremely subtle, to the point where the player may not even notice it.) This is especially useful when the third game's hero learns the mining skill and is able to mine for salt, then iron ore, then silver ore, then sulfur, then crystals.
  • Money Sink: Several of the side quests require the hero to spend his hard-earned gold on items that other characters need. Broken tools and weapons need to be replaced. In the first two games, the hero has to continually buy supplies of sacks and baskets in order to gather herbs for potions, and flasks in which to store the finished potions. The second game in particular adds the money sink of having to construct a boat, which requires the acquisition of a lot of supplies and employees.
  • No Name Given: The majority of the characters in all three games; of particular note, none of the three heroes ever have their names revealed.
  • Notice This: Usually averted. The items you can collect (eggs, mushrooms, barrels, etc.) are all in plain sight in each scene, and the player is encouraged to sharpen their observation skills by hunting for them.
    • Played straight with pearls, however. They're inside of oysters which, in the second and third games, periodically open and close in order to draw your attention. This is justified in that the pearls are usually underwater, and would be much more difficult to spot otherwise, as proven in the first game.
    • Also played straight in the first game with treasure. After you build a house for his son, the jeweler in town will purchase any jewelry, pearls, or treasure chests you find in the course of your adventure. Once this happens, several of the scenes will have subtly glinting treasure piles hidden within them, which will contain either gold coins or items to sell to the jeweler.
  • One-Man Army: The hero of the third game is explicitly described this way by other characters.
  • Only Child Syndrome: The first and third heroes are both only children. Possibly justified in the case of the first hero, since his mother died well before the events of the game; she may have suffered Death by Childbirth. Averted by the second hero, who has a younger sister and an older brother.
    • Prince Edmund of the first game, the unnamed princess of the second game, and Princess Amelia in the third game are also implied to be only children.
  • Only Known by Their Nickname: Captain Black Rose, in the second game, never gets his real name revealed.
  • Orcus on His Throne: Earthquaker, in the third game, sends legions of orcs and trolls to assault the human world, which he wants to destroy (apart from Princess Amelia). Earthquaker himself is never actually faced and only appears in the hero's visions. Justified by what Earthquaker is.
  • Party in My Pocket: The heroes at times have other characters traveling with them, such as hired workers in the first and second games or Brom the pickpocket in the third. They aren't shown on the game screen (then again, neither is the hero himself); instead, they appear in the inventory.
  • Pet the Dog: After Uncle Brent's death in the third game, the valuables merchant (who buys pearls and other rare treasures) feels sorry for the hero and adjusts his prices, paying a little bit more than normal out of sympathy.
  • Playable Epilogue: You can continue to play the games after beating their main quests, in order to try to earn the remaining achievements.
  • Point-and-Click Map: Once the hero is given a map by another character, it can be used to fast travel in some fashion. The first two games allow for travel to any area which has been discovered; the third game allows fast travel only between the central areas of each of the four valleys, but enables you to interact with any known merchant using the map in order to eliminate tedious backtracking. This is especially useful in dungeons and other obscure locations if a tool or weapon breaks.
  • Practically Different Generations: Seen in the second game after The Reveal. Captain Black Rose is the hero's older brother, who went away to seek his fortune when he was twelve and the hero was three. The trope comes in with their younger sister, who hadn't been born yet when her eldest brother left home; this means that she's at least a dozen years younger than he is, and probably more.
  • Purple Is Powerful: Pheremone, in the first game, is a purple potion which is needed to catch valuable banded fish, one of the easiest ways to make money.
  • Reasonable Authority Figure: The king in each game is always one of these, willing to trust the honorable young man who brings him important information and helps to defend his people.
  • Rebellious Princess: The princesses in the second and third games both have shades of this, although in the case of the third game, it's indicated to be the influence of the Big Bad more than anything. Played completely straight by the second game's princess, who runs away from home prior to the events of the game.
  • Red Eyes, Take Warning: Earthquaker, the Big Bad of the third game, has malevolent red eyes.
  • Roaring Rampage of Rescue: All three games have this going on as the hero must rescue multiple people. Sometimes It's Personal.
  • Royals Who Actually Do Something:
    • Prince Edmund, in the first game, was captured by the bandits while trying to help the royal army defend the people from their tyranny. After he's rescued by the hero, he takes a back seat to the main character, but it's implied he's still involved in the protection of the realm.
    • Although you first meet her as a Damsel in Distress, once she's rescued, the princess in the second game does take an active hand in helping the hero save her kingdom.
  • Rule of Three: The hero of the third game must slay three "cursed demons," who are the guardians of Earthquaker's power.
  • Screen Shake: Frequently in the third game, and usually right before the hero has one of his visions.
  • Seers: The hero of the third game becomes one of these during the adventure, having clairvoyant visions which allow him (and the player) to see how Princess Amelia is effectively seduced by the Big Bad into coming to him. It's indicated that he's never experienced this until now, and also implied that this is specifically happening to him because he is The Chosen One. He has no further visions after Earthquaker's defeat, however, so it seems to have been a temporary power.
  • Shout-Out: Possibly. In the second game, the merchant in the hunter's camp is named Norbert.
  • Silver Has Mystic Powers: The third game introduces silver weapons, which are needed to subdue several supernatural creatures, including demons.
  • Something About a Rose: The leader of the pirates in the second game is known as Captain Black Rose.
  • Standard Hero Reward:
    • Played relatively straight in the second game. As the kingdom is celebrating the hero's victory and the safe return of their princess, the princess remarks that they also need to celebrate "our engagement!" This is the first time them getting married has been brought up in the entire game, but the hero isn't opposed.
    • Discussed at the end of the third game, when the king automatically offers the hero his daughter's hand in marriage. Both the princess and the hero decline, on the grounds that they've known each other for all of thirty seconds; besides, the hero says that he wants the princess to find true love, while he'll be happier continuing his adventuring. The king agrees, and apologizes for getting "caught up in tradition."
  • Stat Grinding: The third game introduces this feature. The first two games simply have the hero learn skills as he goes and his ability level is merely implied to increase. In the third game, each of the skills - fishing, alchemy, herbalism, cooking, smithing, mining, lockpicking, archery, and combat - must be utilized in order to improve them. As the skills level up, the hero becomes able to do things like make rarer potions, kill larger wildlife, mine for more valuable resources, and cook more complicated recipes. There are achievements earned by leveling each of these skills to 100.
    • Experience Booster: Completing certain side quests will grant extra helpings of stats, often by 10 to 20 points at a shot (as opposed to one point for each successful application of the skill).
  • Strong Family Resemblance: A piece of foreshadowing in the second game comes when the princess (and, later, another character) observes that the hero and the pirate captain look a lot alike. They are long-lost brothers.
  • Taken for Granite: The Big Bad of the third game has an ability along these lines. He can prevent people from moving by making their legs feel like stone. He's basically a talking face in a wall of stone, so he himself sort of falls into the trope too.
  • Tap on the Head: How the hero of the second game gets taken prisoner.
  • There Are No Tents: Averted.
    • Although staying in an inn is an option in the first two games, the hero can also find a wilderness camp (identified by a "Zzz" symbol) and stay there to rest and eat. However, certain camps can only be used if you have a specific food item.
    • In the third game, there are inns, but the hero has no option to stay in them, and can only go there to purchase food. However, instead of searching for wilderness camps, an icon in the lower right corner allows him to set up camp wherever and whenever he wants. As he acquires the skills to do so, the camp becomes the place where he cooks food, brews potions, and smiths weapons.
  • Token Romance: Between the hero and princess in the second game.
  • Try Everything: Since there's no penalty for clicking on the wrong item, you can always resort to clicking on anything if you run out of ideas.
  • Unfinished Business: There is an achievement in the first game for helping two different ghosts who each have some of this.
  • Vendor Trash: Pearls and most other kinds of treasure fall into this, as they serve no other purpose. It's also the case for certain food items, like crayfish in the first game, which the hero can't eat himself.
  • Video Game Tools: Accomplishing the assorted tasks laid out for the heroes requires a lot of equipment. This includes not only weaponry and food, but also fishing lures, herb baskets, hammers, wood, pickaxes, and a wide variety of other objects. Fortunately, the inventory is limitless (and neatly organized).
  • Welcome to Corneria: Some of the NPCs have dialogue of this nature.
    • In the third game, your starting village includes a man standing on a bridge who speaks only in this fashion, cycling through a few different comments about the weather and going for a stroll. Speaking to him every time he has a speech bubble over his head eventually gets him to mention a buried treasure in the nearby cave. Digging up this treasure yields the "Lucky" achievement, but you can't look for it until he tells you about it.
  • Wizard Needs Food Badly: A non-fatal variant. Your energy is measured in 'heart' points in each game, and the only way to replenish 'heart' is to rest in a camp and eat some of your food supplies (or, in the first two games, spend money for room and board at an inn). Each action, such as fishing or harvesting herbs, uses up a specific amount of 'heart.' Rather than the character actually telling you he's getting hungry, however, the game will simply not allow him to perform any more activities until he has eaten and rested; a box pops up for each task which shows how much heart is required and whether or not the hero has enough.
  • Worthless Yellow Rocks: Played with (pun intended) in the third game. The son of the miller in Yellow Valley asks the hero to find him a pearl. As the hero himself notes, the boy doesn't seem to realize that pearls are valuable; he wants to play with it. Later, you can find the toys that he misplaced and return them to him, and he gives back the pearl, which he finds utterly boring.
  • You Shouldn't Know This Already: You can't perform certain actions, such as mining for a specific element or making a particular potion, until you have learned the skill from another character. The third game lightens the rule on this slightly by allowing you to gather eggs and mushrooms without having to be taught, since most players already know to look for them thanks to the previous games.
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