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Flagship Menu

Flagship Modules and Abilities

Rewards from Battles




Lost Admiral Returns

Player's Manual - Flagship Modules



Battleships are lots of fun in Lost Admiral Returns.  Unlike most Battleship Games, you can maneuver these massive killing machines to dominate the battle ocean.  You can also enjoy the flavor of famous wwii battleship combat with your choice of famous ships such as the Yamato battleship, Battleship New Jersey, Battleship Texas, Battleship Missouri, or any other battleship that comes to mind.

Flagship Modules and Abilities:

There are a wide variety of specialized abilities that flagships can receive in Lost Admiral Returns, and you never know when you might find a new ability you have not yet seen before...

The abilities are grouped into three classes when being earned from from battles that will be "resolved" into specific abilities when awarded to you.  IE. An "A" module will randomly give you the best abilities, while a "C" class module only gives the most basic abilities.  "B" modules give middle level abilities.

You also get to customize how large a flagship is by spending Perk points to increase it's size.  And for every flagship, you can choose to have a Carrier or Battle style.

Each ability comes in two levels of power, represented by a Capitol letter, or small letter:

  • M - m =Faster movement - Quite simply lets you move through more hexes each turn.  Using one of these modules will lower the maximum size your Flagship can have.
  • S - s = Better Scanning - Only for Carriers - lets the carrier see enemy surface ships further out than the normal 2 hex range.
  • R - r = Repair Ships - Allows the flagship to repair itself and nearby friendly ships a small amount each turn.  Usually will not repair ships back to 100% of their maximum original size.
  • A - a = Better Air Aid - Only for Carriers - lets the carrier add more bonus damage to nearby friendly ship attacks against enemy surfaced units.
  • B - b = Ship Building - Special prefabricated ship parts combined with constant supplies and personnel being delivered to the flagship allow the flagship to construct different types of new ships right in the current map hex.  Helps reinforce war zones around the flagship by bringing in fresh ships.
  • N - n = Neutralizer - Prevents the enemy player from receiving Victory Points for their cities within range of this special ship.  If the enemy has a similar Neutralizer ship in range of their own city, the two abilities cancel each other out (and the Enemy gets their VPs).
  • Other - There are plenty of rumors of other special abilities that flagships can gain and exploit during battle.  Keep your eyes open!


New Modules are earned at the end of battles for three separate performance categories:

All of the Clout points you earn at the end of battles, or on other occasions, are credited towards all three categories at the same time.  The amount of Clout needed in each category differs, so you will probably earn several "Battle" class modules for every "Rank" module you earn over time.  The more letters a module has, the better.  And "A" letters tend to be better than "B" or "C" letters.  As described at the start of this chapter, these A-B-C class letters will be "resolved" into specific individual ability modules of either a lower power (small letter) or higher strength (capital letter).

  • "Officer Rank" - The best modules take longer to earn, and are based on your current officer rank namesake.  These modules tend to be three letters in length, giving any flagship with them three abilities in one chunk!  Improve your Officer Rank by playing on as many different Classic Maps (#1-9) and Random Maps as possible.
  • "Color" of rank - Medium sized modules (two letters long) are earned based on the current "quality" or color of your officer's rank.  The better the color, the better the module you earn.  Improve your "Color" by defeating higher AI levels on each type of map, and / or winning by a very large percent.
  • recent "Battle" performance - This category of module are usually quickly earned, improve in quality if you have won more battles than you have lost / aborted since the last "Battle" module you earned.

Here is a view of the build menu, where you ships at the start of a battle.Questions?  Suggestions?  Email with your feedback, questions, and suggestions!

This manual is broken up into sections explaining how to play the game, how the program menus work, and other details of interest to players of Lost Admiral Returns.  Start at the top to find the different sections.

If you have questions, please visit our forum and look for help there.

If you find an error or omission in this manual, please email us at

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