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by kimagure

Table of Contents

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Guide and Walkthrough by kimagure

Version: 0.99 | Updated: 12/27/2021

Table of Contents

  1. Introduction
    1. Using This Guide
    2. Difficulty Levels
    3. Fully Installing the Arcane Unleashed DLC
  2. Game Basics
    1. Character Information
    2. Items and Equipment
    3. Movement in Area Maps
    4. Combat
    5. Traveling in the Overworld Map
    6. Resting
    7. Home Base
  3. Prologue
  4. Act 1: Stolen Land
    1. A. Oleg's Trading Post
    2. B. Nettle's Crossing
    3. North Narlmarches: Waterlogged Lowland
    4. C. Ancient Tomb
    5. D. Pine Patch
    6. E. Thorn Ford
    7. F. Swamp Road: Technic League Random Encounter
    8. G. Technic League Encampment
    9. North Narlmarches: Boggard Hunting Grounds
    10. A-2. Oleg's Trading Post Revisited
    11. North Narlmarches: Oak-That-Strayed
    12. H. Abandoned Hut
    13. I. Temple of the Elk
    14. J. Old Sycamore
    15. A-3. Oleg's Trading Post Revisisted
    16. Outskirts: Endless Plains
    17. Outskirts: Fangberry Cave
    18. Outskirts: Two-River's Field
    19. Shrike Hills: Riverine Rise
    20. Shrike Hills: Trail in the Hills
    21. K. Stag Lord's Fort
    22. A-4. Oleg's Trading Post Revisited
    23. North Narlmarches: Old Oak
    24. North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
    25. North Narlmarches: Tranquil River Bend
    26. North Narlmarches: Three-Pine Islet
    27. North Narlmarches: Glade in the Wilderness
    28. Shrike Hills: Old Mesa
  5. Act 2: Troll Trouble
    1. A. Jamandi Aldori's Mansion (Act 2)
    2. B. Capital: Tuskdale
    3. Varnhold: Sorrowflow - Kalikke/Kanerah
    4. Oleg's Trading Post: Artisan Bokken
    5. B-2 Capital Revisited
    6. C. A Ford Across the Skunk River
    7. South Narlmarches: Overgrown Pool
    8. D. Ruined Watchtower
    9. South Narlmarches: Bandit Camp
    10. E. Swamp Witch's Hut
    11. South Narlmarches: Monster Den
    12. F. Lone House
    13. B-3. Capital Revisited and Bald Hilltop
    14. C-2. A Ford Across the Skunk River (Troll Invasion)
    15. D-2. Ruined Watchtower (Troll Invasion)
    16. South Narlmarches: Wilderness Encounter - Dalton
    17. South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
    18. F-2. Lone House (Troll Invasion)
    19. South Narlmarches: Kobold Trail
    20. South Narlmarches: Kobold Camp
    21. South Narlmarches: Troll Clearing
    22. G. Dwarven Ruins
  6. Act 2, Part 2: Adventuring After Troll Trouble
    1. Settling Regions During Acts 2 and 3
    2. A-1. Verdant Chambers (Group Visit)
    3. A-2. Verdant Chambers (Solo Visit)
    4. Shrike Hills: Ratnook Hill
    5. B. Bridge over the Gudrin River
    6. Kamelands: Mud Bowl
    7. Kamelands: Wolf's Lair
    8. Kamelands: Empty Skull Rock
    9. C. Secluded Lodge
    10. D. Lost Child: Swamp Witch's Hut (Revisited)
    11. Lost Child: Random Encounter - Lizardfolk
    12. E. Lost Child: Lizardfolk Village
    13. Kamelands: Bald Stones
    14. Silverstep: Dragonleaf Gulch
    15. Silverstep: Ironstone Gully
    16. Shrike Hills: Lonely Barrow
    17. Silverstep: Ancient Mine
    18. F. The Lonely Hunter: Lake Silverstep Village
    19. G. The Lonely Hunter: Silverstep Grove
    20. H. Varnhold
    21. I. Candlemere Tower
    22. Shrike Hills: Arbor Rock
    23. Shrike Hills: Hilltop Trail
    24. Dire Narlmarches: Saint Galvan's Gullet
    25. Dire Narlmarches: Brown Baldhead
    26. Dire Narlmarches: Tenacious Marsh
    27. Dire Narlmarches: Swamp Ruins
    28. Dire Narlmarches: Sunny Hillock
    29. J. An Ancient Curse, Part Two: Bald Hilltop
  7. Act 2 Companion Quests
    1. Kalikke/Kanerah: A Task for the Sweet Teeth
    2. Amiri: Prove Your Worth Part 2 - Hodag's Lair
    3. Valerie: Shelyn's Chosen
    4. Jaethal: Investigate My Death
    5. Linzi: Easier to Ask Forgiveness
    6. Tristian: Kingdom of the Cleansed
  8. Artisan Quests
    1. Artisan Bokken: An Ancient Formula
    2. Artisan Dragn: Onslaught
    3. Artisan Shaynih'a: One Thousand and One Questionable Stories
    4. Artisan Nazrielle: Nazrielle's Greatest Creation
    5. Artisan Varrask: Obliteration
    6. Artisan Sharel: A Bloody Craft
    7. Artisan Kimo Tavon: A Trail of Misfortune
    8. Artisan Kimo Tavon: Affairs of the Heart
    9. Artisan Mim: Three Wishes - Talon Peak
    10. Artisan Irlene: A Simple Favor
  9. Act 3: Season of the Bloom - A. Capital: Tuskdale
    1. B. An Amusement for Nobles
    2. C. Monster Invasion
    3. D. Random Encounter: Wilderness Clearing
    4. E1. Shrike Hills: Lonely Mill
    5. E2. Shrike Hills: Goblin Village - Mother of Monsters
    6. F. Bridge Over the Gudrin River (Revisited)
    7. G. Witch Hunt
    8. A-2. Capital: Unrest in the Streets
    9. H. Goblin Fort
    10. I. Return to the Capital
    11. J. Womb of Lamashtu
  10. A3. Capital: After the Season of the Bloom
    1. K. An Ancient Curse, Part Three - Bald Hilltop
  11. Act 3 Companion Quests
    1. Ekundayo: A Feast of Feasts
    2. Amiri: Pariah
  12. Tenebrous Depths
    1. Tenebrous Depths - Part 1
    2. Tenebrous Depths - Part 2
  13. Version Information / Update Status

Act 1: Stolen Land

C. Ancient Tomb

From the Waterlogged Lowland: 1) W x2, 2) S. From Oleg’s Trading Post: 1) S, 2) SE, 3) W, 4) S x3.

If you went to Thorn Ford before coming here, Tartuccio and his companions will be gone and you will miss an opportunity to regain a companion at this time.

  1. Encounter with Tartuccio (or just the Mercenaries if you do Thorn Ford first).
    • You can convince one of the two companions that left with Tartuccio to join you with a Diplomacy DC 10 check (9 exp). This companion will be level 1 and will not last long against the enemies. They will join you after the battle and be at least partially healed, even if they were defeated in this battle. Personally, I like starting with Valerie and Linzi and picking up Jaethal here. There are four enemies: Tartuccio’s Mercenary (Fighter 3), Tartuccio’s Mercenary x2 (Fighter 2), and Tartuccio’s Mercenary (Wizard 2). This can be a difficult fight with 2nd level characters.
    • My recommendation is to move your entire team around the ranged fighter at the south of the battle. Since she’s ranged, she won’t take attacks of opportunity against Linzi or your main character (if he or she is a squishy), and that will let your party get an advantage against the enemies. Linzi (and any other arcane caster that lacks the Precise Shot feat will likely be more effective by constantly using Daze (0) against enemies in melee against your party than actually attacking them. Her crossbow attacks can be effective against enemies that are not in melee, such as the Wizard.

    • The Fighter 3 will drop a Longsword +1. You might want to give this to Valerie if she's in your party and have Amiri use her Masterwork Bastard Sword for now (to improve Amiri’s attack rolls). The Wizard 2 will drop a Scorched Fragment of a Necklace, a Light Crossbow, and a Scroll of Ray of Enfeeblement. The Scorched Fragment is a relic piece you should save for later. The Archer will have a Composite Longbow.
  2. Secret Door Trigger (Perception DC 12). If you went to Thorn Ford first, the hidden door will already be open.
  3. Trap (Perception DC 17, Trickery DC 17 - 22 exp): the party is attacked by 5 Magic Missiles if triggered (1d4+1 damage each).

Treasure if you came to the Ancient Tomb before the Thorn Ford
  1. Scroll of Protection from Chaos, 23 gold, Silver Spoon, Scroll of Summon Monster I, Garnet Ring.
  2. Clear Quartz, Scroll of Corrosive Touch, Silver-Embroidered Purse, 9 gold.
  3. Tombstone (Perception DC 17): Ancient Cyclops Coin.
  4. 25 gold, Silver Bell, Silver Inkwell, Artificial Flower.
Treasure if you went to the Thorn Ford before the Ancient Tomb
  1. Potion of Shield of Faith, 23 gold.
  2. Silver Ring, 3 gold, Scroll of Cure Light Wounds.
  3. Tombstone (Perception DC 17): Ancient Cyclops Coin.
  4. 5 gold, Garnet Ring, Scroll of Ray of Enfeeblement.
Leaving the Area

Leaving from the southwest exit begins a storybook event. Save before leaving if you want to make sure to complete this event.

  • First page: The trail of Tartuccio and his companions has gone cold. You can: 1) follow (Lore: Nature DC 11 (22 exp) or 2) give up.
    • Following (option 1) and succeeding on the Lore: Nature check lets you continue chasing; advance to the Second page.
    • Failure on the check or picking option 2 ends the event and returns you to the world map.
  • Second page: The trail splits. You can: 1) examine claw marks (Lore: Nature DC 14 - 26 exp on success), 2) study the trail, 3) use Detect Magic to look for traces of magic, 4) examine the path that snakes along the gully, 5) follow the path down into the gully, or 6) follow the path along the gully.
    • Options 1-4 give clues on where to go.
    • Going into the gully (option 5) will keep following the trail. Advance to the Third page.
    • Following the path beside the gully will lead to a fight with: Kobold Alchemist x2 (Alchemist 2), Kobold Sentinel x2 (Fighter 2), and Kobold Archer (Fighter 2). They don’t carry anything noteworthy, and you will lose Tartuccio’s trail, so it’s not worth it.
  • Third page: The path is difficult. 1) Continue going (Mobility DC 11 - 9 exp) or 2) give up.
    • Following (option 1) and succeeding on the Mobility check leads you to the Pine Patch.
    • Failure on the check or picking option 2 ends the event and returns you to the world map.