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by kimagure

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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 3: Season of the Bloom - A. Capital: Tuskdale

C. Monster Invasion

This will begin with a throne room event that occurs approximately 28 days after you receive the letter from the Embeth Travelers.

More and more monsters are erupting from the bodies of sick people. Kassiil (or another advisor if you don’t have him) has noticed that goblins began appearing shortly after the epidemic started and celebrating the “day of glory for Lamashtu”. They might know what’s going on. This begins the Quest: Mother of Monsters.

Jhod has established a field hospital to treat the afflicted, and a female patient has volunteered to be examined and operated on. You’ll get the opportunity to make a NE moral choice if you select: “1. Vivisection? What exactly are you going to do?” Jhod does not approve.

Jhod also tells you that Kesten has located a shrine to Lamashtu. This reveals the location: Shrine to Lamashtu. This will begin the Quest: Witch Hunt.

Jhod will lead you to the field hospital at the end of the conversation (180 exp). This will begin the Quest: the Seed of Sorrow. You’ll get a moral choice (NG, CN, NE) if you select: “5. Where will the surgery take place?”

1. The Seed of Sorrow / Old Prison

Events & People
  1. Madla Stasek. She’s the volunteer. You can talk to her for flavor dialogue.
  2. Tristian. There’s a bug where Tristian will be returned to the first room if you reload a save.
  3. Jhod. Select “[Begin the surgery] ....” to start. You may want to buff before starting this, given the nature of the plague….
Storybook Event
  • First page: 1) side with Jhod, 2) side with Tristian, or 3) decide by a coin toss (CN moral choice).
  • Second page (if you side with Jhod):
    • 1) hold the patient down (Athletics DC 28 - 540 exp).
    • 2) skillfully assist Jhod (Mobility DC 27 - 540 exp).
    • 3) advise Jhod (Lore: Nature DC 26 - 420 exp).
    • 4) talk to the patient (Diplomacy DC 25 - 360 exp).
    • 5) kill the patient (NE moral choice - 180 exp).
  • Second page (if you side with Tristian or choose the coin toss).
    • 1) hold the patient down (Athletics DC 17 - 208 exp).
    • 2) skillfully assist Jhod (Mobility DC 17 - 213 exp).
    • 3) advise Jhod (Lore: Nature DC 19 - 225 exp).
    • 4) talk to the patient (Diplomacy DC 20 - 225 exp).
    • 5) kill the patient (NE moral choice - 180 exp).
  • Regardless of which option you choose, Jhod will realize he was wrong during the operation. The patient will survive if you make the check and die if you do not. You gain the listed exp on success and 180 exp on failure or if you take the NE choice. As always, the harder DCs grant more exp.
  • A Ferocious Owlbear (Magical Beast 14) appears once the operation is completed. It starts off permanently sickened, staggered, and stunned and you’ll have a few guards, Tristan, and Jhod around to help. The difficulty of this battle really depends on your main character. It has 22 AC, 261 hp, and Fort +21/Ref +15/Will +9 saves. Since this one’s permanently staggered, it has one attack: a bite or claw at +26 to hit for 2d6+24 damage. It’s very vulnerable to will-focused control spells like Overwhelming Grief (4).
Treasure
  1. Pearl.
  2. Book: “In Search of Joy. …”, 1 gold.
Leaving the Area

Go to the area exit to return to your throne room. You will get Community +1 and Loyalty +1 for completing the problem: Monster Invasion.

I recommend going to the Lonely Mill or dealing with Witch Hunt next. You can only do Witch Hunt on a Moonday (Monday), so you should make your choice based on the day of the week. Mouse over the hourglass while in an area or mouse over the last area you visited on the overworld map to see the day of the week.

I strongly recommend prioritizing the story quests above all else. You have 30 days to advance the story or you will get the Kingdom Event: Unrest in the Streets (-3 to Community, Loyalty, Military, Divine, Arcane, and Stability).

2. Capital Event

When you leave your throne room, you’ll come across two peasants arguing about whether to leave the barony. You can 1) try to convince them to stay (NG moral choice, Diplomacy DC 17 - 28 exp); 2) if you’re any type of Neutral, you can tell them to choose for themselves (this counts as one of the three special Neutral choices necessary for the Achievement: Taking No Sides); 3) tell them to flee (NE moral choice), or 4) attack (CE moral choice, which kills them without combat).