What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough
by kimagure

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

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

E2. Shrike Hills: Goblin Village - Mother of Monsters

From the capital: 1) E x3, 2) NE, 3) SE, 4) SW; From the Lonely Mill: 1).

Hunting in this area during rest: Lore (Nature) DC 24.

Gamerguides states that the Goblin Village can also be discovered from a scripted random encounter involving goblins. I’ve personally never come across it, despite looking, but it’s described at: https://www.gamerguides.com/pathfinder-kingmaker/guide/walkthrough/chapter-2-monster-invasion/goblin-ambush.

Events & People
  1. Primal Hydra (Magical Beast 9). On Normal difficulty, they have AC 22, 113 hp, Fort +12/Ref +12/Will +7 saves, DR 10/cold iron and magic, are immune to being prone, and (as with all primal creatures) have a permanent Blur (2) effect. They each make 5 attacks at a +15 to hit for 1d8+6 damage. There are multiple encounters.
  2. Goblin Horsereaper. It offers you a quest to go feed their beastie. Your companions are pretty skeptical, as they should be since it isn't a real quest. It’ll then open the adjacent gate.
    • The goblin will run to Location B1 afterwards (and can be spoken to and attacked if you wish). You’ll get 67 exp if you talk to it and let it go, which is the same exp you’d get for killing it.
  3. Goblin. It’ll open the gate to the Primal Hydra as you approach.
  4. Primal Manticore (Magical Beast 9). On Normal difficulty, they have AC 23, 113 hp, Fort +14/Ref +11/Will +8, damage reduction 10/magic and cold iron. They make 3 attacks, a bite (+13 to hit for 1d8+13 damage) and two claws (+14 to hit for 2d4+13 damage). They can be skinned for a Manticore Skin (32 gold) with a Lore: Nature DC 24. There are multiple encounters.
  5. Trap (Perception DC 0, Trickery DC 6 - 56 exp). The traps deal 51 slashing damage if triggered.
  6. Goblin Horsereaper. It tries to taunt you to run into the traps. It runs to Location F1. If you speak to it, you can attack it or let it go (NG moral choice - 67 exp). You get the same amount of exp for letting it go as you do for killing it.
  7. Goblin Merchant. He sells the Fearsome Mace of Chwurk for 123,457 gold. It’s a masterwork mace that's not worth the cost. You get nothing special for buying it.
  8. Goblin Arch-chemist x2 (Alchemist 7, Rogue 1), Goblin Horsereaper x2 (Fighter 8). They get hostile as you approach. The Arch-chemists have Masterwork Crossbows and Rings of Protection +1. The Horsereapers have Masterwork Shortswords.
  9. Ferocious Owlbear (Magical Beast 14). It has 22 AC, 261 hp, and Fort +21/Ref +15/Will +9 saves. It makes three attacks: a bite and 2 claws at +26 to hit for 2d6+24 damage. It’s very vulnerable to will-focused control spells like Overwhelming Grief (Bard 3/Wizard 4). It can be skinned for an Owlbear Pelt (32 gold) with a Lore: Nature DC 24.
  10. Nok-Nok. You gain 600 exp for speaking to him. You have a couple of options after the conversation: you can 1) let him join, 2) leave him for now, 3) or attack him (CE moral choice). I recommend taking him, since he's the last companion and absolutely great for melee murderizing (plus comic relief).
  11. Goblins. They’ll threaten you with a curse of Lamashtu if you kill them. You can 1) attack (LN or CE moral choice) or 2) leave (NG, N, CN, NE moral choice). You get 450 exp if you spare them. This choice has additional plot consequences during this Act.

Treasure
  1. 3 Goblin Horsereaper bodies. They each carry Masterwork Shortswords, Light Shields, Shortbows, and Breastplates.
  2. Token of the Dryad.
  3. Taldan Warrior’s Dog Tag.
  4. Nuts.
  5. Rocks (Perception DC 23): 500 gold, Peridot x3, Tuskwater Oysters.
  6. Exquisite Pearl x4, Jasper x4, Rations, Rice x3.
  7. Scroll of Fireball, Scroll of Scorching Ray x2, Potion of Cure Moderate Wounds x2, Giant Spider Legs.
  8. Beastrender (+2 animal bane falchion), Flour x4.
  9. Melted Shared of a Ring.
  10. Rusty Horseshoe x3, Peridot, Padded Armor, 67 gold.
  11. Hidden Bag (Perception DC 15): Belt of Incredible Dexterity +4, Soft Cheese, Trout, Fruits.
  12. Taldan Horseshoe (Perception DC 7).
  13. Goblin Horsereaper body. It carries a Masterwork Shortsword, Light Shield, Shortbow, and Breastplate.
  14. 200 gold, Potion of Cure Serious Wounds.
Advancing the Story

I recommend going to the Bridge over the Gudrin River, if you haven't returned there again. Once you complete both of the Quests: Mother of Monsters and Witch Hunt, return to the Capital.