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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 2: Troll Trouble

F. Lone House

From Monster Den: 1) SE, 2) W, 3) N, 4) NE, 5) N x3, 6) SE, 7) E x2.

Hunting in this area during rest: Lore (Nature) DC 21.

Events & People
  1. Bandit x2 (Fighter 4).
  2. Bandit x2 (Fighter 4), Bandit Conjurer (Wizard 3). One of these bandits carries a Turquoise Brooch. You can sell it for 250 gold or save it for a plot point at Location E.
  3. Fireball Trap (Perception DC 22, Trickery DC 22 - 36 exp): 5d6 fire damage if triggered (Reflex DC 16 for half).
  4. Summon Nature’s Ally III Trap (Perception DC 20, Trickery DC 20 - 45 exp): Summons 2-3 Giant Spiders (Vermin 7) if triggered.
  5. Waine. He wants to go back to the road but is afraid of traps.
    • You can help him back to the road (NG, LG, CG moral choice) or abandon him (NE moral choice). The Lawful Good choice requires a Diplomacy DC 15 check (18 exp). The CG choice requires an Intimidate DC 10 (9 exp); if you choose this option, you can subsequently say you just wanted to watch him run (CE moral choice) to chase him further away. Once you’ve saved him, you can give him the Turquoise Brooch from Event B (LG moral choice) for 150 exp.
    • If Harrim is in the party, he’ll convert Waine to become a follower of Grotus.
  6. Bandit Leader (Fighter 8), Bandit x2 (Fighter 4), Bandit x2 (Fighter 3), Bandit Alchemist (Alchemist 4).
    • On Normal difficulty, the Bandit Leader has AC 26, 108 hp, and Fort +14/Ref +6/Will +3 saves. He makes 2 attacks at +16/+11 to hit for 1d10+16 damage (these figures include Fighter feats and Power Attack). He'll start combat by drinking a Potion of Enlarge Person, which will increase his attack bonus and damage.
    • This is a large group of enemies, but this is a very manageable battle for a level 6 party. If you have access to Stinking Cloud (3), that spell will incapacitate the entire group and make this an easy battle. Two of the Fighters carry Composite Longbows. The Bandit Leader carries a Masterwork Bastard Sword, Full Plate, a Belt of Mighty Constitution +2, a Torag’s Pendant, and Protector of Unjust (Heavy Shield +2 and +2 to AC and saves against spells, abilities, and attacks by good or lawful outsiders).
  7. Bartholomew Delgado.
    • He sells a number of items including a Pouch of Feather Tokens if you haven’t gotten one otherwise. Most importantly, he sells a Bag of Holding, Small for 2,500 gold. Buy it as it’s the last one in the game!
    • You may also want to consider buying his Giantslayer’s Clasp for 9,000 gold, since it gives a +2 dodge AC bonus against Giant monsters. Although your tank should already have an Amulet of Natural Armor +2 (which is about as good and applies to a broader range of enemies), the dodge bonus from the Giantslayer’s Clasp will stack with the Barkskin (2) spell (if your main character's a Druid or you regularly travel with Ekundayo or Jubilost), while the Amulet of Natural Armor will not.
Treasure
  1. Herbs.
  2. Amulet of Agile Fists, Merchant’s Letter.
  3. Sweet Syrup.
  4. Bastard Sword +1 (Perception DC 17).
  5. Potion of Cure Moderate Wounds, Gold Ring, Green Quartz x2, 14 gold.
  6. Pearl x6, Citrine x2, Exquisite Pearl.
  7. Nuts.
  8. Dwarven Helm Shard.
  9. Bloodstone x2, Moonstone, Scroll of Acid Arrow x2, 38 gold.
  10. Silver Ring, Jade x5, 105 gold.
  11. Wand of Fireball (6 charges), 376 gold, Amulet of Natural Armor +2, Peridot, Shard of Knight’s Bracers.
Exits

I. This exit is currently locked and unavailable.

Leaving the Area

I recommend heading back to the Capital at this time. You should have enough time to get back with 13 to 14 days remaining.