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 1: Stolen Land

F. Swamp Road: Technic League Random Encounter

This is a scripted random encounter that you can run into while wandering the forested areas of the map, rather than a fixed area. I believe this is set to be the first random encounter you face in the forested areas of the map. You are likely to come across this encounter if you go 1) SW, 2) W, 3) SW and walk back and forth along that road or if you head toward Oleg’s from Thorn Ford by going: 1) N, 2) N, 3) NE.

Events

The Technic League demands one of your characters as a replacement slave for one that they lost. You can fight (LG, CN, CE moral choice) or pick option (2) and decide there’s too many of them and listen to their demands. While you can try to offer yourself (NG moral choice), they won’t accept, and you’ll be forced to give up a companion (NE moral choice) or attack (LG moral choice). If you fight, the combat will end if any of your companions would be killed, with that companion being captured instead—unless you defeat Kalannah first which will turn this into a standard battle to the death against the remaining foes.

  • The combat is against: Technic League Swordsman x2 (Fighter 3), Technic League’s Mage (Wizard 3), Technic League’s Archer (Warrior 3), and Kalannah (Wizard 3). This can be a very difficult battle without the right strategy. The game autosaves before the encounter so you can reload if you fail.

  • The Technic League’s Mage will cast Cause Fear (1) on your melee fighters, so he’s worth taking out first. I recommend having Valerie tank the two fighters in the center while sending two melee characters (Amiri/Jaethal/Harrim) to deal with the Mage and Archer separately. If one of your spellcasters (such as Linzi) has the Grease (1) spell, you can place it in the center to cover the two Fighters, the Mage, and Kalannah. Make sure that you have your melee characters go around (and not through) the Grease spell if you use it! Any spare arcane spellcasters should cast Daze (0) on the Mage.
  • Kalennah may be the least threatening of this group if you’re using control spells. She will cast Summon Monster I and II, but the dogs/wolf that are summoned have low reflex saves and are decently likely to fall to Grease; they'll also go away after 3 rounds or if she is defeated. Have a melee character go after her after he or she beats the Mage or Archer, and again be careful to avoid the Grease spell. The Mage carries a level 1 scroll and an Estoc +1, while the Archer carries a Masterwork Longbow.
Leaving the Area

The Companion Quest: Hand of the Technic League will begin if a companion is captured or if you defeat all of the enemies. If one of your companions is captured, you will lose that character until they are rescued from the Technic League. Regardless of whether you won the battle or not, a storybook event will start when you leave the area. The event differs on whether a companion was captured or whether you successfully fought them off.

If a companion was captured:

  • First page: the Technic League henchmen have disappeared. You can: 1) search for signs or trails left by your companion (Perception DC 15 - 18 exp), 2) try to find anyone who saw them (Knowledge World DC 15 - 18 exp), or 3) Follow the trail of the Technic League.
    • Success on options 1 and 2 reduces the difficulty of option 3, which requires a Lore: Nature DC 18 (177 exp), DC 16 (166 exp) or DC 14 (157 exp), accordingly.

If you defeated the Technic League:

  • First page: the Technic League henchmen have disappeared. You can: 1) try to understand Kalennah's spell (Knowledge: Arcana DC 20 -45 exp), 2) try to find anyone who saw them (Knowledge World DC 15 - 18 exp), or 3) Follow the trail of the Technic League.
    • Success on options 1 and 2 reduces the difficulty of option 3, which requires a Lore: Nature DC 18 (177 exp), DC 16 (166 exp) or DC 14 (157 exp), accordingly.

Regardless of whether you succeed or fail on the option 3 check, you will discover the Technic League Encampment.