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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

G. Witch Hunt

1. Shrine of Lamashtu

You need to arrive at the next location on Moonday. The days of the week go: Moonday, Toilday, Weekday, Oathday, Fireday, Starday, and Sunday. 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.

You may need to kill a few days, and this is an good time to do any Artisan or companion quests you may have lying around or to simply explore untraveled paths on the world map and look for random encounters while you wait for the right day.

If you want to do a little personal morally Good roleplaying with no in-game effect, you can bring the Merchant’s Letter (which is directed to Leksen) with you for this. It has no impact on the game.

Nok-Nok is a good companion to bring for this and for the rest of Act 3.

From the capital: 1) E x3, 2) S x3, 3) SW, 4) S, 5) SW x2, 6) NW, 7) W x2, 8) SE

Hunting in this area during rest: Lore (Nature) DC 22.

Shrine People & Events
  1. Kesten. Speak to him for 135 exp. If you speak to him on any day but Moonday, he’ll ask you to come back later. If it’s a Moonday, he’ll ask if you’re ready to ambush the cultists. Say you’re ready to start the encounter. Nok-Nok disapproves.
  2. Priest of Lamashtu (Cleric 8), Cultist (Fighter 10), Cultist x2 (Fighter 8). This shouldn’t be a particularly difficult battle for an 8th or 9th level party. The Priest and 10th level Fighter carry Masterwork Falchions; the 8th level Fighters carry Masterwork Longswords.
Shrine Treasure
  1. Box (Perception DC 25): Frost Falchion +1, Scroll of Haste x2, Potion of Cure Moderate Wounds x2, Gold Ring, Fowl, Herbs x2, Milk.
  2. Taldan Warrior’s Dog Tag.
  3. Box (Perception DC 28): Gift of Death (+2 unholy, sacrificial kukri). The sacrificial increases the enhancement bonus by +2 against stunned, paralyzed, nauseated, and frightened targets. This is great for use with Stinking Cloud (3) or the Dazzling Display ability.
  4. Melted Shard of a Ring.
  5. Mushrooms x3.
  6. Token of the Dryad.
Leaving the Shrine

Leave through the north exit to start a Storybook Event.

2. Storybook Event

  • First page: 1) rush into the gorge (Dexterity DC 17 - 28 exp) or 2) climb the ridge (Mobility DC 21 - 56 exp).
    • If you attempt and fail the Dexterity check, you can advance with a successful hidden Reflex save (33 exp).
    • If you attempt and fail the Mobility check, you can advance with a successful hidden Reflex save (9 exp).
  • Second page if you rushed into the gorge: pick a character to 1) locate the cultist (Perception DC 20 - 225 exp) or 2) clear rocks (Athletics DC 20 - 225 exp).
    • If your chosen character tries and fails the Perception check, they will attempt a hidden Intelligence check (191 exp).
    • If your chosen character tries and fails the Athletics check, they will attempt a hidden Strength check (198 exp).
  • Second page if you climbed the gorge: pick a character to 1) trigger an avalanche (Strength DC 18 - 213 exp) or 2) send a character to cut them off (Dexterity DC 18 - 213 exp).
    • If your character tries and fails the Strength check, they will attempt an Intimidate check (DC 20 - 225 exp).
    • If your chosen character tries and fails the Dexterity check, they will attempt a Perception check (DC 20 - 225 exp).
  • Regardless of whether you succeed or fail on the checks, it will become midnight, and you’ll eventually end up at the Secluded Lodge. Gain 180 exp.

3. Secluded Lodge

This area has the same treasure as the prior page for the Secluded Lodge.

Kesten will speak to you as soon as you enter this area. You’ll have one of three choices on how to deal with the situation. This is discussed at Event C below.

Secluded Lodge People & Events
  1. Dumra. You can question her about her guests but won’t get much information. If you say: “I’d like to examine your room, Dumra,” and pass a Diplomacy or Intimidate DC 20 check (45 exp), she’ll give you the Hostess’ Room Key.
  2. Una and Kabron Tedrim. The same conversation occurs regardless of which you speak to.
    • If you select “1. Tell me about yourself, please,” you get the opportunity to make a Bluff DC 18 check (33 exp) for a clue.
    • If you ask for a key to their room, Kabron will give you the Tedrim’s Room Key. There’s a hidden Perception DC 20 check (45 exp) to notice a clue.
    • If you speak to them again after examining their room and say you didn’t find any hunting weapons, there’s a hidden Perception DC 20 check (45 exp) for a clue.
  3. Kesten Garess. You have a number of means to deal with the mystery of the cultist.
    1. If your main character is Chaotic, you can insist they bring everyone together. This counts as one of the three special Chaotic choices required for the Achievement: They Call Me Unpredictable. This will start an extended cutscene where accusations fly and the truth is revealed.
    2. If you choose to speak with the guests, you’ll have the opportunity to examine the area, question witnesses, and play detective. Speak to Kesten when you’re ready to reveal your conclusion. This is discussed at Identifying the Cultist below.
    3. If you leave it to Kesten, he’ll accuse Durma of being a Lamashtu cultist. This will lead to the same result as if you accuse Durma below.
  4. Olika. She’s the widow of the dead trader you met at the Lone House during Act 2. She’ll have the turquoise brooch and thank you for your kindness if you had it sent to her.
    • There’s a hidden Knowledge: World DC 15 check (18 exp) that will give you a clue if you ask “1. What are you doing here?” then “1. Where are you from?”.
    • If you ask her for a key to her room, you’ll receive Olika’s Room Key.
    • If you speak to her after examining her room, you can ask about the blood-stained undergarments. She’ll tell you more about her situation.
  5. Holy Symbol of Erastil (Lore: Religion DC 17 - 33 exp). You may have already triggered this if you previously visited the area.
  6. Tsanna. There’s a hidden Stealth DC 20 check (45 exp) when you first talk to her for a clue.
  7. Kitchen Stove. Succeed on a Perception DC 15 check for 33 exp and a clue.
  8. Backdoor. Succeed on a Perception DC 15 check for 33 exp and a clue.
  9. Locked Door (Trickery DC 31 or Hostess’ Room Key).
  10. Locked Door (Trickery DC 22 or Olika’s Room Key).
  11. Olika’s Bed. Succeed on a Perception DC 20 for 33 exp and a clue. Personally, I like to leave the Merchant's Letter in the room, so she'll have it. This has no in-game effect whatsoever.
  12. Locked Door (Trickery DC 28 or Tedrim’s Room Key).
  13. Trim’s Chest. Succeed on a Perception DC 20 check for 33 exp and a clue.
  14. Locked Door (Trickery DC 13 or Guest Room Key).

Secluded Lodge Treasure

The treasure in this area is the same as is listed on the Secluded Lodge page in Act 2.

  1. Milk x3 (in 3 separate bottles).
  2. a) Rice x3; b) Flour x5; c) Rations x2, Rope x2, Potion of Cure Moderate Wounds, Potion of Bear’s Endurance, Alchemist’s Fire x3; d) Nuts x3, Cheese x4.
  3. a) Onions x4; b) Potatoes x 5.
  4. Barrel (Perception DC 25): 250 gold, Hostess’ Room Key, Sling Staff +2.
  5. Floorboard (Perception DC 25): 1,922 gold.
  6. Chest: Papers from Durma’s Chest, 23 gold, dagger.
  7. Locked Chest (Trickery DC 27): 250 gold, Jade x3, Citrine x2, Agate x2, Clear Quartz.
  8. Locked Chest (Trickery DC 22): Gold Ring, Padded Armor +2, Masterwork Falcata, Acid Flask x2.
  9. Locked Chest (Trickery DC 24): 78 gold, Cloak of Resistance +2.
  10. Locked Chest (Trickery DC 27): 100 gold, Gold Ring, Bloodstone x3, Peridot x2.
Identifying the Cultist

Speak to Keston when you’re ready to identify the cultist and select “2. There is someone who seemed especially suspicious to me,” then name the culprit/cultist (180 exp).

  • Regardless of who you name, it’ll lead to combat against Tsanna (Cleric 11). If you name anyone other than Tsanna, she’ll get a surprise round to cast Summon Monster VII (to summon 1d4+1 Redcaps). You’ll get an extra 360 exp if you name Tsanna. She’ll surrender if you defeat her.
    • This should be an easy battle if you named Tsanna and a slightly more difficult battle if you didn’t. She likes to cast Slay Living (5). Death Ward (4) will give the character a +4 morale bonus to their saves.
  • There’s a moral choice (NG, N, CE) if you select “3. Tell me about the cult of Lamashtu” followed by “1. What kind of rituals were you performing at the shrine?”
  • You can decide her fate by selecting “5. Kesten! I have an order for you!” You can let her free (CG or CE moral choice), banish Tsanna from your lands (LG moral choice), execute Tsanna (LN moral choice), or execute everyone but Dumra (LE moral choice). Valerie disapproves if you let Tsanna go free.
    • If you execute or banish Tsanna, the main character will later be cursed by her cultists making them more beautiful and attractive to beasts (permanent +2 to Persuasion checks, -1 penalty to AC vs. magical beasts and animals).
    • If you free Tsanna, you’ll have the opportunity for the main character to be blessed (permanent +2 to Perception checks, +2 to Intimidate checks, and +1 to AC vs. magical beasts and animals). Some online resources say you'll miss this blessing if you massacred the goblins in the Goblin Village, but Runetooth reports he got the blessing even after massacring the goblins. Thanks for the tip!
    • The effects of the blessing and curse make sense if you remember that Lamashtu is the goddess of monsters. They favor ugliness and so greater beauty is a curse.
  • Olika will beg you to let Tsanna perform one last ritual if you banish her or order her execution. You can agree (CG moral choice) or refuse.
  • If you allow Tsanna to go free, you can find her at the Shrine of Lamashtu.
  • You’ll get 600 exp for resolving this.
Advancing the Story

I recommend going to the Lonely Mill next, if you haven't completed it already. Once you complete both Quests: Mother of Monsters and Witch Hunt, return to the Capital.

4. Shrine of Lamashtu Revisited

This event occurs if you let Tsanna go free.

  1. Tsanna. You can ask her to be an advisor by saying “Your knowledge and skills are unusual…” followed by “I’ve given it some thought, and decided I want you by my throne. ...” She can serve as a High Priestess or Councilor.

The treasure is the same as what was listed above.

5. Random Encounter - Blessing or Curse of Lamashtu

Depending on your conduct, you will eventually get a random encounter after completing the Season of the Bloom, in which a Priest of Lamashtu confronts you and either offers your main character a blessing or a curse.

  • If he offers a blessing, you can accept it (N, CE moral choice), reject it (NG moral choice), or attack (CG, LG, or CE moral choice). The blessing gives the main character a permanent +2 to Perception, +2 to Intimidate checks, and +1 AC vs. magical beasts and animals.
  • If you banished or executed Tsanna, a priest of Lamashtu will try to curse you. You can accept it calmly (CG, LN, N moral choice) or attack (LG, LE, CE, or no moral choice).
    • Lamashtu's Curse will appear the main character's Abilities screen. he or she will get a permanent +2 to Persuasion checks but take a -1 penalty to AC vs. animals and magical beasts.
  • The curse and blessing are actually permanent and cannot be removed by the Remove Curse (4) spell or any other means. It may seem odd that the curse makes your main character more attractive, but the effects of the blessing and curse make sense if you remember that Lamashtu is the goddess of monsters. They favor ugliness and so greater beauty is a curse (and apparently also makes you more delicious to animals).
  • If you decide to fight, you'll face Priest of Lamashtu x5 (Cleric 8). They like to Channel Negative Energy for 4d6 negative damage (Will DC 15 for half). They shouldn't be very difficult for a level 9+ party. You will not be blessed/cursed if you attack and slay the priests.