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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

J. Womb of Lamashtu

I recommend bringing Jubilost with you to this area. It’s not necessary, but he has some nice character-specific dialogue.

A lot of enemies in this area have poison, so I strongly recommend using the spell: Delay Poison, Communal (3). Many of the enemies also start off stealthed or invisible, so See Invisibility, Communal (3) can also be very helpful.

Depending on the amount of side areas you’ve hit to date, you party may reach 11th level on this map.

From the Goblin Fort: 1) N, 2) E x2, 3) NE, 4) E x4, 5) S. From the Capital: 1) E x3, 2) NE x2, 3) E x2, 4) SE, 5) S, 6) Ex4, 7) S.

1. Womb of Lamashtu

Womb of Lamashtu - People & Events
  • A. This encounter depends on your choices at the Goblin Fort.
    • A1. Goblin Sneak (Rogue 8), Goblin Falcon Eye (Fighter 4, Rogue 2), Goblin Dogcutter (Fighter 4), Goblin Soldier x3 (Fighter 3), Goblin Smart Eye x3 (Fighter 3)
    • A2. Greater Enraged Owlbear (Animal 18). On Normal difficulty, the owlbear has 22 AC, 261 hp, Fort +21/Ref +15/Will +9 saves, and makes 3 attacks at a +26, a bite (2d6+24) and 2 claws (2d6+24).
      • If you let Kesten go to the Womb and you immediately followed, he and 4 guards will be fighting the goblins. The owlbear at A2 will slowly walk toward your party (it takes a few rounds for it to arrive).
      • If Kesten went to the Womb and you went to the Capital first, the goblins at A1 will be dead by the time you arrive and he’ll be fighting the owlbear at A2.
      • The owlbear at A2 won’t appear if you took the Lawful choice and ordered Kesten to go to the capital.
    • Unless you ordered Kesten to go to the Capital, he’ll speak to you after this fight. If you went to the Capital first, he’ll die immediately after this conversation (NG, CN, NE moral choice). And no, you can't cast raise dead on him.
  • B. Web Trap (Perception DC 27, Trickery DC 27, 240 exp): It triggers a Web (2) if activated (Ref DC 17 to avoid). There are multiples of these.
  • C. C1. Primal Giant Spider x3 (Vermin 9); C2. Doomspider (Magical Beast 7). After a round or two, additional Primal Giant Spider x2 (Vermin 9) will appear around C2.
  • D. Spike Trap (Perception DC 27, Trickery DC 27, 240 exp): It deals 8d6+5 damage if triggered and if it hits. There are multiples of these.
  • E. Primal Giant Spider x4 (Vermin 9). As usual, the Primal creatures have a permanent Blur (2) effect and DR 10/cold iron.
  • F. Giant Slug (Vermin 12), Primal Giant Spider x4 (Vermin 9).
    • On Normal difficulty, the Giant Slug has AC 18, 102 hp, Fort +12/Ref +0/Will +4 saves, DR 10/slashing or piercing, and it’s immune to acid damage and being prone. It makes 1 attack at a +15 for 6d8+12+2d8 acid damage, so you’ll want your tank to draw its aggro. You may also want to use Resist Acid, Communal (3), but it has fairly low hp and AC and will fall pretty quickly.
  • G. Redcap (Fey 8). The redcap will run into the cavern as you approach (to try to get you to trigger the traps at Event B). The following enemies will appear one round later: Quickspider (Magical Beast 7), Primal Giant Spider x4 (Vermin 9). I’d recommend advancing far enough to see the traps then pulling the enemies back to the prior hallway.
  • H. H1. Primal Giant Spider x3 (Vermin 9); H2. Primal Giant Spider x5 (Vermin 9).
    • The enemies will get revealed if you approach the locked chest at Treasure #12, but they won’t immediately attack after they appear. If you’re having trouble with this group, I recommend turtling near the locked chest and using either your tank(s) or a control spell like Stinking Cloud (3) to hold them at bay until you can pick them off one by one.
  • I. Giant Slug (Vermin 12). It wanders between the three northern rooms.
  • J. Primal Giant Spider x5 (Vermin 9).
  • K. Redcap (Fey 8), Redcap Trickster (Fey 8, Rogue 5), Quickspider (Magical Beast 7), Primal Giant Spider x3 (Vermin 9). These enemies are invisible and don’t appear until you approach the south end, even if you have the spell See Invisible, Communal (3) active (which is a pretty cheap trick). They may just have a crazy high Stealth roll applied.
    • On Normal difficulty, the Redcap Trickster has 20 AC, 108 hp, Fort +7/Ref +14/Will +8 saves, DR 10/cold iron, and makes: 2 scythe attacks at +12/+7 to hit for 2d4+16 damage and 1 kick attack at +6 to hit for 1d4+8 damage. It likes to use Power Attack for a -2 to hit and a +6 to damage. It carries a Masterwork Scythe.
    • I would recommend keeping your squishies in the northern hallway and advancing first with your tank. These enemies don’t have that high a bonus to their attack rolls, and a decent tank should be able to buy enough time for your damage-dealers to deal with them. Otherwise, you can neutralize the lot of them with Stinking Cloud (3).
  • L. Primal Giant Spider x4 (Vermin 9), Primal Spider Matriarch (Magical Beast 10), Spider Swarm (Vermin 2), Quickspider Swarm x2 (Vermin 2), Doomspider (Magical Beast 7). The Doomspider starts off invisible and likes to appear near the entrance to the area to ambush your squishies.
    • As a reminder, swarms are immune to physical damage and any spell that targets a specific number of creatures (except Acid Splash (0)) but take an extra 50% from AOE spells and splash weapons. They are also immune to crits, sneak-attack damage, and mind-affecting spells, and they automatically hit anything in their space. These ones are pretty low level, so your melee characters will be able to kill them off if they have weapons with energy damage (flaming, frost, shock, etc.) Jubilost will also make fast work of them with his bombs—as will any character with AOE spells.
    • On Normal difficulty, the Matriarch has 23 AC, 125 hp, Fort +13/Ref+14/Will +7 saves, DR 10/ cold iron and magic, and she makes a bite attack at +16 to hit for 2d6+7 damage. She carries the cooking ingredient: Giant Spider Legs.
    • All of these enemies have poison, which can be neutralized with Delay Poison, Communal (3).
  • M. There are three waves of enemies. The second and third waves will appear once half the prior wave dies.
    • First wave: M1. Primal Giant Spider x3 (Vermin 9), Doomspider (Magical Beast 7).
      • This first group will immediately attack if you enter from the eastern entrance. This is the better approach, since entering from the southern entrance will cause your squishies to be pincered between enemies.
      • The Doomspider and one Primal Spider will head toward your squishies if you don’t force your melee characters to stay centrally located and prevent them from chasing the nearest enemy (by using the Hold action or by just manually moving them).
      • There are a lot of enemies in a fairly tight space, so things can get messy, especially since most enemies have a Blur (2) effect. True Seeing (5) will negate their concealment. This is a good time to use buffs like Haste (3). Or you could just cast Stinking Cloud (3) for the cheap and easy way of dealing with all of them.
    • Second wave: M2. Primal Spider Matriarch (Magical Beast 10), Primal Giant Spider (Vermin 9), Quickspider Swarm (Vermin 2), Spider Swarm x2 (Vermin 2).
    • Third wave: M3. Primal Spider Matriarch (Magical Beast 10), Primal Giant Spider (Vermin 9), Quickspider (Magical Beast 7), Quickspider Swarm (Vermin 2). One of the Matriarchs carries a Melted Shard of a Ring.

Womb of Lamashtu - Treasure
  1. 117 gold, Scroll of Acid Arrow x2, Scroll of Fireball.
  2. 193 gold, Potion of Cure Moderate Wounds, Potion of Bear’s Endurance.
  3. Taldan Warrior’s Dog Tag (Perception DC 7).
  4. Taldan Warrior’s Dog Tag (Perception DC 19).
  5. Locked Chest (Trickery DC 27): 197 gold, Moonstone x3, Clear Quartz x4, Green Quartz x6.
  6. Hidden Chest (Perception DC 28): 149 gold, Peridot x2, Exquisite Pearl x5, Jade x6.
  7. Hidden, Locked Chest (Perception DC 30, Trickery DC 31): 1,111 gold, Headband of Inspired Wisdom +4.
  8. Chest: 166 gold, Javelin +2, Jade x9, Taldan Warrior’s Dog Tag.
  9. 294 gold, Potion of Eagle’s Splendor x2.
  10. Agile Light Pick +3.
  11. a) Scroll of Hold Person x3; b) Shard of Knight’s Bracers (Perception DC 7).
  12. Locked Chest (Trickery DC 27): Decapitator (+2 furious, keen falcata. Furious means it has a +2 greater enhancement bonus while raging).
  13. Edible Moss x3.
  14. Shock Greatsword +1.
  15. a) Taldan Warrior’s Dog Tag (Perception DC 7); b) Dinosaur Bones x11, Scroll of Disintegrate, Scroll of Acid Fog.
  16. Locked Chest (Trickery DC 29): Scroll of Cure Serious Wounds x4.
  17. Chest (Perception DC 29): 377 gold, Potion of Cure Moderate Wounds x2, Potion of Cure Serious Wounds.
  18. Frost Composite Longbow +1.
  19. Mushrooms.
  20. Wand of Lightning Bolt (21 charges, caster level 5).
  21. a) Mushrooms; b) Mushrooms.
  22. Bloodstone x4, Jasper x6, Potion of Cure Moderate Wounds.
  23. Locked Chest (Perception DC 28, Trickery DC 27): 322 gold, Moonstone x4, Scroll of Fireball x2, Scroll of Scorching Ray, Silver Eel x2.
  24. Chest (Perception DC 30): Belt of Physical Form +4.
  25. a) Rock (Perception DC 19) Taldan Warrior’s Dog Tag; b) Chest (Perception DC 30): 366 gold, Gold Ring x2, Potion of Cure Serious Wounds, Masterwork Estoc.
  26. Locked Chest (Trickery DC 29): Bracers of Armor +4, Potion of Cat’s Grace, Potion of Blur, Peridot Wyvern.
    • The Peridot Wyvern is a fantastic item that you can put in a belt slot and that can be used to summon a Peridot Wyvern monster once per day. The wyvern will have the same hit die as the summoner’s level (max 12) and can be controlled like an animal companion or NPC. It lasts for 10 minutes (or until you move to a different area) and can be buffed with spells, like any other companion, including Mage Armor (1), Bull’s Strength (2), Cat’s Grace (2), Blur (2). It makes for a great off-tank, since you don’t need to care if it dies—just summon it again the next day. This is the first of four wyverns you can get in the game.
Exiting Part 1

I. Leaving through the exit starts a story book event. Picking option 1 on the first page will give more narration than option 2, but both choices lead to the same place.

2. Other World

There are multiple versions of the map. You can switch between the maps by walking into the aqua fog while the Magical Lantern is turned off. Some paths are one-way. In those cases, I mark the exit with a *. For example [6] goes to [6*] but [6*] does not go to [6].

If you’ve claimed Silverstep, this area will count as part of your territory for any Kingdom Projects you may have completed that give you in-game benefits (such as the Divine Protection from Poison) and for purposes of the main character’s special role while resting.

Hunting in this area during rest: Lore (Nature) DC 27.

Other World 1

Other World 1 - People & Events
  • A. Quickspider x3 (Magical Beast 7), Doomspider x2 (Magical Beast 7). I recommend leaving this area of the map through Exit [2] since you may otherwise miss a minor plot point.
  • B. Doomspider x2 (Magical Beast 7).
  • C. Dias. An empty inventory screen will pop up if you click on the hand icon. You need to put the Mysterious Bird on the Dais to advance the puzzle. It will turn into the quest item Bird Bones after you rest (either by setting up camp or through the campfire at Location E.
  • D. Old Gnome. If you speak to him, he’ll answer questions.
    • Jubilost has some dialogue if you ask the Old Gnome “1. Who are you and what is this place?” followed by “2. What is this place?”, and then ask “Are we in the First World?” (requires a hidden Knowledge: Arcana check).
    • If you ask: “3. Troubling events brought me here. ...”, then “2. How can we get out of here?”, and then “3. Who’s this Goddess you speak of?”, he’ll give you the Magical Lantern and a clue.
      • The short version of the clue is: “The one that sings dies of desperation in the night. The one that is dead poisons the clear waters. This poison born of death is what can awaken the wrath—and awaken the path.”
    • The Magical Lantern is an important item. Put it in a character’s belt slot (an icon will also appear on the quickbar). Turn it on to deactivate the warping between worlds (which lets you stay on a map). Turn it off to switch between maps by walking into the aqua fog.
  • E. Rest. You can rest here by clicking on the campfire.
  • F. Poisonous Primal Manticore x2 (Magical Beast 12). On Normal Difficulty, they have AC 24, 150 hp, Fort +16/Ref +14/Will +9 saves, DR 10/magic and cold iron, and a permanent Blur (2) effect. They each have three attacks: a bite (+15 to hit for 2d6+15 damage) and 2 claws (+16 to hit for 1d6+15 damage). Their attacks carry a poison (1d2 Con damage that occurs once/round for 6 rounds, Fort DC 19 to save).
    • They like to use the combat maneuver: Trip, which will knock a character prone and make them easier to hit. Their permanent Blur effect and DR give them high defenses, but this should be a very manageable fight for a 10th level party, as long as you have Delay Poison, Communal (3) active.
    • They carry Fruits and can be skinned with a Lore: Nature DC 27 for Manticore Pelts (32 gold, 10 lbs.).
  • G. Black Dweomerowlbear (Magical Beast 14).
    • On Normal Difficulty, the Black Dweomerowlbear has 21 AC, 175 hp, Fort +17/Ref +14/Will +7 saves, spell resistance 22, and cold and electricity resistance 10. It makes 3 attacks at +22 to hit: a bite for 1d8+20 damage and 2 claws for 1d6+20 damage. It has the same stats as the Purple Dweomerowlbear from the Capital, except that it does not have a Mirror Image (2) effect. It can be skinned with a Lore: Nature DC 26 for an Owlbear Pelt (32 gold).
  • H. Ghostly Vision. You’ll see a ghostly vision as you enter this area. This can trigger in either version 1 or 2 of the map, but only triggers once.
  • I. Pond. If you have the Bird Bones in your inventory, you’ll get the option: “1. [Throw the bird’s bones into the water]”. Afterwards, you can “1. [Collect water from the pond] to obtain the plot item: Vial with Poisoned Water.
  • J. Greater Enraged Owlbear (Magical Beast 18), Black Dweomerowlbear (Magical Beast 14).
    • On Normal difficulty, the Greater Enraged Owlbear has 22 AC, 261 hp, Fort +21/Ref +15/Will +9 saves, and makes 3 attacks at a +26, a bite (2d6+24) and 2 claws (2d6+24).
  • K. Blooming Mushroom Spores Trap (Perception DC 25, Trickery DC 25 - 90 exp): if triggered, all characters in the area must make a Reflex DC 17 save followed by a Fort DC 18 save. Failure on the Reflex save causes the characters to take 10d6 fire, acid, lightning, or cold damage. Failure on the Fort save deals 1d4 Wis and 1d4 Int damage and causes confusion. The poison lasts 6 rounds and requires 2 consecutive Fort DC 20 saves to cure.
  • L. Quickspider Swarm (Vermin 2). Swarms are always annoying, but these can easily be killed by Jubilost’s bombs, the Acid Splash (0) cantrip, or elemental damage from weapons. There are multiples of these.
  • M. Ghostly Vision. You’ll see a ghostly vision as you enter this area. This can trigger in either version 1 or 2 of the map, but only triggers once.
  • N. Doomspider x4 (Magical Beast 7), Primal Giant Spider x2 (Vermin 9).
    • The Doomspiders will appear around the area. They’re invisible until the encounter is triggered (and yes, it’s still a cheap trick). Send in your tank first, alone. One of the Doomspiders may not trigger with the battle and may separately attack as you head further northeast.
    • These enemies can trigger in any version of the map, but are fought once.
    • One or two of the Doomspiders might not join in the initial battle, depending on your character placement. Fight them before moving on, or you may need to fight them with the enemies at Location AAA.
Other World 1 - Treasure
  • 1. Mysterious Bird.
  • 2. Owlbear Egg x2. This is the same treasure in both versions of the Other World.

Other World 2

Other World 2 - People & Events
  • AA. Ghostly Vision. You’ll see a ghostly vision as you enter this area. This vision only triggers if you enter this area from [2].
  • BB. Ghostly Vision. You’ll see another ghostly vision as you enter this area.
  • C. Dias. An empty inventory screen will pop up if you click on the hand icon. This is the same object in all maps.
  • CC. Doomspider x3 (Magical Beast 7).
    • The entrance to the area with Event FF (Exit II) will requires a Perception DC 25 check to appear (this is also stated below).
  • DD. Primal Manticore x2 (Magical Beast 9).
    • On Normal difficulty, they have AC 23, 113 hp, Fort +14/Ref +11/Will +8, and damage reduction 10/magic and cold iron. They make 3 attacks each: a bite (+13 to hit for 1d8+13 damage) and 2 claws (+14 to hit for 2d4+13 damage). They can be skinned for a Manticore Skin (32 gold) with a Lore: Nature DC 24.
  • I. Pond. This is the same object in all maps.
  • EE. Quickspider x2 (Magical Beast 7), Doomspider x2 (Magical Beast 7).
    • A Primal Spider Matriarch (Magical Beast 10) and Doomspider x2 (Magical Beast 7) may spawn when you’ve killed half of the first group. This second group doesn’t always trigger, and I’m not sure why.
  • M. Ghostly Vision. You’ll see a ghostly vision as you enter this area. This can trigger in either version 1 or 2 of the map, but only triggers once.
  • N. Doomspider x4 (Magical Beast 7), Primal Giant Spider x2 (Vermin 9).
    • The Doomspiders will appear around the area. They’re invisible until the encounter is triggered (and yes, it’s a cheap trick). Send in your tank first, alone. One of the Doomspiders may not trigger with the battle and may separately attack as you head further northeast.
    • These enemies can trigger in any version of the map, but are fought once.
    • One or two of the Doomspiders might not join in the initial battle, depending on your character placement. Fight them before moving on, or you may need to fight them with the enemies at Location AAA.
  • FF. Enlarged Owlbear-like Treant (Magical Beast 22).
    • On Normal difficulty, it has 26 AC, 407 hp, Fort +27/Ref +17/Will +16, Regeneration 5, and DR 10/cold iron. Cold iron and fire remove its regeneration. It makes 3 attacks at a +36 to hit (after -6 for power attack): a bite for 3d6+33 (with power attack) and 2 claws for 2d6+33 damage (with power attack). It uses the Stunning Blow ability (Fort DC 38 or be stunned for 1 round).
    • This is a very powerful opponent, so I recommend using all your buffs before the battle and special abilities like Amiri's Rage or Jaethal’s Bane Weapon. The spell Displacement (3), in particular, will greatly improve your tank’s survivability. Even then, you may have to reload a few times.
    • It carries First World Fruit x3 and an Amulet of Mighty Fists +3, and it can be skinned for an Owlbear Pelt (32 gold, 10 lbs.) with a Lore: Nature DC 29.
    • You could alternatively sneak around it with Vanish (1) or Invisibility (2) or an invisibility potion if this battle is too difficult.
    • The Gamerguides page says this Treant is immortal, but that no longer appears to be the case so I’m guessing that any immortality was a bug. If you really find that it’s immortal and doesn't die even if you get it below 0 hp, I recommend having your melee characters use Coup de Grace to finish it off, since that counts as an instant death effect and generally is enough to kill any immortal enemy in the game.
Other World 2 - Treasure
  • 2. Owlbear Egg x2. This is the same treasure in both versions of the Other World.
  • 3. Owlbear Egg x3, Diamond Dust x5, Diamond, Ruby, Agate x4.
  • 4. Belt of Physical Perfection +2, Cold Iron Longsword +1, Banded Mail.
    • The Gamerguides page states you need a Perception DC 15 to spot a chest with the Belt of Physical Perfection +2, but that appears to be old information, as there is no chest here.
Other World 2 Exits

II. The entrance to the area with Event FF requires a Perception DC 25 check to spot.

Other World 3

Other World 3 - People & Events
  • AAA. Ancient Wyvern (Dragon 15), Red Dweomerwyvern (Dragon 7), Yellow Dweomerwyvern (Dragon 7).
    • On Normal difficulty, the Ancient Wyvern has AC 25, 233 hp, Fort +17/Ref +11/Will +14 saves, and is immune to sleep and paralysis. It makes attacks: bite (+22 to hit for 2d6+9 damage), a sting (+23 to hit for 1d8+9 damage), 2 talons (+22 to hit for 1d8+9 damage), and 2 wings (+17 to hit for 1d8+4 damage). Its attacks carry Wyvern poison that lasts for 1d6 rounds (Fort DC 23, 1d4 Con damage, 2 consecutive saves to cure).
    • The Ancient Wyvern is a Lore: Nature DC 27 to skin, the Dweomerwyverns are a Lore: Nature DC 23 to skin for Wyvern Scales (37 gold).
  • BBB. Everblooming Flower.
    • If you have the Vial of Poisoned Water, you can “2. [Drop the poison from the lake on the petals]” to trigger an encounter with a Purple Dweomerowlbear (Magical Beast 14) and two Black Dweomerowlbears (Magical Beast 14). They’ll appear above and to the sides of the Flower, so I recommend pulling your squishies back and having your tank trigger the encounter.
    • You should be used to fighting owlbears by now, and the same tactics apply. The Purple Dweomerowlbear has a Mirror Image (2) effect, so True Seeing (5) will be helpful on for any character who makes attack rolls.
  • AAA-2. After the battle, the Old Gnome will appear and ask you why you want the crown (LG, NG, CG, LN, N, CN, LE, NE, CE moral choice).
    • Choose whichever option you want, then select “I’ve solved your riddle. …” to proceed. You’ll gain 180 exp for this conversation regardless of your choices.
    • Make sure to pick up all treasure on the map before proceeding, since you won’t be able to auto-collect all like normal!
    • You’ll then have to split your party into two teams. Your main character will need to stay in the Main Team.
    • I recommend leaving your main tank in the Main Team, as they’ll stay and encounter the second enemy group listed for Location BBB-2. The Second Team has a significantly easier fight and can be a smaller group.
  • BBB-2. Greater Owlbear-like Treant (Magical Beast 18), Dire Venomwolf x2 (Animal 5). These enemies will spawn approximately 1 round after half your team goes through the portal. Your remaining Main Team will have to fight these enemies.
    • On Normal difficulty, the Treant has AC 27, 333 hp, Fort +25/Ref +14/Will +11 saves, DR 10/cold iron, and Regeneration 5 (removed by fire or cold iron). It makes 3 attacks at a +29 to hit, all for 2d6+29 damage. It likes to use Stunning Blow.
    • Thankfully, the Treant appears on the far side of the flower and is slow, which will give you time to deal with the Venomwolves first. It hits hard but this is a very doable battle. Worst comes to worst, just kite it around while your ranged characters do their thing.
    • Once these enemies are dead, click on the Everblooming Flower to reveal a portal. Click on the hand icon to leave the Other World.

3. Womb of Lamashtu (Revisited)

I have deleted all of the events from the prior map for clarity. Any encounters or treasure you previously skipped will still be there.

You may encounter a bug where the screen will show pure darkness when you return to the Womb of Lamashtu. If this happens, it means the camera isn't centered on your party. The easiest way to find your Second Team is by going to the map (hit the “m” key) and finding your party.

Womb of Lamashtu (Revisited) - People & Events
  • N. Giant Flytrap (Plant 13). Your team 1 characters will arrive after you beat this enemy.
  • O. Enemies will appear from O1 and O2 in two waves. The second wave appears after one of the first two enemies dies.
    • First wave: O1. Primal Manticore (Magical Beast 9); O2. Primal Hydra (Magical Beast 9).
    • Second wave: O1. Ferocious Dweomercat (Magical Beast 10), Primal Spider Matriarch (Magical Beast 10); O2. Primal Giant Spider x3 (Vermin 9). The Dweomercat can be skinned for a Dweomercat Pelt (125 gold, 5 lbs.). The Matriarch carries the Cypress Queen’s Crown.
  • P. Everblooming Flower.
    • Once the flower is killed, you can choose to “2. [Take a part of the flower’s root]” or not. If you take it, you get the Root of the Everblooming Flower. Taking it will unlock the Kingdom Project: Research into the Nature of Curses: the Everblooming Flower.” You don’t need to complete this project to get the best ending (since you only need to complete 13 by the end of the game), but more Curse projects is always better. I recommend taking it. The Root of the Everblooming Flower doesn't appear to have any plot value, and it can be sold for 275 gold.
    • “3. [Burn the flower]” to proceed.
Womb of Lamashtu (Revisited) Treasure
  • 27. Rock (Perception DC 19): Taldan Warrior’s Dog Tag.
  • 28. Chest (Perception DC 28, Trickery DC 28): 403 gold, Masterwork Bastard Sword, Masterwork Greatclub, Potion of Heroism.
  • 29. Masterwork Elven Curve Blade, Banded Mail +3, Potion of Displacement.
  • 30. Chest (Perception DC 32, Trickery DC 30): Hairsplitter (+1 agile, finesse wielding estoc).

Leaving the Womb of Lamashtu

Return to the Capital once you’re done here.