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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 Companion Quests

Jaethal: Investigate My Death

This quest begins with a throne room event that occurs approximately 146 days before the deadline from An Ancient Curse, Part Two.

1. Capital Throne Room

Jaethal found her old dagger in Enneo’s shop (Jaethal’s Old Dagger), and she thinks he’s responsible for her death. Enneo claims he found the dagger in a dead boar near the Old Sycamore. Agree to investigate to begin the companion quest. You’ll need to travel to the Old Sycamore with Jaethal.

2. Old Sycamore

I assume you’ve already encountered all of the prior encounters and treasures in this location (aside from the Viscount Smoulderburn encounter which would have been a very difficult encounter). If not, you should look at the Old Sycamore page.

While you’re here, you could kill Viscount Smoulderburn if you didn’t already. You may also wish to take a moment to stop by the kobold and mite leaders (if they survived) for some funny dialogue.

Old Sycamore Events
  1. Dead Boar: Jaethal says that the carcass was dragged here from somewhere else. There’s a hidden Lore: Nature check which can get you 240 exp and reveal that the wound was inflicted after the boar’s death. You can dissect the carcass (Lore: Nature DC 20 - 45 exp) or study the area (Perception DC 17 - 28 exp) to find out that it is from the Thorn River and reveal that location on the overland map. You get 112 exp for advancing the quest.
  2. “Spend the Night Here”: If you choose to rest here, you will be attacked during the night by Viscount Smoulderburn (Aberration 9, Sorcerer 4). Smoulderburn has a +33 AC, 124 hp, Fort +8/Ref +16/Will +16 saves, DR 5/magic, cold resistance 5, and immunity to electricity and spells. He also has +21 touch attacks that deal 2d8 Electricity damage, and will use Scare (2) on your party. He won’t be able to harm your party if you have Resist Energy, Communal (3) and are at least 7th level. After that, it’s just a matter of time until your party grinds down his AC. He carries a Diamond.

3. Thorn River Bank

From the Old Sycamore: 1) W x2, 2) SW.

Hunting in this area during rest: Lore (Nature) DC 20.

Thorn River Events
  1. Dire Boar x2 (Animal 5).
  2. Blindness Trap (Perception DC 18, Trickery DC 18 - 27 exp): It targets the triggering character with a Blindness (2) spell (Fort DC 15).
  3. Trap (Perception DC 19, Trickery DC 19 - 22 exp): If triggered, it sets off a Web (2) spell (Reflex DC 15) and starts combat with the characters at Event D. There are multiple copies of this trap.
  4. Young Elf x2 (Fighter 7), Young Elf (Alchemist 8), Young Elf (Rogue 7), Young Elf (Bard 5). These enemies will attack if you trigger the traps or approach. You cannot resolve this peacefully. The notable loot includes: Masterwork Longspear, Masterwork Dagger x2, Masterwork Longsword, Ring of Protection +1, and Composite Longbow.
    • After the battle, Jaethal will raise one of the elves as an undead. There’s a hidden Knowledge: Arcana check that is just flavor text. The undead girl will ask for her own death, but her fate is out of her hands. You can tell Jaethal to keep the girl un-alive (NE moral choice) or tell her to let the girl die (CG moral choice). Either choice gets you 225 exp. There’s a follow-up moral choice (LG, CN, NE).
    • The choice whether to let the girl stay undead or to die is important to Jaethal’s arc. If you keep her un-alive, this leads Jaethal to further embrace her goddess and ultimately leads to either Jaethal or Tristian dying permanently in the end-game; that is the Evil choice. If you tell her to let the girl die, Jaethal can turn from her goddess; this is the Good choice.
    • When you return to the capital, you’ll find the Enneo has vanished, leaving behind a note. Speak to Jaethal to discuss the situation. There’s a hidden Lore: Religion check to identify the symbol as Pharasma's symbol. There is a LN moral choice in the follow-up dialogue if you wish. This conversation finishes the Companion Quest: Investigate My Death (750 exp).
    • Afterwards, you can also speak to Jaethal to ask her about turning the girl into an undead to get a moral choice (LG, N, CN). If you kept the girl un-alive, you can find her with Jaethal in her room at the inn.
  5. Megaloceros (Animal 4). This is a neutral creature.
Thorn River Treasure
  1. Mushrooms.
  2. Potion of Shield of Faith.
  3. Stones (Perception DC 12): Ancient Rostlandic Coin.
  4. Log (Perception DC 16): Silver Ring, Leather Armor.
  5. a) Scroll of Remove Sickness, Pearl x2, 15 gold; b) Rations x4; c) Elven Curve Blade +1, Grinding Stone, Wooden Spoon, 9 gold.
  6. Old Map of Avistan x2, Coal x3, Agate, 4 gold.