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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

Tenebrous Depths

Tenebrous Depths - Part 1

1. Tenebrous Depths 1st Floor

All enemies on this floor are Diseased Creatures that inflict the following diseases on hit: 1) Blinding Sickness (Fort DC 16 - 1d4 Str damage and the target must make a second Fort save if it takes more than 2 Str damage or be permanently blinded; frequency 1/day, 2 consecutive saves to cure) and 2) Shakes (Fort DC 13 - 1d8 Dex damage; frequency 1/day, 2 consecutive saves to cure). You may want to prepare some Remove Blindness (Cleric 3), Remove Disease (3), and Lesser Restoration (2) spells.

1st Floor Encounters
  1. Hidden Door (Perception DC 25).
  2. Wererat (Rogue 2), Rat Swarm x5 (Animal 3). The rat swarms have AC 12 and 17 hp, Fort +4/Ref +5/Will +2 saves. They’re relatively weak, but can inflict the disease: Filth Fever (Fort DC 12, 1d3 Dex damage and 1d3 Con damage; frequency 1/day, 2 consecutive saves to cure). A single Fireball (3) should be enough to wipe them out once they gather.
  3. Scorching Ray Trap (Perception DC 17, Trickery DC 17 - 18 exp): if triggered each party member will be hit by 3 rays (4d6 fire damage each). There are multiples of these traps.
  4. Werewolf (Fighter 2), Alpha Wolf x2 (Animal 7).
  5. Create Pit Trap (Perception DC 17, Trickery DC 17 - 18 exp): If triggered, it creates a pit that requires a Reflex DC 20 to avoid.
  6. Alpha Wolf (Animal 7), Dire Wolf x2 (Animal 5).
  7. Shrine: Lore (Religion) DC 23.
  8. Wererat (Alchemist 8), Werewolf x8 (Fighter 2). The werewolves are weak, but there are a lot of them. The wererat will use Explosive Bombs for 4d6+5 fire damage to the primary target (Reflex DC 16 for half damage) and 9 fire damage to secondary targets. The wererat carries a Headband of Vast Intelligence +2, a Bombardier’s Vest, and two potions.
  9. Greater Werewolf (Fighter 7), Ferocious Wolf x3 (Animal 2).
1st Floor Treasures
  1. Gutsy Brawler (helmet, immunity to fear and DR 1/magic).
  2. Fine Hide x2, Jade, Copper Ring x2, 2 gold.
  3. Earth Breaker, Citrine, Shortspear, 1 gold.
  4. Shock Tongi +1 (Perception DC 25).
  5. Jasper, Wooden Plate x3, Incense, 4 gold.
  6. Handful of Gems, Light Shield, Greatsword, 2 gold.
  7. Amulet of Natural Armor +1, Interview with the Weary Traveler. This is one of the four items you need to get before fighting the Weary Traveler on the 4th floor!

2. Tenebrous Depths 2nd Floor

All enemies on this floor are Acidic Creatures, with acid resistance 20, +4d6 acid damage on attacks, and attacks that can inflict the sickened or nauseated conditions on hits (Fort DC 17). I recommend using Resist Acid, Communal (3) while on this floor.

2nd Floor Encounters
  1. Greater Weretiger x4 (Rogue 7). These enemies have multiple attacks and deal 4d6 damage (plus 4d6 acid damage). This can be a difficult encounter, given the flanking rules for this game, so I recommend starting combat with a control spell such as Stinking Cloud (3) or by approaching them with a tank/off-tank with high flat-footed AC and/or defensive spells like Mirror Image (2) or Displacement (3). On Normal mode, they have AC 16, 74 hp, Fort +6/Ref +8/Will +5 saves, DR 10/silver (mithral), and have 3 attacks: a bite with a +9 to hit for 2d6+13 damage and two claws at +10 to hit for 1d8+10 damage.
  2. Create Pit Trap (Perception DC 17). If triggered, it requires a Reflex DC 20 to avoid.
  3. Greater Werewolf (Fighter 7), Wolf x4 (Animal 2).
  4. D1) Dire Venomwolf x2 (Animal 5). D2) Ferocious Wolf (Animal 2). D3) Ferocious Wolf x3 (Animal 2). The Dire Venomwolves start off stealthed (Perception DC 37).
  5. Shrine (Knowledge: Arcana DC 28).
  6. Hidden Door (Perception DC 25).
  7. Phantasmal Killer Trap (Perception DC 20, Trickery DC 20 - 36 exp). The triggering character will die if they fail a Will DC 24 save followed by a Fort DC 24 save.
  8. Alpha Worg (Barbarian 7, Magical Beast 4). On Normal difficulty, it has AC 21, 119 hp, Fort +12/Ref +10/Will +7 saves, and DR 1/-. It has a bite attack at +19 to hit and it deals 1d6+17 damage. It can be a damaging fight given its high hp and attack rolls, but it shouldn’t be particularly difficult for an 8th level party.
  9. Hidden Door (Perception DC 25).
  10. Spiked Pit Trap (Perception DC 18, Trickery DC 18 - 22 exp): If triggered, it requires a Reflex DC 21 to avoid.
  11. Wererat (Alchemist 8), Wererat x3 (Rogue 2). The Alchemist carries a Headband of Vast Intelligence +2, a Bombardier’s Vest, and two potions.
  12. Corrupted Weretiger (Inquisitor 8, Corrupted Creature 2), Greater Weretiger x3 (Rogue 7). On Normal difficulty, the Corrupted Weretiger has 18 AC, 103 hp, Fort +14/Ref +11/Will +11 saves, DR 10/silver (mithral), and it makes 3 ranged bow attacks at a +14/+14/+9 to hit for 1d6+13 damage. It will also routinely use Acid Spray as an AOE attack to deal 9d6 acid damage across a wide area (Reflex DC 12 for half damage).
    • Like with the encounter at Location A, this can be a damaging battle, and I recommend breaking out your more powerful spells/attacks. The Corrupted Weretiger carries a Composite Shortbow +1 and Studded Leather +2.
2nd Floor Treasure
  1. Silver Ring, Tongi, Punching Dagger x3, 8 gold, Potion of Cure Moderate Wounds x2.
  2. Locked Case (Perception DC 25): Handful of Gems x3, Shining Shell, Copper Ring, 12 gold, Scroll of Mage Armor x3.
  3. Bracers of Armor +1.
  4. Moonstone, Shining Shell, Longspear, 2 gold, Potion of Barkskin, Timeworn Azlanti Belt Buckle from the Tenebrous Depths.
  5. Clear Quartz, Wooden Mug x3, Wooden Plate, 11 gold, Potion of Invisibility x2.
  6. Bastard Sword, Bottle of Oil x3, Pearl x2, 7 gold, Potion of Displacement, Mug of the Weary Traveler. This is one of the four items you need to get before fighting the Weary Traveler on the 4th floor!
  7. Dart +3.
  8. Dwarven Champion’s Helmet (wearer’s main weapon gains Orc Bane and Goblin Bane, enhancement bonus to AC increases by +2 vs. orcs, giants, and goblinoids).

3. Tenebrous Depths 3rd Floor

All enemies on this floor are Fiery Creatures, with fire resistance 20, +4d6 fire damage on attacks, and attacks that fatigue or exhaust targets on hit (Fort DC 20 to negate). I recommend using Resist Fire, Communal (3) on this floor. As a note, the game treats the extra fire damage as an extra source of damage for the enemy’s weapon enhancement bonuses and additional effects.

3rd Floor Encounters
  1. Raging Cyclops x2 (Humanoid 10, Barbarian 2). On Normal difficulty, they have AC 15 (while raging), 108 hp, Fort +16/Ref +3/Will +7 saves. They make two attacks at +18/+13 (while raging) and deal 3d6+23 damage +4d6 fire damage on hit.
    • Given their terrible Reflex saves, they are very susceptible to reflex-based control spells like Grease (1). The second cyclops will often get confused and wait for the first to die before approaching.
  2. Spiked Pit Trap (Perception DC 18, Trickery DC 18 - 22 exp): If triggered, it requires a Reflex DC 21 to avoid.
  3. Hidden Door (Perception DC 26).
  4. Fireball Trap (Perception DC 18, Trickery DC 18 - 22 exp): If triggered, it deals 10d6 fire damage (Reflex DC 21 for half damage).
  5. Cyclops (Humanoid 10, Cleric 5), Cyclops x3 (Humanoid 10).
  6. Cyclops (Humanoid 10, Cleric 5), Cyclops x4 (Humanoid 10).
  7. Shrine: Knowledge (World) DC 29.
  8. Phantasmal Killer Trap (Perception DC 20, Trickery DC 20 - 36 exp): The triggering character will die if they fail a Will DC 24 save followed by a Fort DC 24 save.
  9. Hidden Door (Perception DC 26).
  10. Raging Cyclops x2 (Humanoid 10, Barbarian 2), Cyclops x2 (Humanoid 10).
  11. K1) Cyclops Cleric (Humanoid 10, Cleric 7). K2) Raging Cyclops x2 (Humanoid 10, Barbarian 4). While these enemies are higher level than the other Clerics and Raging Cyclops on the map, they are not that much more difficult and are also very susceptible to spells that require a Reflex save.
    • On Normal difficulty, the Cleric has AC 23, 169 hp, Fort +19/Ref +7/Will +15 saves. It makes attacks at a +19 to hit (with power attack) for 3d6+27 damage +4d6 fire damage. The Raging Cyclops, in turn, have AC 18, 112 hp, Fort +17/Ref +4/Will +8 saves, and make three attacks at +21/+16/+11 for 3d6+23 damage +4d6 fire damage (while raging).
    • These enemies do not have particularly high bonuses to their attack rolls, and a good tank should be able to avoid almost all of their attacks. I’d recommend keeping your squishies in the S corner or along the SW wall while you have your tanks keep the enemies occupied.
3rd Floor Treasure
  1. Copper Ring x5, Kukri, Leather Armor, 52 gold, Potion of Cure Moderate Wounds x3.
  2. Dueling Sword, Exquisite Pearl, Fine Feather, 14 gold, Potion of Restoration (Lesser) x2.
  3. Boogyman’s Robe (+2 to concentration checks, +5 competence bonus to Knowledge: Arcana checks, chance to frighten enemies on hit [Will DC 13]), Diary of the Weary Traveler. This is one of the four items you need to get before fighting the Weary Traveler on the 4th floor!
  4. Hidden Chest (Perception DC 26): Chainshirt, Grinding Stone x2, Pearl, 3 gold, Potion of Heroism x2.
  5. Bloodstone, Bardiche, Clear Quartz, 3 gold, Potion of Aid x3, Timeworn Shard of the Goggles of Night from the Tenebrous Depths.
  6. Shock Javelin +2.
  7. Ring of Luck (+1 luck bonus on all saving throws).

4. Tenebrous Depths 4th Floor

All enemies on this floor are Battering Creatures, which means that they can use various combat maneuvers like bull rush or trip on the targets of their attack. It may be worth casting Enlarge Person (1) on your tank to improve their Combat Maneuver Defense (CMD).

4th Floor Encounters
  1. Goblin Alchemist x2 (Alchemist 6, Rogue 1), Giant Spider x4 (Vermin 7). The Alchemists will spend the first round buffing by casting Shield (1), which gives them a moderately high AC of 20 on Normal difficulty. The Alchemists carry Masterwork Light Crossbows.
  2. Chain Lightning Trap (Perception DC 27, Trickery DC 27 - 90 exp): If triggered, it deals 12d6 of electricity damage to the entire party (Reflex DC 24 for half damage).
  3. Volcanic Swarm Trap (Perception DC 20, Trickery DC 20 - 36 exp): If triggered, it creates a volcanic storm that deals 2d6 fire and 3d6 bludgeoning damage to everyone in the area.
  4. Goblin Dogcutter x2 (Goblin 6), Goblin Dead Eye x3 (Rogue 5, Fighter 4), Goblin Alchemist (Alchemist 6, Rogue 1). The Dogcutters carry Masterwork Shortswords. The Dead Eyes carry Composite Shortbows. The Alchemist carries a Masterwork Light Crossbow.
  5. Doomspider x2 (Magical Beast 7), Goblin Eagle Eye x2 (Fighter 4, Rogue 4). The goblins start off stealthed (Perception DC 38 to spot). The Doomspider also starts off stealthed (Perception DC 45 to spot). The Eagle Eyes carry Composite Shortbows.
  6. Acid Pit Trap (Perception DC 20, Trickery DC 20 - 36 exp): If triggered, it requires a Reflex DC 22 to avoid.
  7. Hidden Door (Perception DC 28).
  8. Burning Arc Trap (Perception DC 17, Trickery DC 17 - 18 exp): If triggered, each of your characters are hit by a Burning Arc (2) spell for 10d6 fire damage (Reflex DC 20 for half damage).
  9. Elder Water Elemental (Outsider 16), Huge Water Elemental x3 (Outsider 10). On Normal difficulty, the Elder Elemental has AC 22, 152 hp, Fort +9/Ref +18/Will +10 saves, spell resistance 16, DR 10/-, and it’s immune to poison, being stunned, critical hits, precision/sneak attack damage, and paralysis, among other conditions. It makes two attacks at a +21 to hit for 2d10+20 damage. The Huge Elementals have AC 19, 95 hp, Fort +7/Ref +11/Will +7 saves, spell resistance 12, DR 5/-, and the same immunities as the Elder Elemental. The Huge Elementals make two attacks at a +12 to hit for 2d6+13 cold damage.
    • This is a somewhat challenging battle, but very doable if you have a decent tank and as long as you keep your squishies out of the elementals’ reach. Again, I recommend using Enlarge Person to improve your tank’s CMD, since these enemies will use combat maneuvers with their attacks.
  10. Quickspider x2 (Magical Beast 7), Goblin Lynx Eye x2 (Fighter 4, Rogue 2). The Quickspiders have a constant Blur (2) effect and a high AC. On Normal difficulty, they have 25 AC, 60 hp, Fort +8/Ref+14/Will +5 saves, and they make attacks at a +12 to hit for 2d6+7 damage.
    • I’d recommend holding them off with your tank and melee characters while targeting the goblins with your ranged attackers, since they’re fairly weak enemies and since they like to shoot at your squishies. The Lynx Eyes have Masterwork Shortbows.
  11. Shrine (Lore: Nature DC 27). You won’t be able to access this shrine until after the combat at Encounter L, so save it for when you return to challenge floors 5-8.
  12. L1) Movanic Deva (Outsider 12), Reckless Satyr Bowman (Fey 8, Rogue 7). L2) The Weary Traveler (Bard 12, Corrupted Creature 4), Movanic Deva (Outsider 12), Reckless Satyr Bowman (Fey 8, Rogue 7). Make sure you have all 4 items of the Weary Traveler before starting this battle!
    • The Monavic Devas have Wings and are immune to ground-based effects. On Normal difficulty, they have AC 22, 126 hp, Fort +8/Ref +11/Will +13 saves, DR 10/evil, spell resistance 21, and are immune to electricity, fire, acid, cold, death effects, and petrification. They make 3 attacks at +15/+10/+5 to hit for 2d6+19 damage +1d6 fire damage. Their Wings give them +3 AC and make them immune to ground-based effects (like Grease (1), Web (2), etc.). They also like to use the spell Holy Aura (8) on their allies, which grants spell resistance 25 against evil spells and spells cast by evil creatures, protection from all mind-affecting spells and effects, and forces evil creatures that make a successful melee attack against them to make a Fort save or be blinded (including Regongar and Jaethal). Holy Aura also grants similar benefits to the Weary Traveler’s Aura (it does not stack).
    • The Satyr Bowmen have AC 20, 82 hp, Fort +5/Ref +17/Will +11 saves, DR 5/cold iron, and they make three attacks at +13/+13/+8 for 1d6+3+5d6 piercing damage. They also deal 4d6 sneak attack damage on flanked/flat-footed targets.
    • The Weary Traveler has AC 16, 144 hp, Fort +11/Ref +17/Will +14 saves, and he makes three attacks at a +22/+17/+12 to hit for 1d4+21 damage (with Piranha Strike). He wields a Keen Rapier +1 and has a crit range of 15-20/x2. He also has a Protective Aura which grants him and his nearby allies a +4 deflection bonus to AC and a +4 resistance bonus to saves against attacks by evil creatures (Regongar/Jaethal/summoned undead).
    • This can be a difficult battle, particularly since the Movanic Devas like to cast Flame Strike for 8d6 fire and 8d6 divine damage (Reflex DC 17 for half damage). I would recommend casting Resist Energy, Communal (Fire) (3) before combat or spreading out your characters to limit the damage. The easiest way to handle this battle is by casting a Stinking Cloud (3) spell or two, as that will incapacitate all of the enemies. Otherwise, I'd recommend buffing thoroughly and make sure to heal your tank(s) since the enemies like to use Sunder Armor along with their attacks. The Devas are very tanky given all of their buffs and immunities, so I recommend saving them for last.
    • The Weary Traveler carries: a Keen Rapier +1, a Buckler, a Belt of Incredible Dexterity +4, and the Shield of the Weary Traveler. The Shield will only drop if you have the other 4 Weary Traveler items on you when you kill him. You can show it to Xelliren for additional dialogue options, and you need to get it for the best ending to the dungeon. The other enemies are summoned creatures and do not carry loot.
4th Floor Treasure
  1. Handaxe x2, Diamond Dust, Shining Scale, 103 gold, Potion of Cure Serious Wounds.
  2. Hidden Chest (Perception DC 26): Tian Xia Ink, Clear Quartz, Diamond Dust x2, 15 gold, Potion of Protection from Acid, Potion of Protection from Cold.
  3. Locked Chest (Trickery DC 29): Flamboyant Hat (+2 enhancement bonus to Cha, +2 rounds of bardic performance if the wearer has the ability), Scribble of the Weary Traveler. This is one of the four items you need to get before fighting the Weary Traveler on this floor! Make sure to take it before advancing to the combat at Encounter L!
  4. Pearl, Moonstone, Jasper, 55 gold, Potion of Cure Light Wounds x6.
  5. Flaming Flail +2.
  6. Wand of Heroism (50 charges, caster level 5).
  7. Wooden Plate, Bone Necklace x2, Grinding Stone x2, 90 gold, Potion of Protection from Electricity, Potion of Protection from Fire.
Exiting the 4th Floor

V: You will not be able to advance further at this time. Return to the Capital for now and come back the next time you're told to return, after completing the Act 3 main Quest: the Season of the Bloom.