Walkthrough in Pathfinder: Kingmaker is covered on this page.



Jamandi Aldori's Mansion

After you created your character (see Character Creation, or you can choose one of the pre-generated characters. Keep in mind that a successful adventure team needs all kinds of members, tank, DPS, healer, and rogue. And if you want to get one of the prestige class, you need to plan your leveling up path well.), you appeared in Jamandi Aldori's Mansion.  After the welcome, an ambush happened when you resting, follow Linzi and see what's happening.

Linzi is one of your companions in Pathfinder: Kingmaker, she is a bard, consider develop her into a supportive character. (add buffs, disarm traps etc)

Tartuccio will join your team after you defeat some bandits guarding a door. (but no need to invest in him )

The mansion is under attacked by some bandits, kill them and collect the spoils. On a hallway, you can save Amiri (barbarian) from some bandits.

Enter the main hall, you will witness the frost giant strike down the remaining guards. Now, follow them and venturing forth.

This level has more enemies, and you will also learn how to pass skill checks such as lifting some wreckage or break a door. Jaethal can be found in a hallway at east, she's an inquisitor and a potential party member. Also be careful this level has some traps, disarm them first before you come forward.

Keep going until you find two rooms of statues, you need to trigger the statues in correct order to unveil a hidden passage. (top right statue on upper room, left statue on lower room, top left statue on the upper room). Little Spoiler: There are actually  2! Hidden Passages which can be revealed by solving statue's puzzle in different way, despite the fact that quest requires to unveil only 1.

Leave the building, you will meet some assassins in the garden and a potential companion, Harrim, who is a cleric. If you successfully persuaded him to keep fighting, he will join your team. The armory can be found across the yard.

Once you reached a burning room, an illustrated story event will happen. After the event, you will have Valerie as your new companion. (if you helped Valerie here, she will join your team later.)

Before you enter the banquet hall, get your team ready. There you need to face multiple assassins and a frost giant, with the help of some friendly NPCs. 

Tartuccio will accuse you after the battle is over, after some rabble, (If you chose lawful response, Harrim will join Tartuccio for now. Evil response pleases Jaethal, but Linzi will join Tartuccio temporarily) Jamandi Aldori decides to let you and Tartuccio each lead a separate team, and take different routes to the stolen land. (Keep in mind that you have to finish ACT I in three months, that means you need to carefully plan your route and don't spend too much time resting. If you slay the stag lord much quicker than 3 months, you will receive extra rewards from Aldori, and you have more time to build your kingdom. Therefore you can focus on the main quest first at ACT I, and fully explore Stolen lands later. )

From now on you can travel on the world map. There are many hidden paths and locations on the world, they can only be revealed once you get close enough. Travel on the roads are not always safe, occasionally you will encounter some monsters or other enemies, so set camp once your team becomes exhausted. 

Sometimes, you may discover some kingdom resources in certain locations, they are used for Kingdom Management (Unlocked after you finished ACT I. You can only claim them when they are on our lands, and spend 15 BP. So no need to waste time visit these places before you become baron.)

See Locations for more details.

Head west follow the river, Oleg's Trading Post is about one-day away. There you can trade with merchants and recruit customized characters. But first, you need to defeat some bandits and save Oleg Leveton. 

Oleg told you these bandits are under the command of Stag Lord, you need to set up some defenses before his men come back. (you can also buy some supplies right now if you need any)

Once you are ready, talk to Oleg Leveton and face the incoming bandits. 

There's a lot of quests you can acquire at Oleg's Trading Post:

A Guardian of bloom will appear the first time you rest at the tradepost, she points you to a bandit camp near the Thorn Ford. There you may find a way to clear the fog that blocks your way to Stag Lord's fortress.

( In Pathfinder: Kingmaker there are several quests are time-sensitive, if you waited too long or finished other related quests first, the outcome of the quests will be altered.)

When you leave the tradepost, an old man will stop you in an encounter, warn you about Tartuccio. (Quest A Bitter Rival, if you chase Tartuccio first, the encounter at Temple of the Elk will change a little. If you went to Temple of the Elk first, you may not be able to find Tartuccio in Ancient Tomb

Ancient Tomb

Tartuccio and his team are inside the tomb, before you fight them, you can use persuasion skills to turn one of this companions (Valerie or Jaethal) against him. 

After you defeat Tartuccio's men, you can explore the Ancient Tomb for some lootings.

Thorn Ford

There's a bandit camp in this area, before you fight, you could try to persuade Kressel to step aside by diplomatic means. (she will also gives you a wedding ring, for quest Svetlana's Ring)

After you deal with the bandits, loot the camp, you can find an written order which updates the quest Stolen Land.

Leave Thorn Ford, you can explore the neaby locations and finish some side quests. (Fangberry for Bokken at Fangberry Cave) After that, you can return to trade post to turn in the quests and buy some new equipment.

Oleg at the trading post will give you another quest Tuskgutter. (This Amiri's personal quest Prove Your Worth so bing her with you when you travel to Tuskgutter's Lair)

Give Fangberry to Bokken, he will give you a discount from now on. Inside the tarven, give the wedding ring back to Svetlana to complete the quest Svetlana's Ring. And Kesten Garess will update the quest A Bitter Rival.

Abandoned Hut

Now, head to the Abandoned Hut. But be careful you may meet some Technic League members on your way. (They are an evil slaver organization, chose wisely how to deal with them.)

At Abandoned Hut, you will meet Guardian of the Bloom again. Find the note by the grave then talk to the guardian again, you now learn the key to clear the fog is at the Temple of the Elk.

Abandoned Hut has lots of valuable loots, and some antiques, so don't forget to search the area before you leave. 

Technic League Encampment

If you free the prisoners you will trigger the fight with the Technic League, after you defeat the Kalannah, you can recruit Regongar and Octavia to your team. (Octavia is a Wizard and Regongar is , if you do not add them to your team now, they will head to Oleg's Trading Post)

Leave the Encampment, you can explore the surrounding locations along the river. At Nettle's Crossing, you can get a side-quest Vengeance from beyond the GraveTrail in the Hills has some enemies and some valuable loots, you may want to visit the place before you head to Old Sycamore.

Old Sycamore

This area has many enemies and sub-locations, along with side-quests and rewards so get your team ready. 

Once you arrived in the area, you will find a confrontation between some mites and kobolds. You can choose a side, or you can kill them both and explore the area by yourself. (besides mites and kobolds, this area also has wolves, giant frogs, and other enemies)

At the bottom part of the region, you can find kobolds and mites live together peacefully, they give you a side quest Death to the Worgs.

The entrance to the Old Sycamore Caves is on the bottom right area of the map, and it's heavily guarded by kobolds. If you chose to side with the mites, be ready for a tough fight. (also be careful that this location has many traps.)

You can find the giant Worg at the northeast area of the map, kill it to complete the quest Death to the Worgs, or agree to help it. (quest Fresh Meat)

In the center of the map, there's wandering monster named Shambling Mound, you can learn it's story from a note found on nearby body. It won't attack you but if you want more XP you can try to put it down. Not far from the Shambling Mound, you can pick up some Moon Radish. (quest Moon Radishes for Bokken)

Beneath the giant tree on the north side of the map is the mites' living area (Old Sycamore Caves). If you chose to side with them, mite guards will let you pass, otherwise prepare for battles. There are also giant centipedes in this area. (the gatekeep will give you a side quest Mandible Jewelry)

In one of the rooms, you will find some mite use kobolds as practice targets, let them stop is considered natural good action.

Queen Bdaah tells you that Tartuccio was seen entering the sacred hall under the Old Sycamore. However you need the mite relic to enter it, which was seized by kobolds.

You can storm the kobolds from the Cave entrance, or you can travel through the Old Sycamore Depths to reach the kobold chief. 

Like the Old Sycamore Caves, Old Sycamore Depths has lots of giant centipedes and giant spiders. Fight your way to an abandoned camp, then enter the kobold's cave.

Once you defeat the kobold chief, you can choose to kill him or spare his life. Either way, you will get the relic. (you can further explore the cave since the kobolds are left, there are lots of chests and other valuables. )

Jaethal can also be found at this side of the cave, you can let her join your team, or let her wait at the trading post. 

Report to Queen Bdaah, she will reward you and urges you to hunt Tartuccio. Now you can activate the wooden suspension bridge at the south side of the Old Sycamore Caves.  Cross the bridge, Tartuccio (disguised as a kobold) can be found in a secret chamber, with some kobolds. Kill Tartuccio, and report to Queen Bdaah.

After you explored the area, back to Oleg's Trading Post, you can give Moon Radishes to Bokken and let Kesten know the fate of Tartuccio. Talk to Jhod Kavken to learn the location of Temple of the Elk.

Now travel to the Temple of Elk (you can also explore other locations along the road, such as Old Oak, Tuskgutter's Lair or Oak-That-Strayed . Just keep in mind that you have to finish ACT I in three months)

Temple of the Elk

The enemies in this area include primal giant frogs, primal dire boar, bear-like treant. On the upper side of the map, you can save Tristian, he is a cleric of Sarenrae. (If you arrived the temple of elk after you deal with Tartuccio, Tristian won't be able to join your team right now, but he can be found later at Oleg's Trading Post)

Defeat all the beasts in the area to cleanse the pool, (it now apply healing effects) then talk to Tristian again. He will update the Stolen Land quest and you need to speak with Jhod at trading post.

Before you head back to Oleg's Trading Post, you can visit Tuskgutter's Lair and kill the Tuskgutter for quest Prove Your Worth and Tuskgutter. When you returned the trading post, Guardian of the Bloom will talk to you again and ask you to defeat the Stag Lord.

Hand in the side quests, and resupply your team. If there are unexplored locations, now it's the time. When you are prepared, head to the Stag Lord's Fort.


Stag Lord's Fort

Outside the fort there's a lot of zombies wandering, after defeating them you will meet Kressle if you let her live earilier, who decides to rebel against stag lord. You join forces with her and launch a direct attack on the fort, or you can find a way in yourself.

At the west side of the wall, you climb over the wall or broaden the passage by force. When you entered the fort, you can persuade Akiros Insmort to fight against the Stag Lord.

There are lots of bandits and brawlers in the courtyard, and the stag lord is on a high ground in front of the building. After defeating them, you can find the stag lord's father at the prison.




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All Quests in area


Build Your Kingdom

After you defeat the Stag Lord and became the baron of Stolen Land, you can now access to Kingdom Management system. You need to collect kingdom resources, build your capital and deal with all sorts of affairs. You can also assign your leaders (companions and some other NPCs) to your council to help you manage your lands.

Keep in mind that many builds can give your kingdom bonus if they are adjacent to certain other buildings. How you place the buildings will make a great difference.

Tip: you should put the building with the most adjacent bonus at the center of your settlement, then build other buildings around it. see the following example:


(+1 Economy adjacent to the Tavern)


(+1 Relations adjacent to the Longhouse)


(+1 to Loyalty with the Windmill, +1 to Stability with the Tavern)


(+1 Economy adjacent to the shop)



(+1 Stability adjacent to the longhouse)



(+1 Divine adjacent to the Monument, +1 Loyalty adjacent to the Longhouse)


(+1 Arcane adjacent to the Shrine)

 Tip: You can build more settlements and upgrade existing settlements later. You can also buy BP from certain merchants.

The main focus of this act is to build your kingdom, to do this, you need enough Kingdom Leaders to handle all the Kingdom Projects (one leader can take care of one project at a time, and most events have deadlines. If you ignore a project for too long, they become unavailable. ) You should recruit all companions as soon as possible. (Jubilost, Ekundayo etc. Note that they only show up after the troll invasion)

Some Kingdom Projects can give your barony unique buff or debuff. Such as Agreement with Ioseph Sellemius, it gives you 500 BP, but will also increase the building cost by 25%.

The storyteller at your throne room is a collector of stories and a preserver of history, he's interested in antique artifacts.He's all too eager to buy up any Ancient Rostland Coins (200 GP each), Tokens of the Dryad (300 GP each), Ancient Cyclops Coins (400 GP each) and Taldan Warrior's Dog Tags (300 GP each) you may possess.

Turn in Restovic artifacts will give you some XP and GP, along with a story! Hand over the Restovic Sorceress's Discharged Staff (found in the Oak-That-Strayed area), the Restovic Ranger's Broken Arrow (found in the Old Sycamore area, on a corpse near some Tatzlwyrms), the Restovic Swordlord's Empty Sheath (found near some Giant Spiders in the Old Sycamore Depths area), the Restovic Paladin's Crumpled Helmet (found near the Tremendous Centipede in the Old Sycamore Depths area) and the Restovic Inquisitor's Broken Crossbow (donated to you by Tartuccio in the Old Sycamore Caves area) for the aforementioned tale and reward.

After your barony is founded, you can now explore its surrounding areas. Such as Bridge over Gudrin River, Ruined Watchtower etc. (The Nymph will invite you to visit her alone, don't attend now cuz she will attack you there.)

Tips: Be very careful when you visit areas need to pass mobility or athletic checks, there usually are strong monsters wandering. There's also a powerful mini-boss in the cave of Bridge over Gudrin River, don't visit there before you are ready. 

A Ford Across the Skunk River

You appear near the southeastern corner of the map when you entered, head east to find a camp. Pass a [Perception 15] check to spot a chest, inside which you'll find a Rope (keep it, you have use for it later), a Scroll of Scorching Ray, a Scroll of Cure Light Wounds and a Soot-Blackened Brand, among other treasures. Just an easy cache of loot waiting to be plundered. Another, less lucrative cache can be looted to the north [Perception 15], where you'll find a Masterwork Dagger.

After looting the camp head west along the southern edge of the map. There you will find a pack of Ferocious Wolves; be careful once you fight them, more wolves will join the fight.

Next, make your way north until you hit a river, then follow the river east until you find a thoroughly ruined wall. Succeed at a [Perception 7] check to find a stone you can search where you will find a Shard of Knight's Bracers.

Cross the river and continue along the trail until you find a navigable section of forest to the west and continue westward into the wilderness until you find nature playing out in the form of three Ferocious Wolves attacking two Kobold Sentinels. Play the spoiler and ensure both sides are wiped out, then loot the chest the Kobolds were guarding to score some treasure, including the Recipe: Galt Ragout.

From this chest turn south and pass a [Perception 19] check to find a container hidden behind a tree, inside of which is a Torag's Pendant.

(Note: if troll invasion already happened, you can find Jubilost Narthropple here)


Overgrown Pool

When you reach this location, you'll find yourself along the northern end of the map, from which head south a short distance to find Lumberjacks led by a man named Corax facing off against a Nixie named Melianse. The Nixie, while outnumbered, does have a trump card in the form of two bewitched Lumberjacks, whose lives she threatens in response to Corax's aggression. Getting drawn into this stalemate starts the quest "Riverbed Nightmare".

If you pick the [Neutral] option you'll just watch as both sides butcher each other, or you can solve the problem with force, or through diplomatic means. You can threaten Melianse to drop the last demand, or agree to restore the trees. (you need to travel to Swamp Witch's Hut or Lone House to buy the token)


Three-Pine Islet

From the Overgrown Pool area heed the following directions: Northwest, Northwest, West.

This is a small map with some Tatzlwyrms lurking, you Loot the (formerly) trapped pillar to find some coins and a Scorched Fragment of a Necklace, then pass two [Perception 8] checks to note stones you can search in the ruins to the west and north. Both hide some trinkets and a potion.


Ruined Watchtower

You enter this map from its northern boundary. Follow the road south, and keep your eye on the cliffs to the west, you can find Torag's Pendant in some rubble.

Keep going south, to the east of the road, there's a steep hill you can climb. Climb the hill and venturing forth, you can find a Dwarven Helm Shard along the cliffs. Go to the eastern end of the map, then turn south to reach a dead-end, where you'll find a trunk you can loot should you succeed at a [Perception 22] check. There's an Amulet of Natural Armor +1.

In the middle of the map, there's a corpse with a chest near it. Don't rush to it cuz it's a trap set by some bandits. 

Venture off the road to the west of the bandit ambush to find some ruins. In between two crumbling stone buildings you'll find some ancient stairs you can climb by clicking on the interact icon [Mobility 19]. Note them, but be sure to head southwest along some ruins to find [Perception 19] a Torag's Amulet hiding under some rubble before you attempt to ascend them.

Climb the stairs, you will find some giant spiders waiting for you. In the watchtower nearby, you need to pass the athletic check to get a chest there. (or you can build a ladder) Inside that chest, you'll find a Black Cog-Wheel Ring, a Breastplate +2, a Heavy Shield, the magical Greataxe Trollreaper, and a Soot-Blackened Apron. The last item may be of interest to an antiquarian and Trollreaper is just a fantastic weapon for the coming quests.

In some rubble along the southern end of the tower [Perception 17] there's a Torag's Pendant, another one in another rubbler near the ruined stairs to the north. As for the Torag statue, you need three Cog-Wheels. (White Cog-Wheel Ring can be found on a corpse in wolves lair. Black Cog-Wheel Ring is in the chest at watch tower, Golden Cog-Wheel Ring is on Rook, who's stranded atop the boulder, at southeast of the map. )

After you place the three cogs in that statue, you need pass a  [Knowledge (Arcane) 20] check to learn the correct order. (Or you can have Harrim to help you) 


Verdant Chambers

Depend on your character, the encounter on this map can be very hard or very easy. A character with a high Stealth score might just avoid everything, a warrior might be able to fight through a low-quality encounter or two, and a Cleric might find victory summoning minions and healing themselves afterward. Wizard or sorcerer players need to bring enough healing potions, and invisibility potions help a lot.

Save before you entered the Verdant Chambers. Before you enter the ruins, head north, there's a gap you can leap across with a successful [Mobility 22] check.
Once across, there are two Ferocious Wolves feasting on a corpse. Defeat them, then loot their corpse they were munching on to score two Potions of Invisibility and a Scroll of Freedom of Movement. You'll be needing these shortly.

Now venturing forth to the yard of this ruin, touch the big tree and the Nymph will show up. (if you have traps you can set them before calling the nymph)
The Nymph will summon a Young Hydra, a Ferocious Manticore and an Owlbear to the southeast, also some traps will appear out of nowhere. (There's also some Redcap assassins on top of the wall and a Giant Flytrap block the area exit)

If your character is good at fighting, you can try to fight your way out. Otherwise, use the invisibility potion and run! Once you escape the area, the quest is complete.


Lone House

Clear the bandits in this region, but be careful, there are many traps outside the roads. After you deal with the bandits and traps, you can let Whining Waine leave for 200 XP.

Bartholomew, the mage here can sell you some wares. When troll invasion happened, you need to revisit this location and save Bartholomew in his basement from a group of trolls. He will then give you a quest to retrieve his whip (Nature of the Beast), which can be found in the lower level of dwarven ruins. 


Bandit Camp

The bandits here wishes to join your forces and offer you their wealth, in exchange, they can "collect taxes" in your lands. Eliminate the bandits and you can get Bastard Sword +1, and Light Shield +2, Berta's Shortbow +1 and Shortie's Shortsword +1 and Masterwork Shortsword, among other weapons and trinkets.


Kobold Trail

This is not a real location, but a book event, chose Defying all danger, we followed the path and pass a  [Lore (Nature) 15] check to unlock other options. There are three ways to deal with the odd shrine. Respect and repair the shrine will result in you finding an Emerald, leave it alone will bestow the good luck of running across some boars, which will net you Camping Supplies x6. destory the shrine will allow you to pluck a Ruby from the shrine's remains.


Swamp Witch's Hut

At the northeast region of the area, there's plenty of Mudleaf plants. However you need to pass a  [Knowledge (Nature) 25] check to harvest. Two fey lovers, the Satyr Falchos and the Dryad Tiressia can be found follow the stream east. After listen to their stories, you can help them kill the Scythe trees. And if you refuse to help, the dey will try to charm you and force you to fight the scythe tree.

If you passed the athletic check and reach the northeast corner of the map, you will find three Greater Enraged Owlbears there. They are tough enemies, if you want to fight them, buff your characters and use webs to slow them down.

 Near the Scythe tree, there's an specter in front of a ruined house, pass a [Perception 19] check to pry a Taldan Warrior's Dog Tag from some rubble near the specter, then loot a chest [Trickery 18] near the fence. From the specter you can learn there are some spirits in a well.

The well mentioned by that specter is not far from the ruined village, but dont open it before you are prepared. Three Will-o-wisp will attack you once you opened it. (they mainly dealt lightning damage so use protection from energy spells is an good idea.) After you defeat the wisps you will find three unique coins, they are for quest Coins for a Dead Man's Eye.

The swamp witch's hut is to the northwest of the well, you can throw a rock at the window or simply open the door. Throw a rock will turn the old witch hostile, if you simply open the door you can ask Old Beldame about the  Lost Child. However, the swamp witch denies that she have the boy, and suggest you to search the Lizardfolk's Village. She will also gives you the quest Mushrooms from the Mud Bowl.

Finish the quest and Old Beldame will give you another quest Swamp Bouquet. (Mudleaf, Gloomberriesand Dizzyhead can all be found on this map)

North of the swamp witch's hut, there's an ghoul standing in front a ruined house. Give him the coin you found from the wisps and he will be put to rest. (quest Coins for a Dead Man's Eye)

If you complete both quests from Old Beldame, you can learn more about herself. Be sure to ask "What happened here?" and "As far as I've heard, a daughter of a human and a fey used to live here. Her name was Elga Verniex. Are you her?". 

Return to Tiressia, and tell her the witch is the missing half-breed fey. Tiressia will give you A Letter from Settrex to His Daughter to deliver. Give the letter to Bedlame to complete the quest here.

Troll Clearing

This location has no explorable map, but a book event. If you prepared an ambush and wait for three times, ou'll get a shot at a [Lore (Nature) 20] check. If succeed you will catch a boar and earn some XP.


Monster Den

This is a rather smal area, you can find a Token of the Dryad lying in a pile of rocks at northeast. An Ancient Wyvern is the onl enemy here.


Secluded Lodge

You can have a rest here if you talked to its owner, an elderly dwarf named Dumra. You can also buy some Rations and a Torag's Pendant from him. There's lots of loot in Dumra's lodge, take them wont turn the dwarf hostile. 


Wolf Lair

When you fight the wolves here, more wolves will appear and try to flank you so be very careful, dont let your spell-caster and archer be surrounded.


Mud Bowl

This area is full of poisoned fog, your characters need to pass a [Fortitude 17] check every round, if they fail they will become nauseated. You need to collect 10 Black Rattlecap for the quest Mushrooms from the Mud Bowl. Be careful of the Tendriculos when you collect the mushrooms.


Bridge Over the Gudrin River

There is a Melted Shard of a Ring hidden in some bushes along the cliff on north bank, another Melted Shard of a Ring can be found east to some wolves, hidden in rocks.  

If you search the east part of the north bank, you will find a cave. Dont just rush in, there's Crag Linnorm inside, the largest and most dangerous enemy you have encountered so far. To defeat it, you need to carefully buff all your characters, and use minions to draw it's attention. (Crag Linnorm also has some fire damage abilities to protection from energy spell helps) Be sure to bring some cold iron weapons if you want to kill Crag Linnorm, otherwise you cant kill it normally. 

Across the river to the south, there's a group of bandits, kill them for some XP and loots. You can find several Taldan Warrior's Dog Tag in this area, turn them to storyteller in your throne room will get some GP.


After you explore the surrounding areas of your capital, you should already triggered some troll related events and projects, now it's time to wipe out the troll threats on your land. Otherwise troll sighted events will become more and more frequently, if your general can't handle them and any of your kingdom stats drop to zero, the game is over.


Kobold Camp

Although the kobold here serves the self-claimed kobold king Tartuk, they are not hostile toward you. Therefore you can persuade them to leave your land peacefully, if you failed, you will have to fight them


Troll/Kobold Encounter

This is a scripted encounter, if you successfully passes skill checks you may scare off one or two trolls, otherwise you need to fight 3 trolls and a kobold shaman. If you chose We daringly charged into battle. you will be ambushed by another troll. After you defeat the enemies, you can loot for Cloak of Resistance +2  and Torag's Pendant.


Dwarven Ruins

When you arrive, a friendly troll named Jason will approach you. You can learn the information of trolls and kobolds here from him. If you kill Jason, you will get Hide +3. Or you you can ask Jason to bring you to the troll king for peace talks.  (even if you chose to be peaceful, you still need to fight the trolls in the end. However if you chose the peach path you can let Jason live)

(tip: if you brought Jubilost with you, you can complete his personal quest Renowned Explorer)

If you let Jason take you to the troll king, you will directly meet Hargulka in dawrven ruins. However, if you chose the violent approach, you need to fight your way to the entrance of the ruins. Defeat the trolls, troll hounds and kobolds, and loot the Old Dwarven Chest Key and Token of the Dryad.

Hargulka, the king of the trolls is waiting for you inside the ruins. You can learn some information from him, but no matter what you chose, eventually you need to fight. Hargulka will leave the hall and destroyed the passage, and let the rest of trolls to flank you. Defeat them and further explore this level.

Kargadd, the arch-enemy of Ekundayo, is at the first chamber on the southwestern side of the level. (Ekundayo also tells you that Kargadd is allergic to the sun, like all rock trolls.) But before you fight Kargadd, you need to decide how to deal with his children. After Kargadd show up, defeat him to complete Ekundayo's personal quest and loot his corpse for Belt of Physical Might +2 and some Soot-Blackened Gloves.

There's a dying dwarf in a storage room near Kargadd's chamber, if you attempt to save him, he will bestow curse on your team. You can also end his pain just leave him be.

Near the Kobold you can find a hidden panel (Perception 20), it reveals a secret treasure room. 

There are two rotatable dwarven device on this level, you need to find the correct pattern on the lower level of the ruins, in its classroom. Once you rotate the device correctly, an secret chest will appear in the classroom of lower level of the ruins.

Jason, the pacifist troll can be found at the lower level of the ruins, you can persuade him to leave, or strike him down with the rest of the trolls. (Jason is slightly stronger than other troll, but acid can still kill him)

To the north of the lower level, you can find troll's storage room and throne room. In the storage room you can find the whip for quest Nature of the Beast. (However, you can also give the whip to Octavia). In the throne room, you will meed Hargulka and Tartuk. This fight is unavoidable so buff your characters beforehand and summon some minions. If you have Harrim with you, he will destroy the dwarven anvil, and find a valuable gem in it.

Kingdom Management

After you wiped out trolls in the dwarven ruins, you can claim the third area for your barony. You may also facing a flood of events/projects by now, to avoid failure, focus on kingdom events first (they usually have a deadline of the first day of next month), start projects only when you have no important problems to solve. Also, if you find there's multiple events require same advisor to attend to, ignore these events with less failure penalty (for example, troublemaker will only reduce your barony's loyalty by 1).


Hodag Lair

This location can be discovered from Dalton, a merchant whom you encountered shortly after dealing with the "Troll Invasion" event. Don't forget to bring Amiri with you when you explore this location, this is part of her personal quest Prove Your Worth.

Amiri wishes to fight the Hodag alone, so just buff her and do not intervene (you can equip Amiri with some potions, if you find Hodag is too difficult to handle.)

After Hodag is defeated, loot the area and leave. (there is a Shard of Knight's Bracers in this region)


Ratnook Hill

This region is filled with traps and wererats, defeat them and you can find some valuable equipment and potions, as well as an Ancient Rostlandic Coin.


Lizardfolk's Village

When you arrived this region, you will meet the an old lizard man wandering outside the village. From him you can learn about the situation here and why is he in exile. Now eneter the Lizardfolk's Village, after talking to the chief and the lost boy. You will learn that the boy is possessed by an evil spirit. Help the old lizard to deal with the evil spirit (a will-o-wisp) to free this boy. (Speak to the boy's mother at capital tavern to complete the quest Lost Child)


Candlemere Tower

This region is full of will-o-wisps, cast protect from energy spells constantly to avoid been ambushed is a good idea. (you may also buy some protect from energy potions from the cleric in your capital). When you reached the ruins on the north, you will find the cleric of Nethys, either reason with him or kill him. If you succeed, he will help you fight the enemy. Either way, after you deal with the cleric, you will need to fight a powerful war-o-wisps from the other side of the portal. Defeat it and loot the area.


Companion Quests

Before you travel to Varnhold, you may consider to complete some companion quests first. ( Once you returned from Varnhold, a series of monster invasion events will happen and have you occupied. )

Valerie's quest Shelyn's Chosen requires you to travel to Oleg's Trade Post and face her former teacher. You can also take Jaethal with you, and finish her quest Investigate My Death at Old Sycamore, to save some travel time. 

The boar you need to examine at Old Sycamore can be found south to the giant tree, after examine it, you need to travel to a nearby location and defeat some elves. Afterward, you can let Jaethal bestow one of the fallen elf eternal life, or let the elf rest in peace.

To complete Linzi's quest Easier to ask Forgiveness, you need travel to Swamp Witch's Hut to find the missing printing press, either kill the bandits or scare them off.

Tristian's quest Kingdom of Cleansed requires you to meet with him at the capital square after he reports a secret cult is growing in your barony. Find Tristian at the capital square, and talk to the girl next to him. You can learn a lot of information about the cult from that girl, and get an invitation from her if you play well. Then follow Tristian to the Secret Sanctuary at night and deal with the problem. (the cultists will attack you after a shot conversation, so be prepared!)


Bald Stones

Leave your capital and travel east, from Bridge Over the Gudrin River you can find Bald Stones via following directions:

  • South 
  • Southeast
  • East
  • South
  • East 
  • North

There's a Greater Nightmare dwells in this area, it has high HP and can cast fire spells. But with Resist Energy, Communal is not difficult to defeat it. (it drop Flaming Glaive +2)


Ironstone Gully

Giant spiders and Centipedes lurking in this cave, after you defeat the Primal Giant Spider, you can search the chest in its chamber for Token of the Dryad and some Camping Supplies and Rations, as well as some other valuables.

Defeat the centipedes in the north cavern and you can find another Token of the Dryad, and a chest with Taldan Warrior's Dog Tag and a Headband of Alluring Charisma +4.


Lonely Barrow

This is a large tomb, you can reach this location from your capital by following directions:

  • East 
  • East
  • Northeast
  • Northeast
  • East
  • South

You will meet some bandits in the first chamber, you can scare them off if you succeed at an [Intimidate 22] check. You can also chose to work with them if you are Neutral Evil and succeed at diplomacy check. Or, you can simply wipe them out.

Continue until you find a chamber with a sarcophagus, there's some treasure for loot but be careful of traps. If you have high Perception and Knowledge skill you can learn about some information about the "ancient cyclopean empire". If you succeed at [Athletics 22] check you can open the sarcophagus. This will lead to some Skeleton Champions ambush you. 

After you defeat the Skeleton Champions, don't assume this tomb is fully explored, when you back to the bandits' chamber, some more Skeleton Champions will show up. Defeat them and 2 new doors have opened to the southwest. The southern one leads to more traps, undeads, and some treasure.

The other door leads you to the a rune that can open the sealed door in the bandits chamber, but be careful, you need to fight way through Ferocious Skeleton Champion, other undeads and traps. (don't forget to loot Belt of Mighty Constitution +4, Chainmail +2 and other treasure)

Return to bandits chamber, through the newly open door you will meet more traps and Skeleton Champions/Archers, eliminate them and venturing forth. To the southeast is a chamber with Clay Golems. (they have DR 10/adamantine and high armor class, Clay Golem can also cast  Cursed Wounds) Defeat them and disarm the traps in this chamber, you can loot for some potions and other valuables.

After you explored the Golem chamber, return to the previous fork and pick the other path. The passage contains a hidden panel and some traps, so keep an eye on. 

Before you entered the next chamber, heal your characters and stack all the buffs. A Greater Skeletal Champion Berserker and some other undead waits for you there, defeat them and you can loot the area for Second Execution, Ring of Luck and a Taldan Stirrup. 

The lower level of the tomb is sealed, for now, so just leave the tomb and head for next location.


Ancient Mine

Defeat the Ancient Wyvern in this area and loot for an Amulet of Natural Armor +2, then you can leave the area.


Lake Silverstep Village

Form your starting area, there's a group of Tatzlwyrms to your south, succeed a [Mobility 23] check and climb down to the coast. After you defeat these Tatzlwyrms, loot the area and head west to the Village. 

In the Village, you can find a merchant named Brevis. If you ask him "I'm surprised to see a trader in such a remote place." and pass an under-the-hood [Perception 18] check, you can then intimidate him to tell you where exactly he got his wares. Turns out there's a group of bandits lurking in the mountains nearby. You can then decide how to deal with Brevis.

A nixie named Lykka can be found at the edge of the village, she asks you to wipe out the bandits in a cave. (quest The Scary Box) Leave the village and head north, the cave is not far from the village. Besides bandits, there's a sarcophagus in that cave too. Open it and kill the Dread Zombie Cyclops to complete the quest. You can loot a Taldan Warrior's Dog Tag along with other valuables in this cave.

Hunter Ivar, also known as the Voice of the Dragon can be found at the edge of a cliff on the northwest, (but be careful of Hydra and Nereid on your way there) but right now you cant get much information from him and he will leave the area immediately after the conversation is over. If you killed him you can get a Longsword +1, a suit of Chainmail +2 and a Belt of Physical Form +2. But you won't be able to complete the quest The Lonely Hunter.

The rest area of this location is also very lucrative, including a small fortune hidden under a branch, a Scimitar +2 named Slicer, and some Token of the Dryad. If you searched Ivar's house, you can find a letter explaining the past of him.


Silverstep Grove

A pack of wolves and worg awaits you here, after you defeat them, you can find Ivar standing in front of some graves, with some Alpha worgs. Once you approach, Ivar will turn into a Werewolf and attack you with his worgs. Defeat him, and he will turn back human and tell you his story. you can then decide to let him live or kill him.



When approach Varnhold, you will be stopped by some guards (book event), agree to travel with them and you will be taken to Varhold.

There's not much to do Varnhold right now, but you can collect some valuables in this area. An Ancient Rostlandic Coin can be found near the Tavern, near Maegar Varnhold there's an Ancient Scrap of Script-Covered Leather. Near the house located at the northwest corner, there's The Heart of Ira in a crate.  Along the western edge of the shrine is a fence, which you can acquire a Taldan Warrior's Dog Tag. 

After you speak with Maegar Varhold, it is time to leave Varnhold.






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Season of Bloom

An Amusement for the Nobles

After the kingdom event of monster bloom, you are invited to join the hunt with Pitax and Mivon nobles. Travel to Hunting Lodge, after you finished talking to guests there, leave for Hunting Ground.

You need to kill 2 out of 3 magic beasts in this area, one can be found in the center of the map, a giant Hydra in the pool. Another one is an Enraged Greater Owlbear at the northwest corner. After you defeat them, don't forget to collect their heads.

There is another magic beast at the northeast corner, however, when you reach there, it's already been killed by the Embeth Travelers. You can take the trophy from the travelers by force, (although you can win the competition with 2 heads) but you will face The Hunter's Revenge later. 

The Pitax nobles can be found at the southeast corner, after talking with them and clear the area. (Melted Shard of a Ring, Shard of Knight's Bracers etc)It's time to leave the area.

Return to Hunting Lodge, if you win the competition, you will get 2,500 GP and twelve Exquisite Pearls. 

However, before you leave. One of the servants transformed into an owlbear, after it killed. You can try to keep the details of this plague quiet, or let your people know it.


A Plague of Monsters

After roughly a month, (don't ignore the monster invasion event for too long, there's the hidden timer that your barony leave important issue unsolved for too long, it may end the game.) your advisors will report you the situation of monster invasion and spreading of the plague. This starts the quest Mother of Monsters. Read the letter from Kesten Garess will give you quest Witch Hunt.

Agree to go oversee the autopsy suggested by Jhod, after you talk to the patient, speak to Jhod again to start the operation.

Chose to side with Tristian and search for the source of the disease in the patient's stomach. (if you chose to side with Jhod, you will find nothing in patient's lung) Succeed at the check and the patient will survive; fail and the patient will die. 

Either way, you need to fight a Ferocious Owlbear to complete the quest The Seed of Sorrow.


Shrine of Lamashtu

After reading the letter from Kesten, travel to Shrine of Lamashtu on the first day of a week.

Once you are prepared, talk to Kesten and ambush the cultist gathering. However, one of the cultists escaped, you need to track him down. Leave the area and you will get a book event, succeed and will chase the cultist to Secluded Lodge.

There are multiple suspects in Secluded Lodge, you can question one by one and ask for their keys so you can search their room. If you have high perception ability, you will also notice many clues.

Tsanna, the maid in the kitchen is the real cultist you are looking after (perception check at the stove, look into her stew, check the backdoor, and notice her limping). However, don't forget to search the rooms upstairs so you can get some valuables. (and a lot of GP in Dumra's room)

Tell Kesten your findings, Tsanna will resist the arrest so put her down. Then you can ask her about her cult and intention. Afterward, you can decide what to do with her and others looking for her help. (Note, if you decide to execute her, Olika will beg you to let Tsanna cure her first. And Tsanna won't do it unless you let her live)


Lonely Mill

There's no explorable map in this location, but a book event. If you agreed to took a place near the fire. You can learn the location of Goblin Village by chose the following options:

  • Answered that he/she doesn't feel like it.
  • Firmly rejected to drink THIS.
  • I'm too tired to sing. You sing. I'll listen.


Goblin Village

Just outside the village, you will see some goblins trying to tame a Hydra. Unsurprisingly, that hydra turned against them. Be careful Hydra can regenerate health so focus your fire.

A Goblin Horseslayer wants to trick you into the monster pen, if you really open the gate that hydra will attack you. Keep pushing forward, more Goblins and monsters will appear, just don't let them flank you and you will be fine.

There's also a Goblin Merchant in the Village, however, all his wares are ridiculously expensive. 

There's another Goblin Horseslayer tries to taunt you, don't just rush to him cuz there's always traps in front of him.

Once you dealt with the goblins in the village, go north to the Colosseum. There you will find a potential companion Nok Nok, who is a goblin rogue. Defeat the monsters and goblins to free Nok Nok to complete the quest Mother of Monsters. (you can also decide to let the rest goblins live or not. If you let them live. Later when farmers riot they will use this against you, but you can talk your way out. )


Bridge Over the Gudrin River

After the monster invasion event, re-visit the Bridge Over the Gudrin River for two new encounters.

East to the starting place, you will find a Goblin Prince, you can get a ring from him either by force or diplomatic means. Give the ring back to a refugee at the bridge to complete the quest Elederian Pearls. (persuade the refugee to stay gives your barony some stat bonus)

There's merchant named Tigni charged by some peasants for predatorily marking up the prices of his desperately-needed wares. You can force Tigni to lower prices, and pay your taxes.

Across the bridge, you will meet some bandits, and a Fake Stag Lord. You can decide to recruit them and just wipe them out.

After you dealt with the stag lord, return to the bridge to find the Old Man patiently waiting for you. He will give you the quest Second Breath. Collect some BlackBerries and send him to Jhod to complete the quest.


Peasants Rioting

After you solve the problems at Witch Hunt and Mother of Monsters, you need to gather all your advisors at throne room to discuss the situation. Kesten would like to take action against this disease. Allow him is a Chaotic Neutral action, let him wait and follow your lead is Lawful Neutral.

After you done talking with the advisors, Kesten will return and bring the terrible news of peasants rioting! You'll automatically head outside, where you'll be confronted with an angry mob. You need to use Good actions to clam them down or pick Evil actions to drive the peasants off before they can build their resolve.

The mob will use some of your former decisions against you, such as control the information about the disease, let the remaining Goblins to live, etc. If you handled the Doomsayer Scares Townsfolk event by talk sense into Remus, you can let Jhod promote the virtues of Erastil, which will calm the crowd down somewhat. 

Resolve the situation however you're able, afterward, leave your capital and head to Goblin Fort along the Gudrin River.


Goblin Fort

When you arrive, you will find Kesten fighting Goblins with a handful of soldiers, help him defend the camp. Once you killed the goblins, talk to Kesten again and be ready to assault the Goblin Fort. (If you are Lawful Evil, you can insist to kill all the prisoners so they won't change into monsters)

Goblins have traps and can cast some fire spells, so proceed with caution. (Resist Energy (Fire) may also help) Near the hut by fort entrance, there's a crate with a Token of the Dryad. The Goblin Alchemist will drop a Rings of Protection +1, near the prisoners' cage, there's crate with a Masterwork Bowgun and a Melted Shard of a Ring.

Press on deeper into the goblin fort by heading west, you will meet a Goblin Shaman forcing peasants to ingest water from the Gudrin river. You can interfere by choosing the Neutral Good dialogue. 

Keep going southwest, you will find some prisoners of Goblins, among them, is Tigni, the merchant you met at Bridge over Gudrin River. You can extort him for some GP or set him free for XP. 

Keep exploring, you will find the Goblin Shaman and Goblin King at the south-west area of this fort. If you have Nok-Nok in your team, he will challenge the king himself. (it's not actually a fight, but a book event, to ensure victory you need to have high stealth and mobility skills)

After you defeat Goblin King and Shaman, return to Kesten's camp, some freed prisoners turned into monsters. Slay the monsters and talk to Kesten, he wants to lead a team to search the source of the seeds, but if you are lawful alignment, you can talk some senses to him and ask him to guard your capital.



After you dealt with the Goblin Fort, you need to decide to protect your capital first, or search for the source of the bloom. If you want to save your people, return to Tuskdale.

Your city is now full of monsters (owlbears, Manticores, hydras etc), kill the first group of monsters so you can get a status report from the guards.

You can save a smith on the east part of the area, if you are running out supplies, you can buy some from him. There's also some marauders at the southwest area, you can choose how to deal with them.

After you clean the area, and save the guards, talk to Jhod in from of your Longhouse. A giant Owlbear will appear, defeat it to defend your capital.


Womb of Lamashtu

Womb of Lamashtu lies at the southern coast of Lake Silverstep. Form Lake Silverstep Village, you can reach there by following these directions:

  • East
  • East
  • East
  • Southwest

If you sent Kesten to find the source of the bloom, you can find him here. If you arrived here in time, you can save him and his guards. If you saved your capital and did not send Kesten to the capital, he will die fighting an owlbear.

The passages of this location are filled with spiders and  Giant Slug. They are not very hard to handle, just don't let them flank you and you will be fine. Your goal is to reach the northeast area, there you can find the Twisty Little Passages that will take you to another chamber. Keep going until you find the portal to Other World (it's a book event, save before you leave Womb of Lamashtu).


Other World

There are some monsters near your starting area, but after you defeat them, don't move. There's some strange mist in Other World, once you touch them, you will be teleported to another area.

Not far from your starting area, there's a Mysterious Bird, take it, it's an important quest item.

Your starting area is blocked by two mists, one on the west, one on the east. East mist will take you to a dead end, so head through the west mist.

You will be teleported to a similar map, looks identical to the previous one but no plants block the way to the center of the map. You will also witness the ghostly image of the Guardian of the Bloom. The visions show some of the past of Guardian.

After the vision vanished, head through the northeast mist, you will be teleported to another part of the Other World. Not far from you there's an old gnome, and his camp. Talk to him to learn some info of this place and the Guardian of Bloom, you will also get a Magical Lantern, equip it so you won't be affected by the mist.

Equip the Magical Lantern and venture through the mist to the east, defeat the enemies there and loot the area. Head back through the west mist, you will see the image of Guardian of Bloom near a pool. Interact with the pool does nothing, for now.

Explore the area, but be careful of the giant flowers, all of them have traps so proceed with caution. 

Work your way uphill to the northeast, you will witness another vision of Guardian of Bloom. Clear the area and unequip the lantern, go through the north mist to teleport to the location of Everbloom Flower. However, no matter how you try, you can not destroy the follower.

Head through the mist to the north, this will take you back to the first map. (the one without the old gnome) Equip your lantern again and explore the area, you will find a secret passage on the east side of the map, it will take you to the Owlbear's lair at north. Kill the owlbears there and loot the place, don't miss Belt of Physical Perfection +2 in a chest.

Now you can unequip the Lantern, head through the mist to the west to switch to the second map of Other World (with old gnome), place the mysterious bird you found on the dais. Then take a rest at gnome's camp.

The next day, you will find some bird bones on that stone. Take it and throw it into the pool of bitter regret, to get a Vial with Poisoned Water.

Now return to Everbloom Flower's location, save your game, and destroy the follower. Your team will be split into two afterward, and each will face a combat. (the one stays at Other World will face tougher enemies)

Once you defeat both enemies at Other World and your world, your team will re-group. You can destroy the follower and take the Root of the Everbloom Flower as a souvenir.

After you destroyed the Everbloom flower, you will have some free time before you get the main quest of next ACT. You can complete some of your companion's quest and explore the uncharted locations.


Six Bears Camp

This location is related to companion quest Pariah.

After Amiri talked to you about her former tribe has been sighted in the stolen land. Go to the capital tavern to discuss the matter afterwards, travel here with Amiri in your team, after speaking with her friend and chieftain, you need to defeat the evil spirit following the tribe.

After you kill the undead and the giant, return to Amiri's friend to complete the Aimiri's companion quest.

You can also explore other locations in Dire Narlmarches, such as Tenacious Marsh, Swamp Ruins, Brown Baldhead, Saint' Galvan's Gullet and Sunny Hillock


Inconsequent Debates

This location is related to companion quest, The Price of Curiosity.

Travel here with Linzi and Jubilost in your team, after reading the debate rules, Jubilost turned into a giant frog! If you have high perception, you will find out someone charm the rule board, after question everyone, you will find out it's the other gnome charm the board, as a prank. You can intimidate her to change Jubilost back, or attend the debate with that frog.

The host will ask you some different questions, if you have high wisdom you can figure out the question by you own. If you cant, you can ask Linzi or Jubilost. (the first question you can let Jubilost answer for you, the other answer is a secret, the past.)

After you answered all the questions, you need to play Knight-Dragon-Snag with others. After you win the game, you can ask the host to answer three questions for you. (dont forget to ask Jubilost's question, why gnome left the first world.)


Hilltop Trail and Talon Peak

From Hilltop Trail, you can reach Talon Peak by follow these directions:

  • North
  • Northeast (across the river)
  • South
  • South
  • South

This location has 2 maps, on the hilltop ruins, you can meet some bandits and a giant eagle named Roc. Defeat Roc, you can get a egg for quest Roc's Egg.


Technic League Hideout

This location is related to companion quest Cruel Justice.

Make sure Octavia and Regongar are in your team and get here, you need to fight your way to their former teacher, maestro Janush. After you defeated Maestro Janush, you need to decide to save other slaves or chase Maestro Janush. Either way, the quest is complete. (you can search Janush's study and learn that is the Guardian of Bloom behind him.)





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The Varnhold Vanishing

You will be able to freely explore the Varnhold area after event Message from Jamandi Aldori happened. 


Compare to your last visit, Varnhold looks very different now. All it's villagers seems missing, only some fae creatures wondering. Explore the area and take what you missed last time. You will also find 2 spy birds, one standing on top of the chapel of Erastil, one on a house at north.

Near the river, where you'll be able to attempt a [Lore (Nature) 27] check. Pass or fail you'll notice numerous tracks crossing the river, but if you pass you'll notice the track belong to humanoids of various sizes.

Across the river and leave the area.


Varnhold Stockade

Outside this outpost, to the southwest, there's a group of worgs. Once you're victorious, loot a corpse of a Spriggan to the southeast and pocket the trinkets you can find upon it.

The outpost is guarded by Spriggans, if you find it too hard to storm it's front gate, you can use the tree to the east to sneak into the outpost. (an Ancient Rostlandic Coin can be found near that tree)

After you clear the outpost, enter the large building and ready to face more Spriggans. Theire leader, Agai, can be found at the second floor of the building. However, after you defeat him. You will learn that they are not responsible for the disappearance of Varnhold villagers. After you decided what to do with Agai, search the area for the letters, then leave the building.

Before you leave the area, a crow will stop you. Either throw a stone at it or talk with it to learn more info. Sadly, that crow just call the people of Varnhold thieves, and refuse to tell you what happened here.


Shallow Gulch

After Varnhold villagers disappear, travel to the northeast of Varnhold with some high perception companions to discover the place.

After a book event, you will find what happened to Tomin -- the perished advanturer. (quest The Lost Brother)


Overgrown Cavern

Travel to Overgrown Cavern, if you have amiri in your team, you can easily pass the barbarian guards. Otherwise, you need to persuade them to let you in.

If you promised Spriggans leader Agai to get his land back, you can persuade the barbarian leader to leave. Afterward, you can loot the area. Leave the area and return, you can talk to Agai for some more XP.


Kellid Barbarian Camp

When you arrived here, there will be a book event detailing your meeting with the barbarian leader - Dugath, if you want to please the barbarians, follow the instructions below:

  • …spilled his/her wine on the ground.
  • …either didn't notice her or just decided it would be better to ignore her. or …asked the Tiger Lords who she was.
  • …the tale of how we defeated the Stag Lord. or …a friendly sparring match. or …the bard's song. (For the Stag Lord option, you'll need to pass a [Diplomacy 21] check, and for the sparring match you'll need to succeed at an [Athletics 20] check. Success will earn you favor, failure will lose you a favor. The bard's song is less risky - the barbarians will enjoy it without reservation.)

Talk to Dugath and the Defaced Sister, you will get two quests, The Lost Relic and Along the Cold Trail


Linnorm's Grave

This is a small map, just fight three Mastodon and loot the area then leave.


Shivering Glade

It's a small tomb, seems empty, but once you try to to loot the area, four soul-eaters will appear and ambush you. Defeat the soul-eaters and leave.


Forsaken Mound

There's no map for this location, but a book event. To get in, follow the instruction below:

  • We said the word given to us by the Defaced Sister.
  • …moved ahead down the corridor.

There's lots of perception checks and knowledge checks, succeed them and you will get some extra XP. (don't forget to clean the mold, there's another [Knowledge (World)] check. )

After you examined the body of the Defaced Sister, you will get a Cyclops Incense Burner and end the event.


Rotten Cave

This area has two caves, the lower one leads you to a small map, with some monsters and loots. The upper cave will take you to other world, after pass through several portals, you will eventually end up in Crooked Teeth.


Crooked Teeth

The portal here takes you to other world, keep venturing forth and you will be teleported to Rotten Cave.


City of Hollow Eyes

When you arrive, help the barbarians to defend their camp against zombie Cyclops. After the battle, talk to Hilla, she will tell you what happened here, and asks for help.

Loot the barbarian camp and leave, there's lots of bandits, worgs and zombie Cyclops in the field, sometimes they even fight each other so it's wise to divide and conquer.

Near the entrance of the Cyclops ruin, there's two Greater Cyclops argue with each other. If you passed [Knowledge (World) 30]  check you can understand what's going on here. You can let the two Cyclops fight each other by select the [Chaotic Neutral] [Diplomacy 25] dialogue. In the end, you need to fight against one or two cyclops.

After you cleared the field, it's time to explore the Cyclopean Tomb. Use the word give by defaced sister to open it's gate. You can save a defaced sister in the tomb (or you can kill her to get the Cyclops Incense Burner). After you clear the tomb, return to Hilla to get some XP and other rewards. (even if you killed the sister, you can lie about it to gain the rewards. )


Blood Furrows

There's many dead barbarians in this map, when you check their bodies, an Ancient Bulette will come out of the ground and attack you. Defeat it and loot the area, then leave.


Ruined Tower

This location has no map, but a book event. Chose one of your companion with high athletic skill to climb the tower and gain some XP, then leave.


Sepulchre of Forgotten Heroes

To open the door, you need to say the word given by Defaced Sister at Kellid Barbarian Camp. 

Proceed through the now-opened doorway, before long you will find a wounded barbarian named Brag. You can help him and learn some info about this place.

After you are done with Brag, head northeast. There's a closed door and a floor panel near it. (that panel controls 2 types of doors, the yellow ones and greens.) Interact with the panel to open the yellow doors, and explore the new area.

After you explore the new areas, send one of your companions back to the Green/Yellow panel, the rest of your team stand in the center chamber. Now, interact with the panel to close yellow doors and open green doors, so the rest of the team can explore the rest area.

First, head to the north, after clear the area you will find a panel to open light blue doors. (you will have to leave another companion here to interact with the light blue panel)

From the center chamber, head southwest and you will find a dark blue panel, interact it and head north. You will find the orange panel in the northwest chamber.

Now head southeast, you will find the white panel at the eastmost chamber. Once you control all the chambers, you can unlock the tri-colored door. (there's a tri-color panel behind this door, switch it and regroup your team)

Buff your team and defeat the soul-eaters here and talk to the Defaced Sister, either let her leave or kill her to acquire the Cyclops Incense Burner. Either way, after you're done with the Defaced Sister, the doors that line this chamber will predictably open, letting loose a horde of zombie cyclopes, including clerics and warriors.

Once you wiped them out, loot the area and use the exit in a south-most cell to leave the area.


Unfinished Clearing

A small map, inside the cave there's a group of worgs and some valuables.


Spider Lair

This location is, unsurprisingly, filled with spiders. Defeat them and you can find a buckler named Arrowguard and a recipe about how to cook spider legs.


Kellid Barbarian Camp

After you've found all three Sisters, return to Kellid Barbarian Camp. If you killed a sister and the barbarian's does not like you enough, Dugath and all other barbarians will attack you. If you make the right choice the first time you meet them, you can talk some barbarians out of the fight and only face the Defaced sisters and their loyalists. (however, you may want to kill Dugath, for he has a Belt of Physical Perfection +4 and Endless War, a +5 Greatsword)

After you deal with sisters and their followers, talk to Dugath again for the quest The Lost Relic.


Valley of the Dead

Follow the directions below to reach Valley of the Dead from Kellid Barbarian Camp:

  • West
  • South
  • South
  • Southwest

Before you reached the Valley of the Dead, you will be stopped by the crow again. This time, it requires you kneel to its master. After rejecting it, you will meet Tristian, who asks to join your team. 

Before you open the gate by using three Cyclops Incense Burners, take enough rations and potions with you. (If you have Tristian in your team, he will leave your team when you fight Vordakai, make it much more difficult.)


Ancient Cemetery

This location is a random encounter between Valley of the Dead and the Vordakai's Tomb. If you check the ruins in this map, some zombie Cyclops will rise and attack you. Defeat them and leave the area. (you can find a scythe +2 named Eternal Conduit here)


Vordakai's Tomb

Make sure your team is ready and fully prepared when you reach this location, once you open the first door, there's no way back unless you clear the entire area. (also you cant hunt inside a tomb, so bring enough rations)

There's a number of grates and corpses you can investigate in the first chamber. And the crow will again make an appearance. Before you open the door, buff your team, summon some minions, and move all your companions close to the door. Once you open it, this chamber will be filled with Cloudkill and some zombie cyclops will rise. Leave the room and fight them in the northern passage.

Head through the passage and disarm the traps, you will meet more zombie cyclops. After defeating them, there's three poisonous hydra in a southern chamber. Carve the hydras up, then continue to the southern end of their den to find some underwater stairs. Pass an [Athletics 29] check to continue deeper into the dungeon.

Explore the new area, you will meet the crow again, this time it will ask you to reveal the name of the weakest among your team. (you can chose not to tell it any names)

Keep venturing forth, the next room you find 4 zombie cyclops and a priest.  Once they are taken care of, continue northeast and search the room for traps, as there are several scattered about. When they're disarmed, loot some containers to the northwest, then press a button to open the door to the northeast.

Continue down some more stairs and passages beyond the door, you will find yourself in a large chamber with ominous hatches on the ceiling. Investigate the mural and loot the area, then activate the switch at the east corner to open the nearby door.

Activate the switch will trigger a book event, if you succeed at the [Trickery] or [Perception] check you'll be done with the book event in one go. If you pick strength, you need to pass [Intimidate] or [Stealth] check to avoid taking significant damage.

If you failed the book event, five more Cyclops zombies will appear and attack you. If you succeed, you will appear in a chamber to the north, loot the area and leave.

In a chamber with two statues, you will find one door to the north and another door to the west. Open the west door and there is a bound Astradaemon. If you tell it "Vordakai summoned me. I am here at his request."  you can gain some XP and will not be attacked. If you want to fight it, keep in mind that it has high hp and damage reduction, use divine spell Bless Weapon can help you a lot.

Make your way past the Astradaemon to the west, you will find some captive barbarians in a room. To free them, you need to kill the Astradaemon first.

Return to the larger chamber, this time went through the north door. Explore the northern area but be careful of traps, Greater Cyclops and soul-eaters. Go through the door guarded by the Soul Eaters, then turn east to find the transition to the second level.

Buff your team and get ready for a horde of zombies, When you're done, loot the area and head south.

There's a maze at the south-west area, with lots of traps and Greater Cyclops zombie. Explore and loot the area, then leave for the north.

You will find the ghost of  Willas Gunderson in a large chamber at northwest, after defeating him, you can ask him about the fate of Varnhold and its citizens. Then you need to decide his fate, [Lawful Good] promises vengeance, [Lawful Neutral] condemns Willas Gunderson, [Lawful Evil] attacks the tormented ghost and [Neutral] leaves without offering up judgment.

Once you pass the judgment, more zombies will rise and attack you. Defeat them and head to the southeast chamber.

A lot of zombies are dinning in this chamber, at first they are not hostile (they will attack when you want to go through this chamber), so you will have sometime buff your team. Some AoE spells can easily wipe out these foes.

From the dining hall, head northeast and you will find a chamber with a statue. If you loot the statue for some gems, an Astradaemon and some soul-eaters will appear and attack you. So be careful.

Head back to the dining hall and proceed up the stairs along the northwestern end of the room. After defeat two Ancient Water Elementals you will reach the throne room, use all the buffs you have on your team, summon the minions, and transform your casters into dragonkind etc. When you feel prepared, save the game and face Vordakai.

When the battle begins, focus on Horagnamon first. Cuz this bird can heal its master and has far less hp and armor. Vordakai will cast Finger of Death, Boneshatter spells, Fear spells, and lots of Paralyzing Touch. Use your Remove Curse or Remove Paralysis. Dont forget you can use raise dead spell to remove death's door debuff.

Halfway through the combat, Tristian will appear. However, he's not here to help you, but steal the eye of Vordakai and escaped. Afterward the fight with resume where you left off. 

When you strike down Vordakai, you will have a conversation with him. If your character is evil, you can lure that lich to serve you .... in Maegar Varn body. 

Loot the room and head to northwest, there you will find the trapped souls of Varnhold. Either free them or sell them for some profits, whatever you do, you will then appear in the dining hall, and the door to the southeast exit is now open. If Maegar Varn is still alive he will give your kingdom stats a good boost, and swear fealty to you.


Kingdom Management and Companion Quests

After you dealt with Vordakai's threat and annex Varnhold into your barony, now it's time to manage your kingdom, see to any sidequests or exploration you may be keen on.

Harrim's quest Unbreakable Metal requires you to travel to Lost Dwarven Fortress and kill an Adamantine Golem. Nok-Nok's quest Nok-Nok and the Trouble with Goblins requires you travel to Oleg's Trading Post, there you will find a group of drunken goblins and a Giant. If you let the Nok-Nok handle the Giant, he will send this giant to your capital, causing another problem for your barony. Kill the giant and deal with the rest of Goblins to complete the quest.


Precipice Trail

Inside the cave, there's a Mature Athach (a giant). Defeat it and loot the area, then leave. (There's a belt of Physical Might + 4 on it)


Ghost Stone

If you have high wisdom or Knowledge (Arcane) skills, you can understand the sound in your head -- It's something asking for help. Now head to the hilltop, there are three goblins. You can kill these goblins or simply give them some food to drive them away, whatever you do, you can meet the one asking for help - a giant spider. Decide what to do with that spider and loot the area, then leave.


Little Sellen Source

Kill the Technic League mage, you can get a Headband of Vast Intelligence +6 and some other valuables. (Just be aware of the traps in this map)


Collapsed Passage

Lots of zombies and a Cyclops in this tomb, but the real challenge is the trap that channels negative energy repeatedly. Either lure the zombies out of the main chamber, or use spells/potions to resist negative energy. (You need to activate four switches to disable the trap)



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The Twice-Born Warlord

There's two main quest Betrayer's Flight and Hour of Rage require your attention. If you complete one first, the other one will change a little.


Flintrock Grassland

When you reach here, you will meet Amiri and a Barbarian named Gwart. Gwart has a plan to overthrow the Tiger Lord chieftain Armag, but to do so, he needs Amiri to sneak into the camp and challenge Armag.

When you are ready, talk to Amiri and she will appear inside the tiger lord camp. Don't go west from the starting location, there's a patrolling defaced sister there, turn right and push aside some wood shelf. (if you are stopped by an Old Barbarian, just tell him you are from six bears and leave)

From the north of your starting location, you can sneak west, just don't be caught by the defaced sister. Keep heading west, and you will trigger an book event. If you try to kill that defaced sister you may end up been caught, if you just let her pass by you can continue your infiltration. 

The passage to the westmost area of the camp is guarded by two barbarians, they will stop you when you get close. (even if you used the potion of invisibility). You can use bluff/Intimidation/Diplomacy skills to get through them, or you can just pick the first option to unlock new dialogues, eventually, they will let you pass.

You will find Nilak and a Defaced Sister near a wooden stake, kill the Defaced Sister and Armag will show up. If you come here after the quest Betrayer's Flight she has already died. From Nilak, head south and you will meet Armag, whether you win the duel or not, you will be switched to the rest of the team.

The rest of your team start at the southwestern end of the map. Head north and you can find Jamandi and her men. After the conversation, head north to the barbarian's camp.

There are lots of soldiers fighting barbarians across the field, help them defeat tiger lords and loot the valuables.

At the entrance of barbarian's camp, if you have Lander Lebeda (even if he resigned as regent) , he will betray you and ambush you with two mercenaries. (but he is surprisingly weak)

If Amiri won the duel against Armag, the tiger lord chieftain will abandon his army and escape, and you can take the barbarian camp peacefully. Loot the camp and speak to Jamandi to complete the quest Hour of Rage.

If you visit the location after you complete the quest Betrayer's Flight, Nilak will be dead and Jamandi's troops get slaughtered.


Betrayer's Flight

(Note: once you chased Tristian to the Temple of Elk, you won't make it in time to help Amiri and fight the invading barbarians.)

First, you need to travel to Candlemere Tower, if you have completed the quest Curse of Candlemere, you will find the island has not changed a bit.  Head to the summit, you will find Tristian in the ruins and he is trying to open another portal for the bloom. (If you finished the Hour of Rage quest first, you just need to defeat the bloom beasts.)

There's not much Tristian will tell you, after the conversation, Defeat the monsters and the Bloom portal will close. Then you need to continue the chase on Temple of the Elk.

Temple of the Elk

Just like Candlemere Tower, this area has been attacked by bloom monsters. Defeat them, and head through the portal to the Abandoned Keep.

Your starting area in Abandoned Keep looks similar to Other World, and just like Other World, the giant followers here have traps. Disarm the traps and wipe out the spiders, you can head northeast, there is a +4 dagger named Edict.

Venture southwest, inside the buildings you will encounter some Redcaps, be careful they have the ability of invisibility so dont let them ambush your caster/healer. After you taken care of these redcaps, loot the area for a Torag's Pendant, a +3 Tower Shield and some other valuables. Keep venturing forth, you will end up in a room with lots of candles.  Interact with the candles by following the orders below:

  • Top right
  • Bottom middle
  • Top Left
  • Top Middle
  • Bottom Left
  • Bottom Right
  • Top right
  • Bottom middle
  • Top Middle

Behind the secret door is a Fecrious Devourer. Prepare some restoration spells so you can counter it's level stealing attacks. Once you defeat it, loot the +4 Medium Armor and other valuables on it.

Back to the starting location, this time head north.  After climbing some stairs, you should spot [Perception 25] a secret door to the northwest. There are some GP and gems in the chamber behind this secret door.  

Head down south from the secret door, you will meet more Redcaps. Kill them, continue through some doors to the southwest, you will find a small library and 2 stone golems. There's a secret door between the golems but if you open it, the golems will animate and attack.

Behind the secret door is a study, it triggers a book event. Succeed in [Knowledge (Arcana) 25] check and you will learn a work to control golems, succeed  [Mobility 25] check will give you some scrolls. 

Head northwest from the library, there's a lot of valuable equipment here. (The Paragon of Defenders, Bonemail) Just be careful of the Redcaps and traps.

Climb the stairs to a chamber with lots of Redcaps and an Iron Golem, if you found the word to control the Golems in the study, you can use it to activate the Iron Golem and help you wipe out the Redcaps.

Continue to the north, you will find Tristian and a Defaced Sister in a chamber. (If you did not complete the quest Hour of Rage, you will also meet the Guardian of Bloom here, you can ask her more about her intention, but also make the battle more difficult.  However, even if you caught Guardian of Bloom here, she will escape after you defeat her.)

After a short conversation with the Defaced Sister, the fight begins. Don't worry about Tristian, for he will recover after the fight even if he's knocked down. Focus on the Defaced Sister and Redcaps, then take care of the stone golem.

After the fight you need to decide the fate of Tristian, loot the area and leave. (but don't let your guards down, there are some redcaps and traps on your way to the exit)

You will appear at Verdant Chamber after left the Abandoned Keep.



Return to your capital, Linzi will help you arrange the coronation ceremony. (You will receive a crown after the ceremony, which give +6 to Wisdom, CHrisma, and Intelligence )


Armag's Tomb

You can reach Armag's Tomb from Flintrock Grassland follow directions below:

  • Northwest
  • West
  • Southeast
  • West
  • Northwest

You will appear in a Barbarian camp, if you succeed a  [Diplomacy 36] check you can turn the barbarians against the Defaced Sisters standing outside the tomb. If you fail, you need to fight the defaced sister alone. After you defeat her, you can let the barbarians leave and loot the camp.

Enter the tomb, in the hallway ahead you'll find two Spectres waiting for you. After defeating them and keep going, you will find a large chamber and an book event.

To succeed the Trial of Strength, either complete the higher [Athletics 35] check, the [Perception 35] check (if you don't mind some pain) or the [Intelligence 18] check followed by numerous lower [Athletics 25] checks. 

When you are done, you can find two doors. The one to the southwest is locked so pick the other one. 

Lots of traps can be found in the hallway, disarm them and venturing forth. You will meet some Skeletal Champions and clerics, and the exit to lower level.

Three specters wait in the first chamber of the second level, defeat them and you can find a locked door to the northwest . Behind the locked door, there are 2 bonebeasts and a giant earth element. You will also trigger a book event ( Trial by Pain ).

In this event, the first plate will deal cold damage, the second panel will deal electrical damage, while the third panel will deal fire damage. You need pass a [Mobility 25] check to push the panel and take the damage, or pass a [Trickery 35] check to press the panel without taking any damage, or pass the strength check to punch the panel.

Continue your search to the northwest, you will find a tunnel with lightning traps, if your characters have high perception, they can notice there's a hidden door on the other side of the tunnel, open it and head northwest. (if you can't find the hidden door, send one companion through the tunnel to the end and turn left, there's brazier, activate it to open the door. )

The second tunnel has some fireball traps, head to its west end and there's a brazier in the northwest.  Activate the brazier, it will lower the wall on the east end. Now it's time to explore the rest part of this tomb.

In the centre of this level, there's a large chamber with an iron golem. Search the chamber thoroughly you will find some valuables and a Manticore Skin Boots. (+10 bonus to Speed and a +4 bonus to Natural Armor)

Head northeast, behind a secret door, you can find Korgath's Shackled Fury (+6 Strength, +5 to Intimidate checks and a -3 penalty to Diplomacy ) in a chest. 

After you have thoroughly explored this level, head to the southwest, there are the stairs take you back to the first level.

Zorek, an advisor of ancient Armag will confront you and ask you to prove you worthy. If you dont want to fight him pick the dialogue option "Let me tell you of my deeds - they'll make my worth clear." followed by "I'm ready. Listen well." You will also need to pass multiple [Diplomacy] checks to impress him.

If you chose to fight him, don't be worried, he is not very powerful and his HP is quite low. Defeat him and head southwest, Armag is in the next chamber.

Prepare your team, cuz Armag is much tougher than Zorek, and he has a group of Greater Skeletal Champions to aid him. After defeat him, you can learn the story of Eight Mothers and Guardian of Bloom. You can loot Ovinrbaane, Enemy of All Enemie, Adamantine Breastplate +4, Belt of Physical Might +4, Amulet of Natural Armor +3, Ring of Protection +4 and Cloak of Resistance +4 from him.

There's also a small hidden chamber at the southwest of Armag's chamber, defeat the Blood Bones Beasts and a specter there and loot a Heavy Shield +4.

When you left the tomb, remaining barbarians will ask you to help decide the fate of the Tiger Lords by easing tensions within the clan by taking in any disaffected elements, and by helping pick a new chieftain.  Pick whomever you wish (and available, if you already complete the Betrayer's Flight there may not be many candidates left) and complete Hour of Rage.

Shrewish Gulch

A book event can be triggered here, save your game before you get here. You need to pass Lore (Natural), Mobility, Athletics skills to get down to a body. You can search the body for some rations and valuables. Head to the cave, you will find some eggs and corpses. Pass the Lore check helps you identify the eggs and pass the fortitude check to smash the eggs.

To escape, you need to path Lore (nature), Mobility or Stealth (35) checks. Fail to pass checks and one of your companion will die!


Charred Ruins

Inside the ruin, there's an iron golem guarding a chest, defeat the golem, loot the area then leave.


Two-Faced Hill

Wolves and werewolves inhabit this area, defeat the werewolves in the cave and loot the area.


Raspberry Gully

There's a druid in the area, defeat him and you will find a secret letter. Pass a perception check to examine the letter and remove it's seal, you can learn the druid is actually a spy.


Fossil Fields

There's two Sorcerer Medusa in this location, defeat them to get Ring of Protection +3 and some other valuables.


Giant's Palm

There's a Ferocious Smilodon in this location, defeat it and you can find a lot of diamond dust under a rock, along with an Enforcer's Robe.


Serpent's Trail

There's a portal to Other World in this location, defeat the doomhydra in Otherworld to get an Alkali Glove.


Wicked Field

There's some cultist trying to summon a daemon, but failed. Defeat the daemon, you can loot a Quarterstaff +2 and other valuables.



After Linzi meet you in your throne room and tell you that her teacher is in trouble, travel to Old Sycamore with Linzi. You can find Linzi's teacher and some of his students at the northwest corner of the map, surrounded by a mite and giant centipedes. You can persuade the mite to leave, or by force. 

Linzi and one of the students has a bad history, let her decide what to with him, then the quest is complete.


Chase my Shadow

Travel to Valley of the Dead with Jaethal.
Decide what to do with Taneka. (turn her into undead for knowledge, or kill her, or get the knowledge but refuse to turn her into undead.)
Enneo and his men will show up and require you to kill Jaethal with him. Chose a side and win the fight.


Kingdom Management and Companion Quest

You now have sometime to deal with your kingdom stats, eiter claim new lands or improve stat ranks. There's one kingdom event called Linxia terrorize your people need to be dealt with as soon as possible, otherwise it will keep decrease your kingdom stats. You need to meet with Darven at your capital sqaure, and then confront Linxia at Secluded Lodge. After the fight, you need to wait a month or so for Linzi's report. Visit Brineheart and deal with the hellknights there.

Companion quest at this ACT includes Nok-Nok and Great Mother, Chase my Shadow, Judgment of the Gods etc.


Rushlight Tournament

After you recieved an invitation from King Irovetti, travel to Pitax with Linzi and have a word with him. If you will try to fight someone in the tournament, the King will chase you away, saying that you are a barbarian with a crown.

There are lots of traders in this area, dont forget to buy some useful equipment before you start the tournament. 

Somewhere in the center of the location, you will find a character named Nunzio Arpaia. Talk to him to start the first contest. All the next ones will also be available from him. Each contest will be resolved in book events, associated with some skill check, so it should not bring any difficulties. The third contest is a fistfight. Talk to Nunzio again afterwards and ask about the results of the tournament. Do it after completing all the objectives in this location (like talking to the characters needed for Linzi's quest).


The River's Justice

Head to Pitax River Bend, you will trigger an book event when approaching to the pirate camp. After the event, fight the pirates until a representative of the house River appears. Apparently, you were set up. You can kill the innocent people anyway, or you can try to explain it. It will end peacefully if you make them believe you. Now you need to figure out who sent you to a certain death and why.

Return to your throne room and wait for the development.


The Menagerie

Defeat all monsters and the mage responsible for their teleportation to your lands.

When you're done with this area, make your way back to the Rushlight Fields area and from there follow the directions to another of Irovetti's staging grounds


River Blades' Camp

You need to defeat the bandits and do what you will with the surrendered woman.



Eliminate the instigators inside and outside the tavern to complete the quest.


Whiterose Abbey

After The Path of the Dreams quest is completed. Go to the Whiterose Abbey, located near the mountains in the upper left corner.

Kill the Pitax guards here and get to the water hourglass. Then you need to talk to Evindra and choose her fate. (Tristian will suggest to shelter her) Now, interact with the water on the left, dive to the bottom and pick up the ring with the fox seal. If you pass the skill check, you will find the dagger. 



Return to your capital, there's a random encounter that allows you to get back your throne. Meet Moskoni and agree to meet King Irovetti at Pitax.



Go to Pitax, enter the location and speak with some people before heading to Irovetti in the upper right corner. You can convince some of them to side with you after telling them about Irovetti's wrongdoings. Talk to the King, no matter what you chose, a battle is unavoidable.

Enter the castle and search for Irovetti, you need to turn the candleholders on the walls to open the path. Defeat Irovetti in his throne room to complete the quest.




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    • Anonymous

      thank you for this guide as the quest log in game is terrible at telling you your next objective. theres literally a point in the early game that your objectives are wait for your rival to do something, and wait for the fog to go away, and if you dont travel to a specific location thats not mentioned at all you lose the game if you wait to long

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