Not all quests in Pathfinder: Kingmaker are self-explanatory. Nosotros take proven solutions for yous – also for puzzles and fifty-fifty for challenging dominate battles!
In this guide nosotros tell you
- How to
solve particularly tricky quests
- What you need to know to
- How to
smash certain bosses & enemies
Pathfinder: Kingmaker isn’t just another role-playing game: It’s incredibly circuitous. In our ultimate guide to Pathfinder: Kingmaker nosotros have already explained the basics in item. But the quests, puzzles and of course boss fights volition sometimes demand everything from you lot.
That’s why we’ve put together a helpful guide that offers yous many solutions. This article does not claim to exist complete and will be updated regularly.
Time limits & Questtimer
There are some quests that have a time limit. For example, you have three months to conquer your barony for the first time and defeat the Stag Lord. A time limit may initially audio like an abrasive design decision, but we can assure you that y’all won’t take any problems with it unless you lot spend an farthermost (!) corporeality of time on other things.
I’grand a very relaxed thespian myself (I finished deed two later nearly 50 hours) and conquered my barony later on two months. In my experience, other time limits take not had a negative effect either. A reasonably proper fourth dimension management and some attention in prioritizing quests (if in doubt a quest with a time limit should be preferred!) is sufficient and ensures that the fourth dimension limits remain only a dramaturgical stylistic element.
Even so, yous should follow our tip above and activate the interruption every time you lot leave the figurer.
Quest guide for Pathfinder: Kingmaker
Not all quests in Pathfinder: Kingmaker are cocky-explanatory. For some, you take to pay close attention in conversations because there may be clues in them that Linzi doesn’t note in her diary.
Sometimes a quest is simply designed for a search, which is non always helpful because we are in a big open world(map).
Therefore, we have prepared some quests and their solutions, every bit well as a few puzzles in this guidebook for yous. We volition update this section in the futurity and add more quests if needed.
From hither on you have to expect heavy spoilers. Read on at your ain risk!
A Merely Reward
How can I survive the trap of the nymph on my own?
Mission: The nymph asks the baron to come lonely to the Verdant Chambers to collect his reward.
Become healing and vitrify potions. Wands can also aid if your character tin can use them.
- Of import: Your main grapheme needs a few points in athletics and mobility.
Items that increment Strength (affecting Athletics) and Dexterity (affecting Mobility) are helpful likewise. For case, you tin can bring a Chugalug of Giant Force (e.g. found at Erstwhile Oak on a Troll) and of course the Boots of Elvenkind (+five on all mobility throws, loot from the Stag Lord). Read too our Pathfinder: Kingmaker Item-Guide.
Travel with your entire party to the Verdant Chambers and enter the map. To the right of the entrance, yous’ll find a ravine that can but be crossed with a movement check (DC 22). At least one of your companions should be able to achieve this for the grouping. Kill the two wolves on the other side and
get the Potions of Invisibility from the corpse. Leave the map at the exit point behind the corpse. On the World Map, get to the Group Managing director and remove all party members.
Enter the map at present with your main graphic symbol just. You exercise not need to enter the fortress backside the courtyard. The nymph appears when y’all apply the
interaction bespeak on the tree in the courtyard. Turns out it’due south a trap. Once the monsters have been summoned and the nymph disappeared, have a Potion of Invisibility and move to the wall behind the tree. Use as many buffs equally you have, or drink as many potions as are useful to you. And so create a savegame.
You lot have two options now:
Selection one: Fight
Yous can try to kill the 3 big monsters one by i. Just you won’t make information technology to the leave, because there’due south a Behemothic Flytrap guarding the exit – and this monster is inappreciably beatable. Instead, we recommend going around the tree and try to
fight the manticore merely.
- Pro Tip: Wizards should definitely bring the spell “Phantasmal Killer” (Level Four, Illusion) with them. If you’re lucky, you’ll kill the manticore immediately and be able to sneak upwardly the stairs avoiding the other ii monsters.
2 Carmine Caps patrol upstairs. Attempt to fight them separately or use an invisibility potion and sneak past them at the right moment. Keep to the right and
avoid the “entangling trap”
(see picture and our tips for disarming traps). In that location is some other Cherry-red Cap on the wall that you have to kill.
Continue walking until you accomplish the damaged role of the wall. For safety’southward sake, make a quicksave and then try to
go downwardly using the tree body
(mobility check, DC 14). The throw should succeed relatively fast. If necessary, the Boots of Elvenkind will do the trick.
- Notation: If you haven’t killed them before with the help of your party, two wolves await you. Prepare well (potions, spells, wands).
Pick 2: Climb and fight (a little)
Backside the tree there is a damaged role of the wall, which allows you to climb up
– if you succeed the athletics check (DC 22). For some characters (athletics below iii points) this is hard to do – they have to cull option 1. Everyone else tin try and reload the savegame until information technology works. At the summit you have to fight a red cap – it’southward expert that y’all’ve strengthened yourself sufficiently before.
Now follow the farther instructions from choice 1.
Mission: The nixie Melianse (Overgrown Puddle) asks you lot to bring her some feather tokens.
Either yous purchase the feather tokens in the capital (if y’all detect whatsoever there) or you search for the dryad Tiressia. She tin be establish on the
map “Swamp Witch’due south Hut”
(in the upper right corner). The witch herself (lesser left) volition also sell you feather tokens. Another choice is shopping at Bartholomew Delgado (Lonely House).
How can I salvage Bartholomew Delgado?
Mission: Equally part of the quest, on the map “Lone House” upwards n, we go far at the wizard’s hush-hush laboratory. When we enter information technology, Delgado is being attacked by three trolls simultaneously. It’southward very probable that he won’t survive. However, you can yet relieve him (and perhaps make him your advisor later).
Fix your group just in front of the entrance to the lab and buff your party with everything yous have. When you’re gear up, all yous have to do is strike very fast and very difficult.
The spell “Haste” is essential for this task. Since the trolls don’t let go of Delgado, you focus one by ane and kill them extremely fast. The time window is very tight. With a niggling luck, the magician’s Phantasmal Killer spell can accept one or even ii trolls out and make things a lot easier.
What tin can I exercise with the sorcerer’s whip?
Mission: When we have establish the whip (in the Dwarven Ruins, lower level, in a pile of rubbish), we accept to decide what to do with it.
The whip belongs to Bartholomew Delgado. We can simply give it back to him. However, we can also
give the whip to Octavia.
If the dialogue with her doesn’t trigger automatically when we option upwardly the whip (bold you have Octavia in your party), go with Octavia to the map “Lone Firm”. Enter the laboratory of Bartholomew Delgado. Downwardly in the laboratory drib the whip from your inventory on the ground and selection information technology up again. The dialogue should start and y’all can requite Octavia the whip. What is she planning to do with information technology?
Easier to Ask Forgiveness…
Where exercise I observe the printing printing?
Mission: Linzi has done something and nosotros take to decide how to deal with it.
If you sympathize her reasons and forgive her embezzlement, y’all volition find the printing press on the
map “Swamp Witch’s Hut”, forth the street.
Season of Bloom
How does the magical lantern puzzle work in the Start World?
Mission: At the end of the second act we have to travel to the Womb of Lamashtu and await for the seed-bearing flower. Subsequently we have fought our way through the tough dungeon, we enter a portal into the First World. Here we meet blue fog-barriers, which teleport us around and seem to brand progress impossible.
First discover the bird in the cage in the northeast and take it. Find the military camp of the old gnome and get the Magical Lantern from him. Most the gnome is some kind of sacrificial stone.
Place the bird in the muzzle on it. Return to the gnome and interact with the bivouac. You will now residue in complete prophylactic (yous can use this resting opportunity at whatsoever time). After your break, in that location’due south but a little pile of bones left of the bird. Accept the bones with you.
Equip the magic lantern
(put information technology in your belt like a potion). Now yous tin cantankerous the blue fog without beingness teleported around. Continue your way (Attention: Traps!) and observe a larger clearing in the north of the map. Later on yous’ve fought the fights there, remove the lantern from your belt and enter the fog. This will have you to the Everblooming Bloom. Interact with the plant and try to destroy information technology. Unfortunately, information technology will abound immediately again.
Enter the fog in the north and you will return to the previous level. But this time the level has changed slightly. Search this level with the equipped lantern for a
(perception 25 required) that will take you to a Greater Enraged Owlbear.
Remove the lantern again and walk through the fog. You return to the original level. Equip the lantern once again and search for the
Pond of Bitter Tears, w of the One-time Gnome. Collaborate with the pond and you can throw in the bird’due south bones. Then fill a vial with poisoned water.
Become back to the clearing in the north, remove the lantern from your chugalug and enter the fog. Set up for a hard fight and utilise all the buffs yous’ve got. Poison the flower with the water. Three portals will open and you’ll take to fight
confronting iii Primal Manticores. After you lot’ve killed them, the former gnome appears and tells you that this bloom exists in both worlds and must be destroyed with burn at the same time. To practise this, you lot will need to dissever your party.
Make sure that
both groups have one healer. In one grouping we used our primary graphic symbol (wizard), Valerie every bit tank and Tristian as full healer. The other grouping included Harrim every bit a gainsay cleric and melee fighter, Amiri every bit a melee harm dealer and Linzi for support and healing. Later you have prepared and strengthened yourself (don’t forget potions and wands), speak to the gnome again and choose the dialog option that starts the battles.
first group with our principal character
leads a fight against 3 owl bears in the Kickoff World. Let your best tank take the atomic number 82 and try to strike as hard every bit possible (with a bit of luck, a “Phantasmal Killer” from the sorcerer will balance the state of affairs; the same applies if your magician is in the other grouping). Focus one owl conduct at a fourth dimension.
Once the battle is over, the scenery changes to the
in a previously unexplored area of the Quondam Sycamore Depths. The beginning enemy is a Giant Flytrap, which shouldn’t be a large deal. Once dead, all the same, it is replaced past a
Primal Manticore and a Primal Hydra. With a little help from support spells and healing, you should be able to defeat these 2 monsters as well. After that, all you lot take to exercise is destroy the Everblooming Flower’s counterpart in this world with fire and brand a conclusion.
The Alone Hunter
I found the hunter, but how to proceed with the quest?
Mission: The hunter Ivar calls himself Vocalisation of the Dragon and Protector of Lake Silverstep Hamlet. He questions our potency and we have to clarify the state of affairs.
Afterward talking to all the villagers and examining the hunter’s motel in the north-east of the map, we find him on a cliff in the northward-westward. Nosotros learn about his tragic story, but he leaves without giving united states of america a clue what to do next.
Get dorsum to Fisherman Aisel in boondocks
and select the (perchance greyed out) dialogue selection “Let’due south talk about this hunter again… Ivar, correct?”. There are new dialog options hidden that reveal a new location on the world map.
Nazrielle‘southward Greatest Creation
Where do I observe Nazrielle’s missing apprentice?
Mission: Nazrielle wants to forge a fantastic bract for usa. But something went incorrect and the amateur who touched the blade went crazy and took off with the weapon. We accept to find the amateur and the blade again.
The missing apprentice can be found on the
map “Bridge over the Gudrin River”, in the north-west between a couple of rocks.
The Lost Brother
Where is Edrist Hanvaki’south brother?
Mission: Edrist Hanvaki is a noble man who asks the states to find his missing blood brother.
Tomin Hanvaki is on the
map “Shallow Gulch”, in a higher place Varnhold. The archway is due east of Nettle’south Crossing.
- Note: When the quest starts, you lot volition non be able to enter Shallow Gulch because the guards of Varnburg are stopping you. Almost a calendar month later, an event in the Throne Room will get-go some other quest that volition allow you access to Varnburg. In the meantime, you should take care of your kingdom and aggrandize it.
Strategies for Dominate Battles in Pathfinder: Kingmaker
Hints and tips for fighting can be plant in our comprehensive guide to Pathfinder: Kingmaker for beginners and advanced players.
Mite Queen Bdaah and Goblin Chief Sootscale
The fight against the two tin exist simplified by
focusing fully on Bdaah and later on Sootscale
and ignoring the others. As shortly every bit they’re about dead, they surrender and you can let them go.
Stag Lord in his fort
Make certain you completely
clean up the Stag Lord’s Fort
(especially inside on the correct, the two bosses Lieutenant Dovran and Auchs) before yous go anywhere close to the main hall door (this triggers the final boss fight). If you don’t, the remaining enemies in the fortress will help the Stag Lord and the fight volition be extremely difficult.
The Stag Lord fights from an elevated platform at the house and shoots deadly arrows. The
admission to the platform
is on the correct at the rear of the business firm.
Buff your party completely before moving shut to the guards at the principal entrance. Have a fighter on superlative of the platform. The residuum of the grouping have intendance of the enemies below one past one. Afterwards y’all focus on the Stag Lord.
- Attention: If you get as well shut to the cage opposite the Hall of the Stag Lord, an owl bear will exist released, which will cause serious issues.
Open the Owl Acquit’southward cage when combat begins. Move abroad and accept care of each enemy that might follow. Let the comport do the main work. When the acquit is dead (ideally), take intendance of the residuum. If non, the bear will be hurt badly enough for y’all to deal with him easily. Now kill the Stag Lord and take his equipment.
- Attention: If you enter the Hall of the Stag Lord, stay abroad from the prisoner or at least save your game beforehand!
Trollboss Hargulka & Kobold Tartuk
We must fight against Hargulka and Tartuk in the lower levels of the Dwarven Ruins. Every bit usual, y’all should first vitrify your group completely. If y’all own the spell,
right before yous go into gainsay or immediately when boxing begins afterwards dialogue.
Ignore Tartuk even when he casts spells. Hargulka is extremely fast and strikes extremely difficult. The fight has only ane real solution:
and kill him equally fast equally possible. With a bit of luck, you lot’ll be able to bandage “Hold Person” or other slowdown spells successfully, which will make the fight a lot easier. Likewise, kill him every bit fast as you can and ignore everything else.
Puzzles & Riddles
At this point we offer you the solutions for puzzles and riddles that accept cypher or only indirectly to practise with quests.
How do I solve the riddle at Talon Pinnacle?
To open up the hush-hush door you accept to
activate the different switches
in the level in the right gild: Middle, Stairs, Left, Correct.