At the very least its useful as a source of fodder you can summon. A third Kellid Tribal Fetish can be found in some rubble just south of a tent thats southeast of the tombs stairs. From the frozen puzzle (Illustrated Book Episode) room head southwest and the passage will turn southeast. When youre ready to continue on, ascend the stairs. In the third event, you have to pick a character who ostensibly performs a [Strength] check but the result doesnt seem to matter. The first plate (top three options) will deal cold damage, the second panel (options 4-6) will deal electrical damage, while the third panel (option 7-9) will deal fire damage. ArmagsTomb (f0e41714d8f2bc14bb604bc0d4cfe40d), ArmagsTomb_Level2 (4777ca570ca58c248a679ec3e9d9335d), Find Any Hint on the Location of Armag Tomb, Barbarian Archer (Fighter 10) (Armag's Tomb), Book Event (Armag's Tomb - Trial of Strength), Book Event (Armag's Tomb - Trial of Pain), Location infoboxes lacking world map image, In the tunnels with repeatable traps you can pass. This way you can at least protect your ranged characters, and better yet, you can avoid getting flanked by the two Spectres who will show up eventually. Fortunately, we know its location on the Glenebon Uplands. If you fail, you need to fight the defaced sister alone. By clicking View Page, you affirm that you are at least eighteen years old. Theyre fond of starting out the fight with Agonized Wail (Will DC 20) which will drain a number of attributes to anybody who fails. Travel to Candelmere Tower and pass the Athletics check on the northwest end to climb to the tower where Tristian will take off through a portal just as you arrive. Enter the far southeast room with another Cleric, then walk west to a room with a chest containing Cloak of the Bear. A pile of rocks to the southwest of the stairs leading to the tomb contain a Kellid Tribal Fetish, as does a small stone wall [Perception 9] near the tent just north of the area transition. which should at least slow down a few of the enemies. Failure also deals some damage to the party. Dont be cavalier about running down this new tunnel, however, as it houses some of the nastiest traps youve seen this game, including Lightning Bolt and Burning Hands traps. Ignoring the Bloody Bones Beast to target the Cleric is just folly at this point. Okay, so the odds of you passing this might not be great, depending on how youve built your party, but if you have any character with a +15 Athletics, take off their armor, cast Bulls Strength on them and give it a try. Note: the chest slightly southeast of Gwart contains Child of the Wind (heavy shield); another slightly southwest contains Reaper's Vest (light armor). In the next chamber youll find some troublesome opposition, including two Spectres, a Greater Skeletal Champion, a Bloody Bones Beast and a Cleric of Gorum. As for the option route, if youve got an insanely high Perception skill (and a bit of luck) you may find a secret door [Perception 40] along the northwestern wall of the first trap-bellowing tunnel. You will also need to pass multiple[Diplomacy] checks to impress him. As incorporeal beings, theyre immune to critical hits, precision damage (sneak attacks) and will take half damage from physical attacks unless you have some weapon with the Ghost Touch property lying around, which is doubtful. At the Trial by Pain, disarm all of the plates if possible for a huge XP boost (approximately 12,000 XP). Errands There are sidequests so minor that they're not even called. Buff parties perception with owl's wisdom potions 4. Beyond this secret door youll find a small chamber occupied by a Greater Fire Elemental, a Spectre and a Greater Skeletal Champion. Continue southeast until you find a door to the northeast, near which another trap to the southeast lies. Press question mark to learn the rest of the keyboard shortcuts. Be sure to heal up if necessary, and when youre ready to move on and endure more punishment, activate the brazier. Return to the sarcophagi chamber and from there head up the previously unexplored hallway to the northeast. I've seen gameplay footage on youtube of people completing the puzzles the same way that I did, and all of the doors opened for them. Defeat him and head southwest, Armag is in the next chamber. However you win, loot a chest in the western corner of the room, then search a grate to the northeast to score a Leather Scrap Covered in Ancient Runes. After activating the brazier, immediately head down the hallway to the northwest until you reach a wall. Continue southeast to the exit, minding the negative levels trap in the final room. Actually, I did it to enhance her stealth - but, surprisingly enough, its DD ability turned out way more handy. Now it's time to explore the rest part of this tomb. This comprehensive guide will help you through all of the game's quests (including companion quests), offer equipment lists, help you. At this intersection is a multi-Fireball trap thatll spew Fireballs in a cone. If you want to be really sure you don't run into her, pack a "Scroll of Dimensional Door, Mass", and teleport out of the camp. Before that though, determine the strength of your future alliance between Surtova and Aldori (the first dialogue option will increase it but incur some obligations within the kingdom management system while the second is best suited to neutral or chaotic types who want a low maintenance run). Once Amiri's segment is overwith and you're in control of your party, head slightly north and speak with Jamandi, then make your way northwest back to where Amiri fought Armag. If you want extra insurance against the damage, you can use spells like Protection from Energy and/or Resist Energy. Lots of traps can be found in the hallway, disarm them and venturing forth. Successfully completing both this project and this event should 100% unlock the Armag's Tomb location = it would appear on the map while you travel further to Glenebon. Spellbuff considerably, as you have no business tangling with these foes without Stoneskin, Haste and Greater Invisibility (or some other form of concealment). Venture down a hallway to the northwest until you find another tunnel running to the southwest. Behind this secret door youll find a chamber occupied by a Greater Air Elemental, two Spectres and a Greater Skeletal Undead. Just experience, party takes some damage on failure. Press J to jump to the feed. The Greater Air Elemental has the highest Armor Class of the elementals youve fought in here, but otherwise its not a terribly noteworthy foe. It's behind a secret door at the northernmost part of the map on the second floor. Keep in mind that a successful adventure team needs all kinds of members, tank, DPS, healer, and rogue. Defeat your foes, then loot a chest to find Leather Scrap Covered in Ancient Runes and Executioner, a Heavy Mace +2 with the Human Bane property, which causes it to act as a +4 weapon and dealing 2d6 extra damage against its target foe. Once its gone, deal with the stragglers as they break free, but dont be afraid to take potshots at the afflicted enemies should the opportunity arise. Make your way northeast, then northwest through the small barbarian camp to find the entrance to the tomb, where, sure enough, two Defaced Sisters await. That will prevent allying with Tiger Lords tribe though. Assuming you want to explore this part of the dungeon more thoroughly (or if you couldnt spot the secret door to the golem chamber) head northeast from the second chamber full of skeletons and spectres. Both loop around to connect eventually, so it doesnt really matter which one you take, but the northeastern route is arguably easier, if your Perception is up to the task of finding secret routes. If you want more protection, retreat into the room to the southwest to fight the Bloody Bones Beast and summon some pets in the hallway to the northeast to delay reinforcements even further. Armag's Tomb: Piece of Skymetal: Star Commander's Gloves (17 pieces) room with ferocious devourer, bone pile: . Their Armor Class is laughable, but they only need a touch attack to harm your warriors, too. Now turn your attention to the two hallways leading out of the sarcophagi room. In the chamber southeast of the golem chamber youll find four sarcophagi, two passages leading deeper into the tomb (one to the northeast and one to the southeast), and a grate in the western corner of the room containing aLeather Scrap Covered in Ancient Runes. Actually, you can do the quests in this order and still romance Tristian, as long as you do not finish Hour of Rage (talking to Jamandi). It does have a dormant period, however, so watch it to get used to the pattern, and when the last Fireball shoots, run across to the northwest to find a second brazier. After you have thoroughly explored this level, head to the southwest, there are the stairs take you back to the first level. Head down the stairs to the northwest to reach the first room in the second level, where youll find three Spectres waiting. When youre done gathering loot, return to the fork and head down the unexplored route to the southeast to find a chamber occupied by several Greater Skeletal Champions. Once youre past the elemental traps, take some time to heal up, if necessary. The wearer can also Rage for eight rounds per day, but its use is limited to Lawful characters which makes Valerie a prime recipient. Despite being call the Trial of Strength, youll need to use some smarts to figure things out. Coronation is a quest in Pathfinder: Kingmaker. Crush your enemies and loot the Bloody Bones Beast for anotherBelt of Giant Strength +4, then search a chest for well, mostly junk. Sure enough, in the hallway ahead youll find two Spectres waiting for you, which were obnoxious enough foes the first time you faced them. Each event you do makes it progressively easier to find the tomb, given a . For clearing out this room youll find a single chest in the southern corner, which contains little of especial interest. A fourth Greater Skeletal Champion lurks further back, and if you venture too far into the room this archer skeleton may be joined by another pair of Greater Skeletal Champions and a Spectre, in effect making two groups of these undead. Head down that hallway, and when you reach the northeastern end of the hallway wait for the door to the northwest to lower. If you have Death Ward prepared, now's a good time to apply it, then send your warriors on ahead to lure the Spectres to you. If you fail, you need to fight the defaced sister alone. "Whoever you take down now, you can take down the other later, and since sparing Darven at first nets you 25000G, it's best to kill Linxia first (if you want to kill both). Provoke the undead in the room southeast of the sarcophagi room, then retreat back to the rest of your party and engage the undead in the narrow hallway. In the next chamber youll find some troublesome opposition, including two Spectres, a Greater Skeletal Champion, a Bloody Bones Beast and a Cleric of Gorum. Its timed, but on a delay. A subreddit for all things involving Pathfinder CRPG series made by Owlcat Games. The former gets you a huge influx of experience and a painful alternative way of finishing this Illustrated Book Episode, while the latter gets you a pittance of experience, but no closer to solving the puzzle.