Ignore this hallway for now and instead head into another chamber to the southwest occupied by a Nymph, some Wild Hunt Scouts and a Wild Hunt Archer. Not ideal. Loot a chest in some foliage along the eastern end of the room to find The Book of Never Saying Goodbye, one of the six books you need to access a treasure later on. This mirror is part of the quest Mirror Memories, which you’ll start after having thoroughly explored the entirety of the House at the Edge of Time. Worse yet for him is the fact that of his saving throws, only his Fortitude save is worth mentioning. The Pathfinder: Kingmaker guide includes a full walkthrough of the game’s main campaign, including various side quests, companion quests and strategies. In the final, northeastern-most room you’ll find some Ghostly Guards and a Ghostly Guard Mage, but since there’s no loot worth grabbing in here, there’s little incentive to bother them. Failing that, Phantasmal Web can possibly debilitate some of them, but even cast well it won’t hit them all. In one of the northern rooms in the second floor you’ll find The Book of Bitterness. Two down, four to go. You probably don’t need ability damage and/or blindness afflicting you, so try to take these mages out in preference to their allies. The chest will yield some Bracers of the Ruby Phoenix Champion, which are great items for archers of the longbow persuasion. Head inside and loot a chest to score Gamekeeper of the First World, a composite longbow +5 with an expanded critical threat range (19-20) that illuminates struck targets for three rounds, preventing them from using invisibility and burdening them with a -50 penalty to Stealth checks and a -4 penalty to Armor Class. On the eastern front of a house east of the bandit’s campfire you’ll find a chest containing a Potion of Shield of Faith and a Potion of Enlarge, while on the northwestern end of the house you’ll find some boxes you can move ([Athletics 19], otherwise the task will take four hours). These beings are notorious for their ability to petrify (Fort 21), but so long as you lead with your warriors and aren’t terribly unlucky, you should be safe. Ensure your Magic Lantern is still unequipped, then head through the mist blocking the entrance to the northwestern hallway to be teleported to the eastern end of the level… and back to World State 1. Before you enter make sure you’re prepared, as several Mandragora Swarms lurk therein. You’ve explored the entire area now, so there’s little else to do besides finish up the final side quest, Mirror Memories and go after the three keys you’ll need to reach Nyrissa. Head down a hallway to the southwest find [Perception 36] and disarm [Trickery 36] a trap, note another mirror at the elbow of the hallway, then turn southeast to reach an empty room with another locked door to the northeast. Before you head into the room to the southeast, spellbuff thoroughly, as a rather large fight awaits you, including some Nymphs and a host of Wild Hunt Scouts and Archers led by a Wild Hunt Monarch. Don’t worry, you’ll get back to the proper World State soon enough, but you might as well knock this out while you can. Open it up to reach the part of the basement level you would have been taken to if you went into the well while wearing the Magic Lantern earlier. This secret door is locked, and the only way to open it is by putting six books in their proper places. Return to the room to the northeast, then exit out into the hallway to the northwest and turn down said hallway, venturing southwest. Whew. Advance until you find [Perception 36] a trap [Trickery 36], beyond which lie a great number of Ankou. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. When the mirror isn’t present, put on the Magic Lantern and head northwest, then northeast through the hallway to reach a large, tree-filled chamber. Next up is the “Wrath” bookshelf, which requires The Book of Nourishing Rage to be on top and The Book of Blind Revenge to be placed on the bottom. These elementals, once a dire threat, are now pathetically weak. Mist traveling through this area is a bit tricky, but suffice to say that you’ll go to a small hub, First World forest area surround by mist. Here you’ll find a single Medusa, who can easily be smote. I started playing Pathfinder: Kingmaker and after 12 hours, I can say that it fully meets my expectations. You can loot a chest [Trickery 43] in the northern corner of the room. Damn, what a uneven ride it has been. (1 of 2) Place the books in their proper places to open a secret door, Place the books in their proper places to open a secret door (left), beyond which you’ll find the Gamekeeper of the First World. The biggest complication is that this functionally means you’ll need to clear each level twice, as the encounters and loot vary depending on which World State you were in. Pathfinder: Kingmaker > Spoilers > Topic Details. Wipe them out, then return to the room to the east and head southeast to find a mist-choked chamber. In the southwestern-most one you’ll find the Knurly Witch, who, like The Wriggling Man, shouldn’t be bothered yet. The middle room is empty in this World State, so just skip it and enter the third, northeastern-most room to find a crate [Perception 45] you can loot. Once you have these treasures return to the first level of the House at the Edge of Time, take off the Magic Lantern and enter the mist to teleport somewhere else within the level… and more importantly, to transition to World State 1. Before you go off chasing down fey creatures, however, it’s worth recalling that this area is split into two different World States, which toggles every time you travel through the mist without the Magic Lantern equipped. It’s protected by three Wild Hunt Scouts and a Wild Hunt Archer which are annoying, but by no means insurmountable. In the room they guarded you’ll find little of interest save some stairs leading down to the southwest, which will take you to the basement area. Also note there’s another mirror in the eastern corner of the room, another diagnostic feature to indicate which World State you’re in. I can get to the secret tree room from the fey glade that has a big tree in it in House at the edge of time but it only has a chest in it with a shield. Pathfinder: Kingmaker ... so this is a good time to go exploring, finish side areas, claim Regions, Rank Up your kingdom stats, and complete one or more Curse Projects. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. The Nymphs are far squishier, and mostly just exist to try and debilitate you with their Stunning Glance and Blinding Beauty abilities. Here you’ll find another group of Ghostly Guards, including a mage who stands amidst them. All alone she’s hardly more danger than any other Medusa, so cut her down before she can cast any spells and loot her for a Flaming Composite Longbow +1, an Amulet of Natural Armor +3 and a Ring of Protection +3. Honestly, though, the poison should be the least of your concerns, since I recommend always having Delay Poison, Communal (3) active and since its swallow attack is the much greater threat. Its stinger carries a poison, which the Pathfinder Wiki says deals 1d4 Str damage, Fort DC 25, frequency 1/round for 6 rounds, 3 consecutive saves to cure. When you’re ready to move on, return to the room southeast of the L-Shaped hallway and check to see if the mirror is there. (Basement, Dimension A). Fortunately, if most are effect a Hasted character can bait one or two Ankou into casting the spell before running out of range. Ask it “Do you know where Nyrissa is hiding?” after which you can say “Yes, that’s right. “. At the mansion of the Swordlord Jamandi Aldori, adventurers have gathered, lured by the promise of dominion should one of them conquer the nearby Stolen Lands and oust its current overlord - the Stag Lord. Once done head through the mist again to return to the misty hub room you were in, and this time go into the mist to the northeast to reach another small, First World hub room where you’re surrounded by even more mist! If you come back to this chest after changing the World State, you can claim another load of treasure - in this case, a whopping 28,173 gold. Give it a good smashing [Strength 17] and a mephit named Pludok will be freed and start a conversation with you. This is where you’ll eventually want to end up after exploring this floor more thoroughly, so note its location, then return to the throne room. Instead of going back the way you came, go through an arch to the northeast to reach another chamber, this one occupied by a Medusa. You’ll want to rush past the northern-most Nymph and target your spells more towards the center of the room, however, as that’s where most of the enemies lurk. Return to the room where you found Valerie to find a chest in the eastern corner of the room. Pathfinder: Kingmaker - Book Puzzle (House at the Edge of Time) Written by Tintler / Oct 7, 2018 Solution to book puzzle within the House at the Edge of Time. Return to the room where you killed the first Medusa and head southwest into another small room, this time empty save for a chest. The first (southwestern-most) one houses a hidden [Perception 44] locked [Trickery 45] chest containing Linnorm Hide armor, a suit of hide armor +5 that gives its wearer a +4 bonus to saves against Transmutation spells. https://pathfinderkingmaker.gamepedia.com/Mirror_Memories?oldid=19334, The first mirror is in the room in the center of the house, just before the throne room. Chains of Light will render him all but helpless. The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. The western-most bookshelf is labeled “Sorrow”, the middle is labeled “Wrath” and the eastern is labeled “Fear”. To the north should lurk some Wild Hunt Scouts, a Wild Hunt Archer and a Dweomercat. After 310 hours I have finished Pathfinder: Kingmaker. Jan 28, 2019 @ 3:52pm ***SPOILERS*** House at the end of time question So, after 3 months without being able to play, the 1.2 patch finally fixed my game. The mage hangs out in the back, so it might be somewhat tricky to reach him. It is currently run by its headmaster, the powerful Toff Ornelos. When the path ahead splits, continue on the central path to find some Ghostly Guards. Get to the first floor (there are also the basement and the second floor) and switch to the world that has a mirror in the lower right corner of the map (inside the room). Time to get back to World State 0, and there’s a great opportunity to do so nearby. Head down those stairs and don’t fret about the World State you skipped or the locked doors - you’ll get around to them shortly. It's time to stop her — once and for all! The game is similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. Although what is really weird is that my fighters (Valeria, etc.) Then pop in the monk level and watch your AC jump. To finish up the northern part of the level, head down the hallway to the northeast to find an area transition leading to the first level. Poor Pludok, sacrificed for crude experience. Keep your Magic Lantern equipped and head into the mist and note there are two distinct patches of mist, including a smaller cloud at the entrance and a larger cloud that fills up the majority of the room. Finally, search along the southwestern wall to find a secret door [Perception 40] behind which you’ll find a chest containing Neverending Journey, a starknife +5 with the “Holy” and “Finesse Wielding” properties, which dazzles struck foes for 1d4 rounds and forces them to save (Fort 21) or be blinded. A subreddit for all things involving Pathfinder Kingmaker made by Owlcat Games. Why not join us today? Shortly you’ll find yourself at a door to the northwest, beyond which Nyrissa waits… a door you need three keys to open. That being the case, you’ve functionally cleared most of this area in that World State - World State 0 - so let’s start with that and go around and collect any loot and slay any foes we ignored on the first pass through the area. With that done, return to Nyrissa’s throne room and head down the hallway to the southeast, at the end of which you’ll find the area transition to the second floor. Jubilost and Nok-Nok’s room both contain several Wild Hunt Scouts (and perhaps the odd Wild Hunt Archer), while in this World State (World State 1) Nok-Nok’s room also houses a chest and a mirror. (1st floor, Dimension A), The second mirror is in the dining room with a Jabberwock statue, at the far right corner. This really isn’t necessary as all you’ll find within is a single chest with loot that’s not terribly note-worthy. (1 of 2) Claim the Book of Nourshing Rage from a bookshelf, Claim the Book of Nourshing Rage from a bookshelf (left), Start out the fight with the Mandragora Swarms by blasting them with fiery spells like Firestorm. Dispatch these nuisances and loot a chest near the western-most pillar to find a suit of Leather Armor +5. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. Cut her down and note that you’re probably afflicted by the “Wild Energies” debuff, which will give your spells a 50% fail rate. There’s little incentive to kill them, however, as the bookshelf in here you can loot contains a low-value book that isn’t part of the aforementioned puzzle. Be that as it may, it’s worth over 20,000 experience, and you don’t need to learn about the book puzzle to claim the treasure. Make your way back to the hub room, then enter Harrim’s room to find a chest along the northeastern wall. (right). Dispatch them, then loot a bookshelf to find The Book of Bitterness, which should be the last book you need to complete the bookshelf puzzle in the basement. Once they’re dead, loot a chest hiding in some foliage in the eastern corner of the room, then proceed northwest. At the inn, she’ll confess that she took the money to buy a printing press from Brevoy and open a printing house. Take them down like you did the last group then loot a locked chest [Trickery 47] along the northwestern wall and another near the southwestern wall. 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