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Old Mesa
Pathfinder: Kingmaker

Old Mesa

Discover how to reach the hidden Old Mesa location in Pathfinder: Kingmaker and prepare for a challenging fight against a Greater Werewolf. Learn its weaknesses and rewards.

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Discover how to reach the hidden Old Mesa location in Pathfinder: Kingmaker and prepare for a challenging fight against a Greater Werewolf. Learn its weaknesses and rewards.

Alright, so you're looking to find this place called Old Mesa in Pathfinder: Kingmaker. It's a bit hidden, but don't worry, I'll walk you through it. Think of it like finding a secret spot on the map!

Getting There from Glade in the Wilderness:

From the Glade in the Wilderness, it's pretty straightforward. Just head:

  • North (this takes you to an empty spot north of the Glade)
  • Then East
  • Then East again (it'll curve northeast, but keep an eye out – Old Mesa is a hidden spot just south of the path)
  • Finally, head South to arrive.

Getting There from Thorn Ford:

If you're starting from Thorn Ford, it's a little more involved, but still manageable:

  • First, head Southwest, making sure to cross the river.
  • Then, go Southeast, following along the river.
  • Do that Southeast direction again, still along the river.
  • Next, head Southwest. Old Mesa is a hidden location south of this path, so keep your eyes peeled.
  • Finally, head South to reach it.

Once you finally arrive at Old Mesa, you'll want to head north, then northwest. You'll find an abandoned camp there. 'Abandoned' is the key word, except for one rather large problem: a Greater Werewolf has decided to make it its home.

This Werewolf isn't the absolute toughest enemy you'll face, but it's got a nasty trick up its sleeve: Damage Reduction. This means it'll shrug off a good chunk of the damage you deal, likely by 10 points per hit, unless you're using silvered weapons or spells. Don't sweat it too much if your usual attacks aren't cutting through. Your best bet is to use direct damage spells like Magic Missile, or if you've got melee fighters, make sure they're hitting hard. Amiri can manage, and landing critical hits or sneak attacks will really help. Feats like Power Attack are also super useful here.

Pro Tip: Just like trolls, once you finally bring this Werewolf down, you'll need to finish it off with acid or fire damage to prevent it from regenerating. The spell Acid Splash works perfectly for this.

If your offense just isn't doing the trick, don't feel bad about leaving and coming back later when you're stronger. This area isn't going anywhere!

However, most parties will have someone who can dish out enough damage. To make the fight easier, buff up your main tank with spells like Blur and Shield of Faith. This will buy you more time to land those crucial hits.

After you defeat the beast, you can loot its body for some nice gear: a Breastplate +1, a Potion of Invisibility, and a Ruby. That ruby alone can fetch you a nice 750 GP when you sell it! Don't forget to check a nearby chest for a Potion of Vanish. If you keep exploring north from there, a corpse will have a Potion of Reduce Person and some other trinkets.

If you're following the Northern Shrike Expedition questline, the next stop after this will be the Trail in the Hills.

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