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by kimagure

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Guide and Walkthrough by kimagure

Version: 0.99 | Updated: 12/27/2021

Table of Contents

  1. Introduction
    1. Using This Guide
    2. Difficulty Levels
    3. Fully Installing the Arcane Unleashed DLC
  2. Game Basics
    1. Character Information
    2. Items and Equipment
    3. Movement in Area Maps
    4. Combat
    5. Traveling in the Overworld Map
    6. Resting
    7. Home Base
  3. Prologue
  4. Act 1: Stolen Land
    1. A. Oleg's Trading Post
    2. B. Nettle's Crossing
    3. North Narlmarches: Waterlogged Lowland
    4. C. Ancient Tomb
    5. D. Pine Patch
    6. E. Thorn Ford
    7. F. Swamp Road: Technic League Random Encounter
    8. G. Technic League Encampment
    9. North Narlmarches: Boggard Hunting Grounds
    10. A-2. Oleg's Trading Post Revisited
    11. North Narlmarches: Oak-That-Strayed
    12. H. Abandoned Hut
    13. I. Temple of the Elk
    14. J. Old Sycamore
    15. A-3. Oleg's Trading Post Revisisted
    16. Outskirts: Endless Plains
    17. Outskirts: Fangberry Cave
    18. Outskirts: Two-River's Field
    19. Shrike Hills: Riverine Rise
    20. Shrike Hills: Trail in the Hills
    21. K. Stag Lord's Fort
    22. A-4. Oleg's Trading Post Revisited
    23. North Narlmarches: Old Oak
    24. North Narlmarches: Tuskgutter's Lair - Amiri: Prove Your Worth Part 1
    25. North Narlmarches: Tranquil River Bend
    26. North Narlmarches: Three-Pine Islet
    27. North Narlmarches: Glade in the Wilderness
    28. Shrike Hills: Old Mesa
  5. Act 2: Troll Trouble
    1. A. Jamandi Aldori's Mansion (Act 2)
    2. B. Capital: Tuskdale
    3. Varnhold: Sorrowflow - Kalikke/Kanerah
    4. Oleg's Trading Post: Artisan Bokken
    5. B-2 Capital Revisited
    6. C. A Ford Across the Skunk River
    7. South Narlmarches: Overgrown Pool
    8. D. Ruined Watchtower
    9. South Narlmarches: Bandit Camp
    10. E. Swamp Witch's Hut
    11. South Narlmarches: Monster Den
    12. F. Lone House
    13. B-3. Capital Revisited and Bald Hilltop
    14. C-2. A Ford Across the Skunk River (Troll Invasion)
    15. D-2. Ruined Watchtower (Troll Invasion)
    16. South Narlmarches: Wilderness Encounter - Dalton
    17. South Narlmarches: Wilderness Encounter - Kobold Shaman and Branded Trolls
    18. F-2. Lone House (Troll Invasion)
    19. South Narlmarches: Kobold Trail
    20. South Narlmarches: Kobold Camp
    21. South Narlmarches: Troll Clearing
    22. G. Dwarven Ruins
  6. Act 2, Part 2: Adventuring After Troll Trouble
    1. Settling Regions During Acts 2 and 3
    2. A-1. Verdant Chambers (Group Visit)
    3. A-2. Verdant Chambers (Solo Visit)
    4. Shrike Hills: Ratnook Hill
    5. B. Bridge over the Gudrin River
    6. Kamelands: Mud Bowl
    7. Kamelands: Wolf's Lair
    8. Kamelands: Empty Skull Rock
    9. C. Secluded Lodge
    10. D. Lost Child: Swamp Witch's Hut (Revisited)
    11. Lost Child: Random Encounter - Lizardfolk
    12. E. Lost Child: Lizardfolk Village
    13. Kamelands: Bald Stones
    14. Silverstep: Dragonleaf Gulch
    15. Silverstep: Ironstone Gully
    16. Shrike Hills: Lonely Barrow
    17. Silverstep: Ancient Mine
    18. F. The Lonely Hunter: Lake Silverstep Village
    19. G. The Lonely Hunter: Silverstep Grove
    20. H. Varnhold
    21. I. Candlemere Tower
    22. Shrike Hills: Arbor Rock
    23. Shrike Hills: Hilltop Trail
    24. Dire Narlmarches: Saint Galvan's Gullet
    25. Dire Narlmarches: Brown Baldhead
    26. Dire Narlmarches: Tenacious Marsh
    27. Dire Narlmarches: Swamp Ruins
    28. Dire Narlmarches: Sunny Hillock
    29. J. An Ancient Curse, Part Two: Bald Hilltop
  7. Act 2 Companion Quests
    1. Kalikke/Kanerah: A Task for the Sweet Teeth
    2. Amiri: Prove Your Worth Part 2 - Hodag's Lair
    3. Valerie: Shelyn's Chosen
    4. Jaethal: Investigate My Death
    5. Linzi: Easier to Ask Forgiveness
    6. Tristian: Kingdom of the Cleansed
  8. Artisan Quests
    1. Artisan Bokken: An Ancient Formula
    2. Artisan Dragn: Onslaught
    3. Artisan Shaynih'a: One Thousand and One Questionable Stories
    4. Artisan Nazrielle: Nazrielle's Greatest Creation
    5. Artisan Varrask: Obliteration
    6. Artisan Sharel: A Bloody Craft
    7. Artisan Kimo Tavon: A Trail of Misfortune
    8. Artisan Kimo Tavon: Affairs of the Heart
    9. Artisan Mim: Three Wishes - Talon Peak
    10. Artisan Irlene: A Simple Favor
  9. Act 3: Season of the Bloom - A. Capital: Tuskdale
    1. B. An Amusement for Nobles
    2. C. Monster Invasion
    3. D. Random Encounter: Wilderness Clearing
    4. E1. Shrike Hills: Lonely Mill
    5. E2. Shrike Hills: Goblin Village - Mother of Monsters
    6. F. Bridge Over the Gudrin River (Revisited)
    7. G. Witch Hunt
    8. A-2. Capital: Unrest in the Streets
    9. H. Goblin Fort
    10. I. Return to the Capital
    11. J. Womb of Lamashtu
  10. A3. Capital: After the Season of the Bloom
    1. K. An Ancient Curse, Part Three - Bald Hilltop
  11. Act 3 Companion Quests
    1. Ekundayo: A Feast of Feasts
    2. Amiri: Pariah
  12. Tenebrous Depths
    1. Tenebrous Depths - Part 1
    2. Tenebrous Depths - Part 2
  13. Version Information / Update Status

Act 2, Part 2: Adventuring After Troll Trouble

Once you reach the deadline for An Ancient Curse, Part One, Jhod, Linzi, and Tristian will report in regarding the Ancient Curse (135 exp). This unlocks the Curse Project: Bald Hilltop and the Quest: An Ancient Curse, Part Two. You'll gain 2,800 gold if you defeated the enemies on the Bald Hilltop by the deadline.

This page lists all of the events that happen during the period of An Ancient Curse, Part Two up to the start of Act 3. You'll have 193 days until the deadline for An Ancient Curse, Part Two, 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. The Curse Projects tie up your High Priest or Magister for a long period of time and don’t give much benefits for most of the game, but you’ll want to make steady progress on these to get the best ending (and to unlock Act 8).

I've included a list of recommended adventuring goals as well as links to the pages for each individual area. You don't need to hit these in any specific order, but I've set them out in a way that makes the most sense to me based on difficulty and efficiency. Please don't feel like you need to or should deal with everything listed below, before the start of Act 3. Act 3 takes place in the same regions as Act 2, and you're really not expected to finish all of the side areas and quests before the start of Act 3.

Completing Troll Trouble lets you claim the South Narlmarches for 400 BP by completing the Region project and build a Settlement for 50 BP. Although this is expensive, you should have enough money after exploring and looting the Dwarven Ruins. I recommend claiming the region ASAP, since that will let you get those Artisans that much faster (and start getting gifts) and it will also let you access kingdom management while adventuring in that region.

You'll have three villages after building a Settlement in the South Narlmarches, which will allow you to upgrade your capital to a Town. You need to have 6 completed buildings in the capital to upgrade it (walls, piers, and lighthouses do not count). Once you've met those two requirements you can complete the upgrade through the Project: A New Phase in the Life of Your Capital (100 BP cost, Regent/Councilor/Treasurer, requires 7 days). This will earn you more BP per week and allow you to build more advanced buildings in your Capital. It won't have any physical effect on the Capital though, and all buildings/people will remain where they were when it was a village. So I suppose it's more of a status/administrative thing than anything else.

If you have a Good kingdom, I strongly recommend building a hospital as soon as you can in each Town. Hospitals give a +1 bonus to the Regent and Councilor when they resolve events in that region. If you have an Evil kingdom, build stocks, since they provide a +1 bonus to resolve problems in that region. Lawful regions should build bulletin boards, since they provide a +2 bonus to resolve problems in that region. I don't know if stocks and bulletin boards stack.

You can claim and settle the Kamelands (by reaching Loyalty Rank 3), the North Narlmarches (by reaching Community Rank 3), and Silverstep (by completing the Quest: the Lonely Hunter at Silverstep Village). As with the South Narlmarches, I recommend claiming and settling these regions ASAP, as each of the Settlements in those regions will have one or two Artisans. Settling all three regions will allow you to upgrade another Village to a Town. I’ve added separate pages with suggested Settlement locations as well as information on each of the Artisans and their related quests. I'd recommend looking at my Kingdom Management Guide if you’re interested in more detailed information on each topic.

1. Kingdom Events and Deadlines

There may be some slight randomness/variation to when the following events appear, but it’s pretty minor if it exists. The listed days are when they appeared in my game. You generally have a few weeks to a few months after the throne room event to complete the related quest, so you don’t feel like you need to handle them immediately, but you shouldn’t completely forget about them. Most NPCs who come to you for help can be found in the capital tavern after the throne room event, and you’ll usually need to go speak to them there to complete their quests. The Artisan quests and side areas that appear on the map generally do not have a deadline and can be handled at any time. As always, these deadlines reflect the number of days listed in the journal, omitting any remaining hours.

  1. Stefano Moskoni (192 days to deadline): Stefano Moskoni will visit as an envoy from Pitax. There are two sets of moral choices: 1) LG, N, CN, NE and 2) NG, N, CN, NE. If you select the second CN option, you can say you’ll tax him and his entourage—I don't believe this gets you any BP or gold.
  2. Jenna Tannersen (186 days to deadline): Jenna appears asking you for help finding her boy Tig. You can refuse or agree to help (Loyalty +1). If you refuse, you can accept her quest by going to the capital tavern and speaking to her (by the bar, in the corner near Anoriel, just behind the stairs). If you accept, it will begin the Quest: Lost Child. I recommend going adventuring again once you get this throne room event. You don't need to start this quest immediately after you get it, as you'll have a good month or so to finish the quest before you fail, but I wouldn't recommend waiting around too long to complete it.
  3. Bokken: Sometime during this period (it’s random, but approximately 1 month after you recruit him), Bokken will come to you and give you your first Artisan gift. Bokken will also ask you to find all three parts of the Books: “Of Transmutations and Bodily Poisons”. You should have all three books by this point if you’ve been following my guide. Visit Bokken at Oleg’s Trading Post for his Artisan quest. You may wish to wait until you receive Fredero Sinnet's letter under Event #6 to save yourself a trip.
    • As with all Artisans (except Shaynih'a), he'll ask you if you want him to make something specific. Artisans' gifts are divided into 6 tiers; if you ask them to make you a specific type of item, they're less likely to give you a higher tier item. That said, I HIGHLY recommend asking Bokken to make alchemical items for you rather than leaving it to his own choice, since I think they're a lot more useful and they sell for much more than the scrolls and potions he may otherwise make (except when you've met the requirements for his masterpiece, at which time you'll need to let him work on whatever he wants to be able to get that item).
    • Artisans are further described in my Kingdom Management Guide. I've included a list of all gifts in that guide, separated by Artisan and tier.
  4. Problem with Taxes (171 days to deadline): Oleg is refusing to pay his taxes to you, since he’s still paying taxes to Brevoy. You have a number of ways to respond (150 exp):
    • a) "3. We won’t collect any taxes from Oleg this month. …” (NG moral choice). - This leads to an agreement for Oleg to become your subject and your responsibility.
    • b) "4. Our barony owes much to Restov’s Swordlords. We’ll allow them to collect taxes from Oleg’s Trading Post ….” (N moral choice). - Oleg remains Restov’s subject.
    • c) "5. Kesten - send guards to Oleg’s Trading Post. …” (LE moral choice) - You forcibly tax Oleg and harm your relationship with Restov.
    • There will be a follow-up kingdom event in 30 days in which Jamandi responds based on your conduct. Your choices affect which of six Projects you can take and the Region Upgrade that will become available for the Outskirts.
  5. Letter from Brevoy (141 days to deadline): Lady Jamandi will respond, based on how you handled Oleg's situation.
    • a) If you agreed not to collect taxes for a month, Kassil says he can persuade the Aldori not to demand Oleg’s taxes from you, but you’ll be responsible for repairing the road. 1) If you agree to repair the road, it unlocks the Project: Road to Oleg’s Trading Post; this project is the prerequisite for the Region Upgrade: Trading Ground. 2) If you say that you’ll bide your time, it unlocks the Project: Phantom Road.
    • b) If you allowed Restov to collect Oleg’s taxes, you can either suggest that Restov do something for Oleg or say that you appreciate the Aldoris. 1) If you ask Restov to repair the road, this unlocks the Project: Road to Oleg’s Trading Post. Although this Project has the same name as in a) above, it is a different project with different rewards. I believe it is an alternative prerequisite for the Region Upgrade: Trading Ground. 1) If you say you appreciate the Aldoris, it unlocks the Project: Union with Restov, which is the prerequisite for the Region Upgrade: Good Neighbors. The Good Neighbors upgrade is the best available upgrade for the Outskirts (in my opinion).
    • c) If you taxed Oleg, Lady Jamandi will be unhappy. 1) If you decide to double down and put troops in the fort, it unlocks the Project: Return of Past Glory, which is the prerequisite for the Region Upgrade: Military Outpost. 2) If you decide to make amends, it unlocks the Project: Diplomatic Crisis (which may be an alternate way to get the Good Neighbors upgrade).
  6. Letter for the Ruler (156 days to deadline): a paladin named Fredero Sinnet has sent a letter, claiming a right to Valerie's service. This begins the Companion Quest: Shelyn’s Chosen.
    • If you give the letter to Valerie, she’ll get angry and ask you to help her put an end to the matter. You can suggest ignoring the letter (CN moral choice - 54 exp), but Valerie will say that you can’t. You can agree to help her (no moral choice or LE) or you can refuse to help. I always recommend agreeing to help your NPC companions with their quests, since it's necessary to advance their storyarcs and get the best endings.
  7. Jaethal in a Fury (146 days to deadline): Jaethal found her old dagger in Enneo’s shop (Jaethal’s Old Dagger), and she thinks he’s responsible for her death. Enneo claims he found the dagger in a dead boar near the Old Sycamore. Agree to investigate to begin the Companion Quest: Investigate My Death. You will need to go to the Old Sycamore to advance this quest.
  8. Letter from Maegar Varn (126 days to deadline): Maegar Varn will request an alliance and invite you to visit Varnhold.
  9. Linzi has a matter to discuss (116 days to deadline): Someone has embezzled a “large” amount of money (you lose 10 BP). Linzi asks to speak to you in the inn. At the inn, she’ll confess that she took the money to buy a printing press from Brevoy and open a printing house. The press should have been delivered but is late, and she’ll ask you if the party can go check on it (112 exp). Accept to begin the Companion Quest: Easier to Ask Forgiveness. You’ll need to go to the Swamp Witch’s Hut to find it.
  10. Important Essay Published (112 days to deadline): Jubilost’s essay has been published. The contents of his essay will vary based on your response at the Dwarven Ruins. You gain Community +1.
  11. Doomsayer Scares Townsfolk (61 days to deadline): Remus, the old soothsayer that you met in the beginning of the game, has been spreading prophesies and sowing fear among your people. He talks of a goddess and says that “the sky shall open, the earth shall tremble, and this city shall crumble beneath its pride” “... and another world shall swallow the ugly city and its careless dwellers.” You can threaten him to try to shut him up (NE moral choice) if you want; this option does not end the conversation. You can also ask him about his prophecy, which will unlock a Diplomacy DC 25 check (NG moral choice - 420 exp) which ends the conversation. If you pick either of the other two options, you’ll have a number of other ways to resolve the conversation (CG, LN, LN, LE moral choices). Regardless of how you resolve this, you gain Divine +1.
    • After this throne room event, you’ll start to encounter a random encounter against cultists when you wander the overland map. The enemies will be: Cultist Fighter (Fighter 6), Cultist Fighter (Fighter 3), Cultist Archer (Fighter 2), and Cultist Rogue x3 (Rogue 2), though the Fighter 3 will almost immediately die and be replaced by an Owlbear (Magical Beast 14). The Fighter 6 carries a Masterwork Longsword, while the two ranged characters carry a Composite Shortbow and a Composite Longbow respectively. This shouldn’t be a difficult battle for a 7th level party, though it’s worth being a little careful not to let the Owlbear at your squishies. This battle will repeat until you resolve Tristan’s Companion Quest: Kingdom of the Cleansed.
  12. Willas Gunderson visits (36 days to deadline): He’ll claim he was tricked and robbed by some adventurers he hired to retrieve “his possessions” from Candlemere Island. There’s a hidden Arcana check during this conversation if you select the option: “What ghostly lights are you talking about?”; success will inform you that he’s talking about will-o’-wisps and earn 45 exp. This starts the Quest: The Curse of Candlemere. Gain Relations +1.
  13. Tristian Has Some News (34 days to deadline): Tristan will come to you approximately 1 month after the encounter with Remus. There are rumors of a savage Goddess who’s become enraged by your appearance, which has led to the formation of a death cult. You can investigate (with options to make a CG or LN moral choice) or do nothing. Tristian says he’ll investigate and asks to meet him in the city. This starts the Companion Quest: Kingdom of the Cleansed.
  14. Visitor Waits in the Castle (Ancient Curse, Part 2 deadline): Linzi and Tristian will give you a report on the Ancient Curse deadline. You will gain 6,500 gold if you successfully killed the enemies on the Bald Hilltop. You will also get the chance to make a moral choice (NG, N, NE).
  15. A few days after you resolve An Ancient Curse, Part Two, a letter will arrive for you from the Embeth Travelers (Relations +1). This will begin Act 3.

14 days before the deadline for An Ancient Curse, Part Two, you will be told to go to the Bald Hilltop. This will also trigger the kingdom Problem: Rotten Beasts (Regent, General, or Treasurer). While it says that it’s a DC 15 to solve, I don’t believe it’s actually possible to fail this event as long as you assign an Advisor to the event and start it. You should handle this ASAP, since your barony will suffer Community -2, Military -2, and Economy -2 every two days that it goes unaddressed, and a total loss of Community -19, Military -19, and Economy -19 if you fail to deal with it by the deadline.

Act 3 will begin on the Ancient Curse, Part Two deadline itself.

2. Adventuring in Acts 2 and 3

This is a list of the following activities you can do beginning in the second half of Act 2. Many of these events are unlocked through throne room events listed above.

You probably won't complete (or even start) some of these during Act 2 and will only get to them after completing the main quest in Act 3. That's perfectly normal and expected! You'll have time, so don't feel like you need to rush to complete them all during Act 2.

  1. Claim the South Narlmarches for 400 BP and build a Settlement for 50 BP.
    • There will be a throne room event with a dwarf named Dragn after you claim the South Narlmarches. He’ll demand compensation for the work his ancestors did on the Road of Shields. The conversation allows you to make a moral choice (LN, LE, CE). He’s basically asking you to build him a workshop but being overbearing about it. I strongly recommend you agree (LN moral choice), since that’s required to recruit him as an Artisan. The other choices cause you to lose his future services. You should build his workshop in your Settlement immediately after this throne room event.
  2. Upgrade your capital from a Village to a Town. You'll need to have 3 villages in your barony and 6 buildings in the capital (walls, lighthouses, and piers do not count). Complete the Project: A New Phase in the Life of Your Capital (100 BP cost, Regent/Councilor/Treasurer, requires 7 days).
    • There are three buildings I strongly recommend building in your towns: Hospitals, Mage Towers, and Aviaries.
    • Hospitals can only be built in Good kingdoms, but they give a +1 bonus to the Regent and Councilor when they resolve Events in that region.
    • Mage Towers let you teleport between Towns and to any Village+ with a teleportation circle (requires Arcane rank 2). This is a great way to cut down on travel time.
    • Aviaries require Relations rank 3, but let you access kingdom management from adjacent unclaimed regions. They also reduce the time to resolve Events in that region and adjacent regions by 1 day.
  3. Raise your Community, Loyalty, and Economy kingdom stats to Rank 3 as soon as you can, so you can claim the Kamelands and North Narlmarches. Your Economy places a limit on the BP you can obtain each week from other kingdom stats, so you should try to keep it as one of your highest kingdom stats. Raise Divine to Rank 3 as soon as you can, so you can unlock the Magister. Then raise Arcane to Rank 2 in order to unlock Teleportation Circles for your Settlements.
  4. Return to the Verdant Chambers alone and visit Ratnook Hill (with your party). While you could wait until you get the throne room event Jaethal in a Fury to visit Ratnook Hill, it's not that far away and you can get a Headband of Vast Intellect +2 (which will improve your Treasurer's rolls on Events). So I'd recommend going there sooner rather than later.
  5. Send the Sweet Teeth on another mission whenever they return.
    • I'd recommend asking them to repair Oleg’s fence as your first request, since it’ll get you the item Kyonin Berry Wine, which is necessary for the Artisan Mim’s quest. If you ask them to weed the Narlmarches, they’ll return with an Emerald Necklace, which is necessary for the Artisan Kimo's quest.
  6. After Jenna Tannersen visits your throne room, begin the Quest: Lost Child, and return to the Swamp Witch’s Hut via the Bridge over the Gudrin River. I'd recommend visiting and clearing the Mud Bowl, the Wolf's Lair, Empty Skull Rock, and the Secluded Lodge on the way. You should also visit the South Narlmarches Settlement during this trip with Linzi or Jubilost in your party. Meet Dragn and Shaynih'a in the Settlement, build their workshops, and begin their Artisan quests (discussed at Adventure Suggestion L. below).
  7. Visit Oleg’s Trading Post and the Tenebrous Depths. You may wish to wait until you receive the Letter for the Ruler (from Fredero Sinnet) to save yourself a trip. You might also consider exploring the side areas in the Dire Narlmarches while you're in the neighborhood, but I recommend you wait until you reach 10th level at least, since they're pretty challenging.
  8. Complete Bokken’s Quest: An Ancient Formula at Oleg’s Trading Post.
  9. Claim the Kamelands (requires Loyalty Rank 3, 275 BP) and build a Settlement in the region (50 BP). Visit Nazrielle and Varrask in the Settlement to obtain them as Artisans and build their workshops. You could explore the Bald Stones, Dragonleaf Gulch, and Ironstone Gully at this time or you could hold off, since the latter two areas are technically part of Silverstep (meaning you can't claim the nearby resources). You'll need to come back to this area later as part of Irlene's Artisan quest, so there's no real need to finish those areas at this time.
  10. Claim the North Narlmarches (Community Rank 3, 225 BP), build a Settlement (50 BP), recruit the Artisans Kimo and Sharel, and build their workshops. Kimo's workshop is listed as "Kimiel's Shop" in the town management screen.
  11. Complete Linzi’s Companion Quest: Easier to Ask Forgiveness at the Swamp Witch’s Hut. Kill any remaining enemies that were too difficult to beat during your prior visits to the area. You may wish to consider waiting until you are working to advance Dragn or Shaynih’a’s quests or working on the Quest: Lost Child to save yourself a trip.
  12. Complete Dragn’s Quest: Onslaught and Shaynih’a’s Quest: One Thousand and One Questionable Stories at the South Narlmarches Settlement.
  13. Explore the areas east of the capital (the Lonely Barrow and the Ancient Mine) and complete the Quest: the Lonely Hunter in Lake Silverstep Village. Visit Maegar Varn in Varnhold while you're in the area.
  14. Claim Silverstep (375 BP), build a Settlement (50 BP), recruit the Artisan Mim, and build her workshop.
  15. Upgrade a Village to a Town once you've settled the Kamelands, North Narlmarches, and Silverstep.
    • I'd recommend placing your second town in Silverstep. You'll be able to build Aviaries in towns once you reach Relations Rank 3, allowing you to access your kingdom management page from adjacent unclaimed Regions. Building an Aviary in Silverstep will allow you to access kingdom management while exploring all of the eastern Regions in the future.
  16. Complete Nazrielle’s Quest: Nazrielle’s Greatest Creation and Varrask’s Quest: Obliteration at the Kamelands Settlement.
  17. Complete Mim’s Quest: Three Wishes. Explore the areas Arbor Rock and Hilltop Trail while you're in the area.
  18. Complete Sharel's Quest: A Bloody Craft and Kimo's Quest: Affairs of the Heart. This is really more aspirational than practical, since you probably won't get to this until Act 3.
  19. Complete Tristian’s Companion Quest: Kingdom of the Cleansed.
  20. Travel to Candlemere Tower and Complete the Quest: The Curse of Candlemere. I recommend waiting until after Willas Gunderson's visit before completing this area (since you'll earn an additional 900 exp reward).
  21. While wandering, you may run into the Skeletal Salesman as a random encounter. He sells magic items, and some of those items are very nice.
    • I'd particularly recommend considering the Enchanter’s Cape (+1 to DC of enchantment spells), the Robe of Consciousness (+3 bonus on saves vs. mind affecting), or the Colossal Shade (+2 Tower Shield, +3 saves vs. blindness). The Gloves of Dexterity +2 can also be nice because good gloves are kinda rare, but it'll get outdated pretty quickly and you can order +4 Dex gloves from Nazrielle if you really want them, so I'm not sure they're worth the cost.
    • His inventory may change between encounters and he'll add new items in future Acts.
  22. (Optional if you reach 10th level) Explore the areas: Saint Galvan’s Gullet, Brown Baldhead, Tenacious Marsh, Swamp Ruins, and Sunny Hillock in the Dire Narlmarches. This is also a good time to return to the Verdant Chambers to deal with any remaining enemies there. Although you can also access the areas: Rill-and-Spill, Dappled Quagmire, and Baneful Bog at this time, I recommend avoiding them for now, as the enemies there are significantly more difficult and more suitable for a level 12+ party. I will address these sections in the third walkthrough for Acts 4 and 5.

3. City Square

Capital Square People

The full list of people can be found at the prior pages for the capital.

  • Q. Ekundayo & Dog: There's a moral choice (NG, NE) if you say "3. Tell me about your wolf." There's a second moral choice (NG, N, NE) if you ask: "4. What are your plans for the future?"
  • R. Jubilost: There's a moral choice (LG, LE) if you 1) select "Tell me something about the history of the gnome race," 2) select all text options, 3) ask for information about the First World, and 4) ask "Who rules the First World?" There's a second moral choice (LG, N, CN) if you say: "You're not very friendly, you know." The numbers for these conversation options change based on your dialogue choices.

Both Ekundayo and Jubilost appear in your throne room if you appoint them to be Advisors.