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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

Dire Narlmarches: Sunny Hillock

From the Swamp Ruins: 1) NW, 2) SW, 3) S, 4) SE, 5) S x2.

Hunting in this area during rest: Lore (Nature) DC 26.

Events
  1. Horse. It leads you to the Merchant at B.
  2. Merchant in Distress. He’s precariously balanced on a tower of barrels. The options that advance the story are to: 1) offer to help, 2) say you’ll come back soon, 3) taunt him (CE moral choice), or 4) collapse the tower (CE moral choice).
    • 1) If you offer to help, you’ll get a few options: a) offer to catch him if he jumps (NG moral choice, Athletics DC 18 - 33 exp on success), b) lie that a dragon’s approaching (CN moral choice, Bluff DC 22 - 67 exp on success), c) throw a stone at the trader (NE moral choice, Dex DC 12 - 11 exp), or d) ask him to wait a bit. Option d) lets you go back to the prior screen. Success on options a) - c) or failing option a) will get him down. Failing options b) and c) will only grey out the option; they won’t get him down. You’ll get 67 exp for getting him down, regardless of which of the three methods you used. Once he’s down from the barrels, you can talk to him and ask him questions.
    • The choices that advance the conversation are to i) demand money (NE moral choice), ii) ask where the fey is who did this, or iii) say you have to go. The merchant will run off near the horse and combat will automatically begin against the three Treants (Plant 12) at Event C.
    • 2 or 3) Saying you’ll come back soon, or taunting him will cause a Nereid to appear at D to ask why you’re interrupting her prank.
    • 4) If you knock the barrels down yourself, the merchant will run away and you’ll enter into combat with the Summoned Treants at Event C.
  3. Treants x3 (Plant 12). On Normal difficulty, they have AC 19, 126 hp, Fort +13/Ref +13/Will +9 saves, DR 10/slashing, and spell resistance 13. They shouldn’t be very difficult for a 9th or 10th level party. A Nereid will appear at D after you kill them, triggering the next conversation.
  4. Nereid (Fey 12). She’ll ask why you spoiled her fun. You can: 1) ask her if she can’t see that there’s nothing amusing about making others suffer, 2) intimidate her (Intimidate DC 35 - 3,840 exp on success), 3) ask her who she is, 4) attack her, or 5) leave. Option 3 unlocks an additional conversation option that lets you ask her about her world.
    • 1) Option 1 lets you try to convince her that she’s being cruel. You can ask: a) “1. … What did these poor souls do to deserve the suffering you put them through?” (LG moral choice, Diplomacy DC 34 - 2,880 exp on success), b) “2. … What would this world come to if we aren’t merciful to each other?” (NG moral choice, Diplomacy DC 29 - 480 exp on success), or c) “3. … Have you seen any joy on the faces of those unlucky enough to cross your path?” (CG moral choice, Diplomacy DC 25 - 180 exp on success). If you chose to ask her about herself (Option 3), you can also: d) tell her that “if death comes, there’s no turning back” (which is a lie, considering that you’ve probably got a cleric with you who knows Raise Dead (5)).
      • Success on options a), b), or c), or selecting option d) will convince her to undo her prank (gain 480 exp). If you pick option d) she’ll say that she didn’t know that death couldn’t be undone. Failure on a), b), or c) starts combat normally, as discussed below. This conversation appears to be slightly buggy, as the Nereid will occasionally attack you even if you successfully make the Diplomacy check. Save and reload if she attacks instead of undoing her prank.
      • You can also say “6. … That’s a… curious point of view” to go back to the prior screen or attack her to enter into combat
    • 2) If you successfully intimidate her with Option 2 (Intimidate DC 35 - 3,840 exp on success), she'll agree to fix what she can. Failing this check starts combat.
    • 4) Attacking her (Option 4) starts combat.
    • If it comes to combat, the battle will be against Nereid (Fey 12) and Redcap x6 (Fey 8).
      • On Normal difficulty, the Nereid has AC 23, 126 hp, Fort +11/Ref +17/Will +14 saves, spell resistance 21, and DR 10/cold iron. She’s also immune to cold and poison (including the Stinking Cloud spell). She likes to summon a Huge Elemental (Elemental 10) at the start of combat, though it may be prevented from approaching you by the terrain and pathing issues. Her standard attack is Nereid Spray, which is a poison (Fort DC 23 or suffer 1d2 Con damage and blindness); as with all poisons, it’s neutralized by Delay Poison, Communal (3). The Nereid uses Beguiling Aura against anyone who is sexually attracted to women (which includes Linzi and which, again, surprisingly excludes a female main character, even if you’re involved with multiple lesbian relationships).
      • This is likely to be a challenging battle, if only because you start off surrounded by the Redcaps and because Beguiling Aura can fascinate a large portion of your party, leaving them sitting ducks for the Redcaps. You can avoid the ambush by either moving your back-line characters up near the horse while fighting the Treants and or casting Stinking Cloud (3) on your squishies for protection (with Delay Poison, Communal (3)).
    • 5) If you try to leave, she’ll also summon the Redcaps and start combat, unless you made the CE choice to taunt the merchant when you met him and then complimented her on her prank. In that case, she’ll let you go with a warning not to mess with the prank. If you help the merchant after receiving her warning, you’ll enter into combat against the Nereid and the three Treants.

If you saved the Merchant, he’ll give you 562 gold and you’ll gain 270 exp after the situation with the Nereid is resolved. He won’t be around to give you this reward if you chose to knock down the tower (CE moral choice). If you told the Nereid about the permanence of death (option 1d), the merchant will also give you a Ring of Protection +3 that he finds in his pocket. You won’t get the ring if you convinced her to undo her prank with a Diplomacy or Intimidate check. If the Nerieid undid her spell (either because you convinced or intimidated her into doing so), you’ll get access to Treasure #1.

Treasure
  1. 68 gold (Perception DC 5).
Leaving the Area

There are a number of other areas in the Dire Narlmarches that you can access at this time, including the Rill-and-Spill, the Dappled Quagmire, and the Baneful Bog. I recommend avoiding them for now, since they’re significantly more difficult than the other areas in the Dire Narlmarches (though they may be doable if you’ve got the right strategy and are willing to reload as necessary). These areas are covered in my Act 4 guide.

I recommend returning to the Capital and stopping by the Verdant Chambers along the way, if you haven’t already killed all of the remaining enemies there.