What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough
by kimagure

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

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

E. Lost Child: Lizardfolk Village

I recommend traveling here via the Kamelands. If you’ve taken Dragn’s Artisan Quest: Onslaught, stop by the Secluded Lodge along the way to buy the Onslaught Gauntlets from Dumra for 100 gold.

From the capital: 1) E x2, 2) S x4, 3) SW x2, 4) W x3.

People & Events
  1. Kagar will approach you as you enter (135 exp). He’ll mention that an evil spirit has come to his tribe claiming to be a great ancestor.
  2. Greater Monitor Lizard x4 (Animal 5).
  3. Giant Poisonous Frog x6 (Animal 2).
  4. Lizardfolk Berserker. A conversation starts as you approach. You have three options aside from combat: 1) Diplomacy DC 15 (18 exp), 2) Intimidate DC 15 (18 exp), 3) offer 5 rations. If you succeed, he’ll take you to see King Vesket (45 exp) at Location F. If you healed Rashor during the random encounter, he’ll be here and he’ll take you to King Vesket without any checks.
  5. Gap in the Wall (Perception DC 15). Clicking on this begins a storybook event.
    1. You can make an Athletics DC 15 (18 exp) to continue or turn back.
    2. If you choose to enter the hut, you’ll find yourself in the hut at Location J. If you choose to meet the lizardfolk, you have the same conversation as at Event D, except that it’ll cost 10 Rations if you want to bribe your way in.
  6. King Vesket: There are a number of options if you ask for the child. 1) Ask him to let you help save the tribe (requires Lawful)—this is one of the three Lawful choices necessary for the Achievement: In the Name of the Law. 2) Threaten to massacre his tribe (requires Evil - 480 exp)—this is one of the three Evil choices necessary for the Achievement: Evil is My Name. 3) Negotiate (Diplomacy DC 20 - 45 exp). 4) Question whether Stishchak is really their Great Ancestor rather than an evil spirit (Lore: Religion DC 20 - 45 exp)—this option only appears after you ask him about his tribe and Stishchak. 5) Threaten them (Intimidate DC 20 - 45 exp). If you take choices 1 or 2 or succeed on the skill checks, Vesket will tell you where to find the child and Stishchak. Failure will lead to combat.
    • Lizardfolk King Vesket (Barbarian 7, Humanoid 2), Lizardfolk Sentinel x4 (Fighter 6, Humanoid 2). If you get into combat, you’ll start surrounded, which isn’t a great position. After a round or two, the following additional enemies will enter the hut: Lizardfolk Patrolman x3 (Fighter 3, Humanoid 2), Greater Monitor Lizard x2 (Animal 5). King Vesket carries King Vesket’s Key. Starting this combat causes the entire village to go hostile, so I wouldn't recommend it.
  7. Virish. He’s wounded and explains that the Great Ancestor had them eat their eggs (like they do for a famine). You can heal him (NG moral choice) or finish him off (CN moral choice). Either option gets you 36 exp.
  8. Fashor (Fighter 3, Humanoid 2). He is the kennel master of the lizardfolk.
    • You can ask him for information (Diplomacy DC 20 - 45 exp). If you succeed, he’ll tell you that many are afraid that the Great Ancestor will destroy their tribe. He’s concerned about a potential war with the humans. There are three ways to handle this situation (NG, LE, CE moral choices). The NG choice will reassure him that you want peace (36 exp), you can threaten him with the LE choice (36 exp), while the CE choice begins combat against him and the rest of the village.
  9. Tassath and Shalur. Tassath explains that the Great Ancestor told them to root out their heal-herb and to plant dope-weed instead. They’ll listen to your words. You can tell them to think for themselves (CG moral choice - 72 exp), flip a coin (CN moral choice), or to follow the Great Ancestor (LE moral choice - 72 exp). The CE choice starts combat against the village.
  10. Tig. Speaking to him will start a conversation with Count Shimmerglow (Aberration 16). Asking him about his purpose earns you 112 exp.
    • If you select: “1. Release the child immediately!” he’ll offer to release the child if you bring him Kagar. If you ask him what he is, you can make a Knowledge: Arcana DC 20 check (45 exp) to discover that he’s not possessing the boy, but is instead controlling him invisibly nearby, which this allows you to attack him if you have the Glitterdust (2) spell or a similar ability. There is also a hidden Lore: Religion check to determine that he’s from the First World. He’ll call King Vesket and his 4 Lizardfolk Sentinel if you select the option: “[Leave] Goodbye.”
    • After speaking with Count Shimmerglow, you can convince Kagar to come with you to stop him (LG moral choice) or order him to come along to his doom (NE moral choice). If you convince Kagar to face Shimmerglow with you (the LG moral choice), Kagar will cast Glitterdust to reveal Shimmerglow. King Vesket will become enraged and will charge at Shimmerglow, who will kill him with a lightning bolt. This begins combat with Kagar and the 4 Lizardfolk Sentinels on your side. If you ordered Kagar to come with you (the NE moral choice), Shimmerglow will order King Vesket to kill Kagar, which Vesket will do, and Shimmerglow will free Tig without combat.
    • If you get into combat with Shimmerglow, he likes to cast Shield (1) to boost his AC. On Normal difficulty, he has 27 AC (with Shield), 136 hp, Fort +10/Ref +14/Will +13 saves, and immunity to electricity. He casts Searing Light (+21 to hit vs touch) for 5d8 divine damage. This shouldn’t be a particularly difficult battle, though you may need to have your healer spam heals to deal with Shimmerglow’s Searing Light ability. King Vesket’s body holds: King Vesket’s Key, Bound Thunder (Trident +1, Shock), Hide Armor +1, and an Amulet of Natural Armor +1. The best option for a non-evil character is to face Shimmerglow with Kagar, since Tig will run outside the range of combat and since you'll be able to get the exp from killing Shimmerglow and the treasure from King Vesket’s body. If you fought Shimmerglow with Kagar and speak to Kagar afterwards, he’ll leave the room by walking through the western wall. Oh yeah! I like to point that out since it’s a funny bug.
    • Shimmerglow gets power from negative emotions, and Tig’s survival will depend on whether you spoke with and had positive interactions with Fashor, Virish, and/or Tassath and Shalur. Tig will survive if you chose the Good option with at least one of those groups. Speak to Tig afterwards to send him back to his mom.
    • If you start combat with Shimmerglow before ending the conversation (and before he calls King Vesket into the room), you’ll encounter Kagar confronting King Vesket when you leave the hut. This leads to combat against King Vesket and two Lizardfolk Sentinels.
  11. Giant Poisonous Frog (Animal 2), Giant Frog x2 (Animal 2).
  12. Venomhodag x2 (Magical Beast 8). These enemies start off stealthed (Perception DC 30 to spot).

Treasure
  1. Token of the Dryad.
  2. Stone (Perception DC 21): Shortbow, Dart +2, 47 gold.
  3. Locked Chest (Trickery DC 37 or King Vesket’s Key): Diamond, Emerald, Shard of Knight’s Bracers, Turquoise x9, Jade x13, Citrine x7, Agate x11, Moonstone x2.
  4. Agate x3, Rope, Acid Flask x3, Wolf Pelt x5, Worg Pelt.
  5. a) Tuskwater Oysters; b) Potatoes x5, Fowl x3; c) Citrine x2, Peridot x3, Acid Flask x2, Potion of Cure Light Wounds.
  6. Taldan Warrior’s Dog Tag.
  7. Rations x4, Trollhound Hide x2.
  8. Edible Moss x4, Vegetables x4.
  9. Silver Eel x2.
  10. Trout x2, Herbs x4.
  11. Masterwork Longspear x2, Masterwork Shortspear, Trident, Trident +1.
  12. a) Honey; b) Suitcase (Perception DC 25): Potion of Shield of Faith, Potion of Cure Moderate Wounds x2, Potion of Invisibility, Scroll of Acid Arrow. [Thanks Runetooth, for pointing out the suitcase!]
  13. Token of the Dryad.
  14. Cloak of Shadows (Perception DC 25).
Leaving the Area

Return to the capital and speak to Jenna at the inn to end the Quest: Lost Child (Loyalty +3 if Tig survives, 600 exp). You may want to stop by the South Narlmarches Settlement along the way to speak to Shaynih’a if you're in the middle of her quest: One Thousand and One Questionable Stories.

I recommend continuing down the list of tasks in the Adventuring During Act 2 section.