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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

I. Candlemere Tower

I recommend not completing this area until Willas Gunderson visits your throne room (approximately 36 days before the Ancient Curse, Part 2). You can still complete the area if you don't wait, but you'll miss the 900 exp reward.

From the Capital: 1) W x2, 2) SW, 3) S, 4) SE x2

Hunting in this area during rest: Lore (Nature) DC 25.

Events
  1. War Wisp (Aberration 11). It deals 7d6 electricity damage (Reflex DC 14 for half). Resist Energy/Electricity, Communal (3) trivializes most of the encounters in this area, while Protection from Electricity, Communal (4) can neutralize any damage that may exceed the resistance provided by Resist Energy.
  2. War Wisp x3 (Aberration 11).
  3. War Wisp (Aberration 11).
  4. Ancient Will-o-wisp (Aberration 16), War Wisp x2 (Aberration 11). The Ancient Will-o’-wisp deals 10d6 lightning damage (Reflex DC 19 for half). The Ancient Wisp drops a Token of the Dryad.
  5. Ancient Will-o-wisp (Aberration 16), War Wisp x3 (Aberration 11).
  6. Ancient Will-o-wisp (Aberration 16).
  7. There are two options: 1) Wade Through (Lore: Nature DC 24 - 90 exp). 2) Slash (Athletics DC 27 - 90 exp). Succeeding on one eliminates the other choice and lets you pass back and forth without making any future checks.
  8. H1) Climb the Hill. H2) Descend the Hill. There are no skill checks to move between these two points. Climbing the hill triggers the encounter at I.
  9. I1) Climb the Hill. I2) Descend the Hill. There are no skill checks to move between these two points.
  10. War Wisp x4 (Aberration 11).
  11. Inscription (Knowledge: Arcana DC 23 - 90 exp).
  12. Ancient Will-o-wisp (Aberration 16), War Wisp x2 (Aberration 11).
  13. Dead Warrior. Make sure to click on the clue symbol, as it will update the quest log and unlock a dialogue option at Event O.
  14. Closed Portal (Knowledge: Arcana DC 24 - 90 exp).
  15. Rismel (Cleric 10). You can speak to him to learn about what’s here—or at least what he thinks is here.
    • If you select: “4. Rismel… no matter if this island is cursed or not, you’re not in your right mind. …”, you can try to bring him back to his senses. If you learned of the fates of his two companions at Event M and Treasure #6, you challenge his delusion by asking him of each of their fates. There is also a hidden Lore: Religion check (DC 20 - 45 exp) that gives you a third conversation option. You need two of the three conversation choices to bring him to his senses (180 exp), at which time he’ll ask you to help him fight whatever lies across the gate. Agree to start the combat against Duke Dazzleflare.
    • Duke Dazzleflare (Aberration 16). On Normal difficulty, he has AC 27, 136 hp, Fort +10/Ref +14/Will +13 saves, and he’s immune to electricity. He’ll use Magic Missile as an ability that takes a swift action for 5d4+5 damage to a target. Since he uses it as a swift action, he’ll make that attack multiple times per round. He’s actually not that hard for a prepared 8th or 9th level party. Surprisingly enough, he’s vulnerable to Stinking Cloud (3), among other control spells. As a reminder, Shield (1) negates magic missile; Jubilost can cast it on others as an Infusion if you need. He carries the Cypress Queen’s Flute.
    • You can alternatively choose to fight Rismel instead of trying to talk to him. On Normal difficulty, he has AC 16, 105 hp, and Fort +12/Ref +6/Will +11 saves. He will attempt to summon Dire Wolves. He carries a Quarterstaff +2 and a Cloak of Resistance +1. If you attack Rismel, Duke Dazzleflare will join him after approximately 1 round.
    • After you kill Duke Dazzleflare, Rismel will express his intent to remain as the guardian of the portal for the rest of his days. You can choose to try to kill him instead if you wish (CG, LE, CE moral choices), which will start combat against him and his summoned animals.
    • Resolving things with Rismel (one way or another) will complete the quest and unlock the Project: Research into the Nature of Curses: Candlemere.
  16. Ancient Will-o-wisp x2 (Aberration 16).

Treasure
  1. a) Rice x4, Vegetables x3; b) Note Wrapped in an Oiled Leather, Trout x2. Make sure to read the note, as it has information about what happened to Gunderson’s hired adventurers.
  2. Box (Perception DC 28): 231 gold, Robe of Earth (+2 DC bonus to acid spells), Potion of Bull’s Strength.
  3. Wand of Crushing Despair (9 charges) (Perception DC 30).
  4. Torn Damp Page. Make sure to read the note.
  5. 129 gold, Chaos Shard (+2 dagger with chance to confuse enemy on hit), Jade x4, Agate x5.
  6. Dirty Travel Log. Make sure to read the note. Reading this note will update the quest log and unlock a dialogue option at Event O.
  7. Locked Chest (Trickery DC 28): Noble Warhammer (+3 Warhammer).
  8. a) Edible Moss; b) 158 gold, Composite Shortbow, Ancestral Dwarven Shield (+2 heavy shield, DR 2/-).
  9. Edible Moss x3.
  10. Token of the Dryad (Perception DC 19).
  11. Full Plate +2.
  12. a) Moonstone x3, Scroll of Acid Arrow x2, Scroll of Scorching Ray x2; b) Sweet Syrup.
Leaving the Area

After dealing with Rismel, one way or another, speak to Willas Gunderson at the capital tavern to complete the quest and get 900 exp.

You have a number of conversation options after you tell him the fate of his hired adventurers. 1) You can tell him that the curse exists (NG moral choice), 2) tell him there is no curse (N moral choice), or 3) say you don’t care (NE moral choice). Each of these three choices gets you 1,500 gold as a reward. 4) You could alternatively make a Bluff DC 28 check to convince him to give you 3,000 gold to purify the area (360 exp). If you’re Chaotic, you can 5) tell him that the world’s full of strange things and that looking for consistency is a waste of time (CN moral choice), and Willas will give you 1,500 gold and a Ring of Protection +1 as a reward. This counts as one of the three special Chaotic choices you need to make for the Achievement: They Call Me Unpredictable. You will get these same options if you completed this area before Gunderson appears in your throne room, though you won't get the additional 900 exp from Gunderson.