Uploaded February 2026 | Updated September 2026, 3 weeks ago
We're trying to get back to good morality, so we're taking the Trader Rescue quest to begin with. Taking on this quest will make all of the bandits and assassins in Twinblade's camp aggressive, so take them on and gain a massive morality boost in the process. I use this as an opportunity to rank the Summon up a few stages so it becomes one of the Bandit Leader types. You'll find some good loot in the barrels like the Ages of Might Potion. Head back to the Guild after this quest and accept the Arena Quest.
Head to Knothole Glade, purchase the house if you haven't already. At the lake, be sure to fish the Will Master's Elixir.
At this point I rest a few times and then make money from the Knothole Glade trader to save up enough for the Bright Platemail Armour. You can buy most in Knotholde Glade, but you''ll need a trader for the rest.
With this armour set we have the three armour sets we need for the demon door in the Abandoned Road. Talk to it first with the Bright Platemail Armour set equipped, then the Dark Will User's Outfit, and finally the Bandit Outfit.
Inside you'll find the Dollmaster's Mace.
The Bright Platemail Armour Set will make good armour for the Arena, where we're headed next. Be sure to stock up on a lot of Potions before heading out.
We present our nomination and then get explained the rules of the Arena. We're to survive as long as possible, with the stakes, and rewards increasing.
Thw first round has you fighting bees. Lots of them. You''ll notice after beating them you'll get 1/8 towards an achievement, fight 8 rounds consecutively without a break, which should be easy enough with the stock of potions. Next up Hobbes. Easy enough. Just focus down the Mages first.
In Round 3 Whisper joins you and you team up. Balverines are your first co-op fight, with White Balverines from the second wave. Next up, undead. Easier than the Balverines to be honest. Next up we have Bandits for round 5. Faster than the Undead, but not as bad as Balverines. Next up we have a duo of Earth Trolls. Annoying more than anything. Focus one down whilst dodging both sets of attacks. Rock Trolls are up next. They're a fair bit more durable and have more annoying attacks, focus one down and the second should be easier. For Round 8 we have Arachnox. You'll need to attack it from the glowing point where it fires a laser like weapon, and in between waves kill the little scorpions it summons.
Afterwards, Jack of Blades turns up and he proposes one final round to settle who wins. A fight to the death between you and Whisper.
She's strong enough to block all hits of a multi-arrow Skorm's Bow attack. Go with melee unless you invested heavily into magic.
After she's almost down you have a choice to make. You can claim the bonus prize by ending her, or walk out and let her live. Neither decision really impacts the story, but as we chose to be good for the rest of the game, we spare her.
Afterwards we learn a truth, your mother was a Hero, Scarlet Robe.
We also receive the Champion's Seal and Lady Grey is now interested in us.
Head back to the Heroes' Guild to end the quest.
0:00 - Heroes' Guild
14:20 - The Arena (Quest)
33:15 - Demon Door 9/12
46:40 - The Arena - Round 1 (Bees)
48:50 - The Arena - Round 2 (Hobbes)
51:40 - The Arena - Round 3 (Balverines)
58:35 - The Arena - Round 4 (Undead)
1:02:40 - The Arena - Round 5 (Bandits)
1:06:50 - The Arena - Round 6 (Earth Troll Duo)
1:08:00 - The Arena - Round 7 (Rock Troll Duo)
1:12:20 - The Arena - Round 8 (Arachnox)
1:17:10 - The Arena - Final Round (Whisper)
We're trying to get back to good morality, so we're taking the Trader Rescue quest to begin with. Taking on this quest will make all of the bandits and assassins in Twinblade's camp aggressive, so take them on and gain a massive morality boost in the process. I use this as an opportunity to rank the Summon up a few stages so it becomes one of the Bandit Leader types. You'll find some good loot in the barrels like the Ages of Might Potion. Head back to the Guild after this quest and accept the Arena Quest.
Head to Knothole Glade, purchase the house if you haven't already. At the lake, be sure to fish the Will Master's Elixir.
At this point I rest a few times and then make money from the Knothole Glade trader to save up enough for the Bright Platemail Armour. You can buy most in Knotholde Glade, but you''ll need a trader for the rest.
With this armour set we have the three armour sets we need for the demon door in the Abandoned Road. Talk to it first with the Bright Platemail Armour set equipped, then the Dark Will User's Outfit, and finally the Bandit Outfit.
Inside you'll find the Dollmaster's Mace.
The Bright Platemail Armour Set will make good armour for the Arena, where we're headed next. Be sure to stock up on a lot of Potions before heading out.
We present our nomination and then get explained the rules of the Arena. We're to survive as long as possible, with the stakes, and rewards increasing.
Thw first round has you fighting bees. Lots of them. You''ll notice after beating them you'll get 1/8 towards an achievement, fight 8 rounds consecutively without a break, which should be easy enough with the stock of potions. Next up Hobbes. Easy enough. Just focus down the Mages first.
In Round 3 Whisper joins you and you team up. Balverines are your first co-op fight, with White Balverines from the second wave. Next up, undead. Easier than the Balverines to be honest. Next up we have Bandits for round 5. Faster than the Undead, but not as bad as Balverines. Next up we have a duo of Earth Trolls. Annoying more than anything. Focus one down whilst dodging both sets of attacks. Rock Trolls are up next. They're a fair bit more durable and have more annoying attacks, focus one down and the second should be easier. For Round 8 we have Arachnox. You'll need to attack it from the glowing point where it fires a laser like weapon, and in between waves kill the little scorpions it summons.
Afterwards, Jack of Blades turns up and he proposes one final round to settle who wins. A fight to the death between you and Whisper.
She's strong enough to block all hits of a multi-arrow Skorm's Bow attack. Go with melee unless you invested heavily into magic.
After she's almost down you have a choice to make. You can claim the bonus prize by ending her, or walk out and let her live. Neither decision really impacts the story, but as we chose to be good for the rest of the game, we spare her.
Afterwards we learn a truth, your mother was a Hero, Scarlet Robe.
We also receive the Champion's Seal and Lady Grey is now interested in us.
Head back to the Heroes' Guild to end the quest.
0:00 - Heroes' Guild
14:20 - The Arena (Quest)
33:15 - Demon Door 9/12
46:40 - The Arena - Round 1 (Bees)
48:50 - The Arena - Round 2 (Hobbes)
51:40 - The Arena - Round 3 (Balverines)
58:35 - The Arena - Round 4 (Undead)
1:02:40 - The Arena - Round 5 (Bandits)
1:06:50 - The Arena - Round 6 (Earth Troll Duo)
1:08:00 - The Arena - Round 7 (Rock Troll Duo)
1:12:20 - The Arena - Round 8 (Arachnox)
1:17:10 - The Arena - Final Round (Whisper)










