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The Cunning Captain SideQuests

Risen 2: Dark Waters Walkthrough and Guide

by CMBF  

 
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The Cunning Captain SideQuests

(1.4.1) The Cunning Captain
During the part of the CS at the end of the Titan Quest Line you are told more of the story behind how Mara was awakened and who was present, which includes clues to what you have to do next.  As part of this information line you also flag the sub-quest Find Captain Slayne, though Steelbeard does not tell you where he hid the Earth Amulet...


(1.4.2) The Cunning Captain > Find Captain Slayne
Antigua is where you will need to go in order to begin the adventure that completes this new quest line...  You find Slayne in the Admiral's house (called the Captain's house actually) and that completes the quest.


(1.4.3) The Cunning Captain > Follow Slayne Outside
After you talk to Slayne in the Captain's House simply follow him outside for a distance to get a brief CS and this sub-quest is completed.


(1.4.4) The Cunning Captain > Follow Slayne
Simply follow Slayne for a short distance to trigger the next CS and this sub-quest is completed.


(1.4.5) The Cunning Captain > Follow Slayne to his Ship
Again you follow Slayne, this time right to the side of his boat, and another CS plays out followed by a conversation.  Once you complete the conversation -- and have completed the sub-quests for Ship's Equipment -- this sub-quest and series is completed.


(1.4.6) The Cunning Captain > Ship's Equipment
It is not really clear but you not only need to do all of these sub-quests to resupply your own ship, but also Captain Slayne's.  No worries though, simply follow the guide.


(1.4.7) The Cunning Captain > Ship's Equipment > The Cannon
The embargo on trade put in place by the Admiral means you will not be able to get the cannon you need for your ship... Or does it?  When you chat with the Armorer you learn that there is a special girl in the town he fancies -- you simply need to ID her as Grace, and then talk to her.


(1.4.8) The Cunning Captain > Ship's Equipment > The Cannon > Pure Luxury
Grace is standing by the Captain's House where the Admiral lives -- talking to her is rather complicated because you need to be sure you do not insult her to the point that she will not deal with you.  In addition to that, you want to boost your Silver Tongue to at LEAST 60, as otherwise it will cost you 1000 gold coins to get her cooperation.  If you do not care about the money, don't worry about that, but assuming you do, you should have sufficient Silver Tongue boosting clothing and jewelry in your inventory to manage this!  Getting your Silver Tongue to 60 or higher cuts the fee in half, and 500 gold coins is far preferable to 1000.  Just saying.

Once you have the Silver Tongue boosted (and be sure that you actually have 500 gold coins) talk to Grace and be careful what you say.  Nothing overtly sarcastic, you do not want to offend her.  As you are talking to her it will be Grace that raises the issue of money, not you.  You should not in any event, but once she does, you can then negotiate the fee down (watch the video in the main guide) so you only end up paying the 500 gold coins.

When you return to the Armorer he is so grateful that he has the cannon you want moved to the docks despite the Admiral's orders!


(1.4.9) The Cunning Captain > Ship's Equipment > Powder Kegs
Rick the Storehouse Master is not a push-over, so no matter what you say to him initially you are not going to just convince him that he should violate the embargo.  However you should work your way through all of his chat options, and in particular the what he wants and treasure bits, as that is required for the next phase.


(1.4.10) The Cunning Captain > Ship's Equipment > Powder Kegs > A Treasure on Antigua
There are several Treasure Maps available here, you can buy one from the merchant by the fire pit, you will loot a few as you explore and loot as well.  It does not really matter which you get -- once you have completed them and dug up and recovered the treasures, you can return to Rick and tell him that there is treasure buried on the island.  It does not seem to matter that you have already emptied the treasure chests -- he is so happy to have it confirmed that he sends the powder you need to the ships!


(1.4.11) The Cunning Captain > Ship's Equipment > Water Barrels
You only took on a short supply of fresh water when you stole this ship, so you must have more.  Only with the Admiral blocking delivery that is an issue.  You will meet and speak with Miles down by the Water Bearers camp, and from him you learn about Butch the Bastard, who will prevent you from getting your water!  Exhaust the chat options with Miles until he suggests the ways that Butch can be gotten rid of -- you may have to return and chat with him several times to do this.


(1.4.12) The Cunning Captain > Ship's Equipment > Water Barrels > Butch Has Got to Go
The easy way to handle this is to head to the Witch's house and make a Voodoo Doll from the hair you took from Butch, then use the doll to have him order the Water Bearers to fill the casks and deliver them to the ships. 

If you are not following the Voodoo path this time around, you will need to do one of the other two methods...  Luring him away and kacking him is probably your best bet.


(1.4.13) The Cunning Captain > Ship's Equipment > Fresh Fish
Fresh Fish can only be had from the Fisherman's Shack, but when you head up the beach to talk to them about getting some you find that Eddie is alone and his mate Duncan is missing.  He tells you about an attack by a Hobgoblin in a cave and grotto up the beach, and that he fears his mate is dead!  You assure him that you will see what you can do, and then head off towards the grotto cave.


(1.4.14) The Cunning Captain > Ship's Equipment > Fresh Fish > The Hobgoblin
In the cave you battle a Hobgoblin and an army of other beasts, but once you have killed them, you will find that far from dead, the other fisherman is hiding in the back of the cave!  Well done!  You saved his life and eliminated one of Mara's more annoying beasts in the bargain! 

Return to the shack to deliver the news and the grateful fisherman delivers the Fresh Fish to your ships!


(1.4.15) The Cunning Captain > Ship's Equipment > The Helmsman
In the pub in town there is an out-of-work helmsman who tries very hard to convince you to hire him and fire Patty -- but you don't do that.  Later when you talk to Slayne you learn that he needs a new helmsman before he can set sail!  Good job!

Heading back to the Pub you tell the man about the job but he does not want it -- specifically he does not want to ship-out with Slayne!  To get him to do it you must beat him in a contest -- or rather you must win two of the three contests against him.  First you fight him, then you have a drinking contest, and then a shooting contest.  Winning two of the three is all that is required, and then he joins Slayne's crew!


(1.4.16) The Cunning Captain > The Journey to the Isle of Thieves
Once you have completed all of the stores and finished up the quests and sub-quests that you want and need to do in Antigua you set sail with Slayne for the Isle of Thieves, which is where he told you he hid the Dagger Artifact.


(1.4.17) The Cunning Captain > Treasure Cave
When you arrive at the beach on the Isle of Thieves Slayne is waiting.  He instructs you to follow him, and you do.


(1.4.18) The Cunning Captain > Treasure Cave > Along the Beach
Follow Slayne, battling as needed, until he pauses for a CS and this sub-quest ends.


(1.4.19) The Cunning Captain > Treasure Cave > The Way Up
Follow Slayne, battling as needed, until he pauses for a CS and this sub-quest ends.


(1.4.20) The Cunning Captain > Treasure Cave > The Cave is Not far Off
Follow Slayne, battling as needed, until he pauses for a CS and this sub-quest ends.


(1.4.21) The Cunning Captain > Slayne's Treasure
Slayne tells you to go in and get the knife while he stands guard, and once you go into the cave he blows the opening shut, telling you it is a present from Mara!  That's right, Slayne has gone to work for the Titans!  You are not quite trapped sort of...


(1.4.22) The Cunning Captain > A Way Out of the Cave
As you work your way out of the cave there will be some battles and some loot to be had, but once you reach the exit to the cave the battles are just beginning as there is a Leviathan and an army of Sunken Ones to fight!  Be sure to grab the bottle on the beach to flag a treasure map quest here.


(1.4.23) The Cunning Captain > Marooned
When you reach the beach where your boat should be it is empty -- you have been marooned!  You have to find your own way off of this island.


(1.4.24) The Cunning Captain > Marooned > Build a Raft
A short distance up the beach you meet a Gnome named Jaffar who wants to join you as a temporary crew member and help build a raft to get you both off of the island.  You agree to that, and then you go on a Gnome quest!


(1.4.25) The Cunning Captain > Marooned > Follow Jaffar into the Jungle
Follow Jaffar into the Jungle.


(1.4.26) The Cunning Captain > Marooned > Build a Raft > Driftwood
Search the nearby beach for the ten pieces of driftwood that are required for the raft.


(1.4.27) The Cunning Captain > Marooned > Build a Raft > Vines
The vines are obtained by looking in the yards of each of the houses in the Gnome Village as you talk to the Gnomes to flag their quests.  There is a vine in each yard and add those to the one you already have from Jaffar's house and the quest is easily done!


(1.4.28) The Cunning Captain > Marooned > Build a Raft > Shirts
The Shirts are obtained by doing the individual quests for the Gnomes -- completing the quests gets you the shirts as your reward, and that completes this sub-quest.


(1.4.29) The Cunning Captain > Marooned > Build a Raft > The Thief Has Been Robbed
The gnome Zeki needs you to go to the Ant Cave and recover his stolen items.  Do that and he will give you a shirt.


(1.4.30) The Cunning Captain > Marooned > Build a Raft > Lost in Translation
The Gnome Nuri cannot speak your language but if you work your way through the chat options you can trade a Black Pearl for a Shirt!  Well done!


(1.4.31) The Cunning Captain > Marooned > Build a Raft > The Lost Gnome
A gnome named Kalil has gotten lost and been attacked by Threatening Giant Crab, and you get to save it!  Lucky you!


(1.4.32) The Cunning Captain > Marooned > Build a Raft > The Lost Gnome > Kill the Threatening Giant Crabs
Just past where you get the last of the driftwood you trigger this quest -- simply kill all four of these beefed-up crab to complete the quest.


(1.4.33) The Cunning Captain > Marooned > Meet Jaffar on the Western Beach
After handing in the resources needed to build the raft, Jaffar asks you to meet him on the Western Beach.  Doing so completes this sub-quest.


(1.4.34) The Cunning Captain > Where is My Ship?
Now that you have returned to Tacarigua it is time to go to the Pirate's Den looking for your ship!


(1.4.35) The Cunning Captain > Showdown with Slayne
When you arrive at the Admiral's house Slayne is feeding him some story about you, and you confront him but he tries to weasel out of fighting you, sighting the Creed -- but the Admiral has that covered -- you can duel in Blood Oath Square by Yimminy!  And so you shall!


(1.4.36) The Cunning Captain > Showdown with Slayne > Meet Slayne at Blood Oath Square
Quickly head outside and turn left, heading into the Square where Slayne is waiting.  You should do it quickly because failing to go straight there can cause a bug to trigger that makes him invulnerable.  Either way, once you are there, kill him and take the Knife from his dead body.  That completes the entire quest line, so well done!



 
 
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