Overview
Achievements and tips for 100% completion on Dark Ritual DLC of Unexplored.
Introduction and General Tips
I’m Archenteron, author of the Ripley’s Run DLC guide. [link]
I wanted to make guides because there isn’t a lot of information out there for the DLCs, at least not compiled in one place. This guide took me a while to write, because of the amount of information I had to comb through, screenshots of enemies, and write-ups, so I would appreciate a good rating. If any information is missing, contradictory, or incorrect, a comment would be appreciated. I’m always looking to improve and would not like to spread false information.
Special thanks to ‘Dreamless’ for helping me with some information I was missing.
Enjoy the guide:
The Dark Ritual is a DLC where you are tasked with stopping cultists from summoning the Great Old One within your mansion. You have to explore in and around your mansion to find clues of who the vessel is, what their weakness is, and then kill the vessel before it is too late. This isn’t necessary though, and you’ll win anyways if you straight up kill the vessel or the Great Old One.
There’s a timer until he is summoned, 12:00 AM, and you begin on the Mansion Grounds at 10:10. Every floor you enter will increase the time by 10 minutes, but you can spend an infinite amount of time on any floor. As the time gets closer to the ritual, shadow imps will apparate from the air, and various gases, including poisonous, flammable, and Myst will randomly start spawning. A general tip is to be on the look for the bright, white sprite which repels shadow imps, spiders, and won’t ignite flammable gas.
Map and Levels
Mansion Grounds: You start here.
Mansion: The Purple Pipe is located here, as well as a library and a variety of enemies.
Observatory: Star Spawn or Jumpers will be here, there are locked doors with no keys, which also leads into another library.
Basement: Armoury is located here.
Overgrown Gardens: There should be a temple to one of the deities here, where you can obtain one of the items through a clue, or holy water.
Forest/Swamp/Upper Caves: Nothing important consistently goes on in these levels, but the Abomination is located in the Swamp.
Lower Caves: Here you can find creeps to harvest their acid blood.
Secret Labyrinth: Where the Crimson Court is located, accessed by the Skull Key from the Mansion Grounds. Alternatively, if you cannot find or are too lazy to search for the Skull Key, you can pray outside and the deities will unlock the door.
Items
- Dagger: Useful early, but you definitely don’t need two of them.
- Shield: Useless, because you’ll need your offhand for a light source eventually, and straight melee combat is not very useful against most of the enemies.
- Staff of Triple Missiles: A must by once you can afford it. It’s worth it for the cost, because it can easily kill anything except wardens.
- Crossbow: I’m not a fan of the crossbow, it is hard to find strength potions to utilize it consistently, and a healing potion will be better on a lot of occasions.
- Arrow: Arrows are abundant, so waste of money unless you have gold left.
- Pistol/Bullets/Gunpowder: Most likely will have to purchase gunpowder and bullets, and so is a huge money sink. T. Missile is cheaper and better.
- Scale: I usually sell my leather and buy a scale for a net cost of 20.
- Helmet: Expensive for what it does.
- Cloak: Can be useful, but I usually don’t use a cloak anyways, and cannot stealth while carrying torch, sprite.
- Torch: You’ll probably need more of these for special doors, and warding off enemies.
- Lock-pick: A necessity, fairly cheap and allows access to chest rooms and libraries. Buy a few in case you get unlucky.
- Tool: Useless
- Rope: Buy if you need the achievement, otherwise useless.
- Bomb: Bombs can be found around the dungeon, hard to achieve consistency with them, because will use up flint and steel.
- Healing: Buy if you have money to burn, this is one of the only sources of healing.
- Flask: These are also a necessity, flasks can be hard to find if you want to collect healing/holy/normal water, sprites, and acid blood.
- Rings: I usually only take Lore, others I don’t find useful, lock-picking is either “very easy” or “impossible”.
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- Scrolls:
- Enchant if you want an early boost, but try to enchant your armour as opposed to weapons.
- Identify costs too much when you can get Lore for 5 more gold.
- Last Rites is useless, just run from the skeletons or don’t trigger them.
- Recharge I generally don’t buy, can be found around the dungeon.
- M.Mapping useful if you want to save time in the labyrinth.
- Light can be used for an achievement, or mixed with healing water for a healing potion.
- Skull Key – Found in a clay skull by breaking it, should be careful when breaking because could summon a wraith. There should be a book with a note on which clay skull is marked correctly, but an oversight in the game gives you the “Skull Key” achievement once you pick up the correct skull.
- Silver Dagger: One of the weapons deadly to a vessel. Location is randomized.
- Obsidian Dagger: One of the weapons deadly to a vessel. Location is randomized.
- Acid Blood – Lower Caves, kill and then use a flask on a dead creep
- Holy Water: Generally in temple of Sophie in the Garden, but location can be randomized.
- Purple Pipe – Located in the Mansion, lethal to Star Spawn, and slows normal enemies.
- Tomes: Read these right away, can give strength, life, and lore. Gives knowledge, but also can sometimes summon bats, skeletons, and turn a map dark.
- Spheres/Clay Owls/Clay Wolves: You can throw these at an enemy to have rocks and magic fall on them. Clay wolves, however, will summon a dire wolf, and may need to be used for a “clue”.
Enemies
There’s a lot of enemies you can encounter in this DLC, and a lot of them are common outside of this DLC.
Achievements
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