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2 of 19: Before you head out, you may want to check the Optional Quests and Optional Notes to see if there's anything you want to do around Mulsantir first.
3 of 19: Also, you might want to look ahead and do Act II, Part 2's first quest until the point where you get the Mold Spirit feat, since it allows you to enchant equipment using spirit essences. Adding vampiric regeneration effects to your characters' melee weapons as early as possible can be very helpful.
4 of 19: When you're ready to go, talk to Vaszil at the north end of the city docks area.
5 of 19: If you have Okku in your party, Vaszil will give you the nearby witchboat's command word for free. Otherwise, he'll charge you 10,000 gold for it.
6 of 19: Click on the witchboat and give it the command word, then have it take you to Ashenwood.
7 of 19: When you arrive, run forward and help kill off the hostile treants and shambling mounds that are attacking the garrison compound.
8 of 19: Nadaj will talk to you as soon as the last enemy is killed, and will refer you to Dalenka.
9 of 19: Dalenka's dwelling is marked on the area map, so go there and talk to Dalenka. (And raid her interactive bookshelf for magic scrolls.)
10 of 19: She's as unhelpful as Nadaj was afraid she'd be, so go back outside and talk to Nadaj.
11 of 19: She'll mention three recent problems that might be preventing the Wood Man from appearing.
12 of 19: When you're through talking to her, you'll have access to a local merchant (Odesya), an area called the Immil Vale (via world map transition point), and the Ashenwood area (via the special transition point that's just NE of the garrison compound).
13 of 19: Go to the Immil Vale if you want to do some of its optional quests now, or just head straight to the Ashenwood and get started on the three quests that Nadaj wants you to do.