Open Aveyond.
2.If you want to play the game in full-screen mode, press ALT+ENTER on your keyboard.
3.From the Title screen, select New Game.
4.After the introduction is over, you start the game in a village called Clearwater. Go to your house. Your house is to the left of the first bridge.
5.In your house, go upstairs and talk to your dad (go up to him and press SPACEBAR on your keyboard). He asks you to bring back the village healer.
6.Leave your house and go east (across the first bridge). Then go north (up the stairs). Then go west (across the second bridge). Travel west until you reach the cliff, then go north until you see a cottage. This is the healer’s house. Go into the house and talk to the healer. She joins your party.
7.Go back to your dad. When you go upstairs, the healer will leave your party and talk to your dad. Your dad will ask you to talk to your mother.
8.Go talk to your mother. She asks you to bring her five marionbells.
9.Leave your house and go south to the meadow. You will see some kids picking flowers. Pick four marionbells here.
10.Go back towards the village and go into the cave. In the cave, go north. The cave will take you to another meadow where the last marionbell is. Pick the fifth marionbell here.
11.Go back home and give your mother the marionbells. She asks you to go to bed.
12.Go upstairs and to bed on the left. Walk into the your bed. This makes you sleep.
13.Go downstairs and talk to the priestess who is standing by the fireplace. Keep talking to her until she gives you a priestess ring.
14.Leave your house and go south to the cave. Talk to the boy at the cave entrance and then follow him into the cave.
15.Talk to the strange man in the cave. He captures you and takes you to a village in the east called Ghalarah. He sells you as a slave.
16.When you wake up in your room, read the note on your desk. This list contains the chores you have to do for the day.
17.Leave your house and go south into the village. Find the seamstress shop and talk to the seamstress. She will give you Lar’s traveling clothes.
18.Take the traveling clothes back to your house and give them to Mistress Rona.
19.Your next chore is to kill the spiders in Mistress Rona’s attic. Before you go up there, save your game. To do this:
•Press ESC on your keyboard. This opens the main menu.
•From the main menu, select Save Game.
•Select a save slot for your game and press ENTER on your keyboard.
20.After you have saved your game, go up to the attic and fight the spiders. Before you leave the attic, search each spider that you killed for goodies.
21.Go downstairs and talk to Mistress Rona. She asks you to find her son Lars.
22.Leave the house and go south into the meadow. Lars and two friends are there.
23.Talk to Lars then go back to your house and talk to Mistress Rona.
24.Go to bed.
25.In the morning, talk to Mistress Rona. Once again, she asks you to find Lars.
26.Leave the house and go south into the village. Lars is in the village tormenting a young boy. Talk to Lars.
27.You receive a token from an emissary who sees you and Lars. You must go to the city Veldarah.
28.Save your game and leave the village.
29.In the wilderness, avoid the snakes at all cost. Only fight the spiders when you have to. Go to the city Veldarah. The city is Northeast. If you get lost, look for a sign to tell you where you are.
30.In Veldarah, go Northwest to Shadwood Academy.
31.Go into Shadwood Academy and talk to the headmaster, Harald. He will give you a key to your room.
32.Go find your room in the academy and unlock the door.
33.Open the treasure chest in your room. You will get your school uniform.
34.Put on your school uniform. To do this:
•Press ESC.
•Select Items.
•Select your school uniform from the list and press ENTER.
35.Go to bed.
36.Go into the student courtyard and talk to Lorad. You must fight him to become a journeyman sword singer. Before you fight him, go out into the jungle and fight some spiders and snakes for experience. Also, make sure to save your game before you fight him.
37.After you fight Lorad, leave Shadwood Academy and go south into the city of Veldarah.
38.Near the entrance of the city, go into the junk dealer’s shop (look for a shop with a sign that has a key on it).
39.Go up to the ring in his shop and press ENTER. The junk dealer will ask you if you want to buy the ring.
40.Buy the ring and leave the junk dealer’s shop. The priestess will appear when you are leaving the shop. She tells you to meet her at the Empress’s palace.
41.In Veldarah, go northeast to the palace. In the palace, talk to the Empress. She will give you an important quest: Find seven druids and take them to a place called Aveyond.
42.Leave the palace and go to Shadwood Academy. Find Lars and talk to him. He will join your party.
43.Go to the entrance of Veldarah. You will see the priestess. Talk with her. She joins the party.
44.Leave Veldarah and go west. In the jungle, go northwest until you reach the overworld. If you get lost, look for signs to read.
45.In the overworld, go north and have the boatman take you to the Northern isle.
46.In the Northern Isle, go northeast until you see a cave (not the cave with the minor in it). The cave takes you to Aveyond.
47.In Aveyond, go east. After you pass Teacup town, go north to the temple.
48.Talk to the oracle in the temple.
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At this point, the main quest for the game begins. You must search the isles for the druids and bring them to the temple in Aveyond. When you have done this, you will receive a relic of great power that can defeat Ahriman, the villain in the game.
I suggest that you go back to the Eastern Empire, head south through the Wildwood Forest, and then east to Lands End. In Lands End, there is a temple with the easiest druid to find. Go into the temple basement and fight the demon for the druid’s soul. Then, take the druid to Aveyond he will give you a skull which will be your key to holoween hills.
Once you’ve levelled up to your satisfaction, exit the Cathedral and search/dig in the Graveyard beside it (you need the shovel, obviously). You will discover a secret passageway, climb into the hole, and Leyrvo’s Lamp and the Vampire Ashes will automatically be used to reveal the hidden door to the Crypt Maze.
In Aveyond gamefiles downloaded from amaranthia.com on July 13 or later, the Crypt Maze is short and fun. In earlier gamefiles, the Crypt maze is more difficult and much longer. This walkthrough is based on the shorter Maze.
All but two switches you activate open a door; tripping them a second time has no effect. (Those two odd ones are in the Color Block Puzzle room.) To start, trip the two switches on the eastern end of the maze … one opens a door in the southwestern part, so head there then. (Note: don’t neglect the side passages … they contain treasure chests and monsters to fight.)
If you think you’ve tripped every switch and have explored every area, but haven’t found the Color Block Puzzle, then you missed something. There are times when you need to backtrack ... for instance; you need to go through the horizontally-rolling boulders at least four times. Keep exploring until you find your way through.
To get past rolling boulders merely requires getting the timing right. (Exactly when to move is partly computer-dependent, based on how quickly the party moves in response to your command.) One of the wonderful things in Aveyond is that you can save anytime, anywhere, so make liberal use of that save often, and in multiple slots. There are 20 save slots in Aveyond version 2 … make liberal use of them.
There is a path through the opening and closing black holes, in case you don’t want to try timing your steps to get through them.
When you do make it to the Color Puzzle room, read the plaques above the empty block holders to get clues about which block is to be placed in each. Slide the appropriate colored one into place. (Note: try to not slide them against the wall if not necessary … one of them has a bug that can crash the game.) When you’re satisfied you have them all in the correct place, flip the switch just above the central empty block holder. If you have the puzzle set correctly, and new block will appear. (If it doesn’t, or if at any time you want to restart the puzzle, flip the switch beside the door to reset it.)
Step on the new block to be transported to the area behind the doors at the eastern end of the Maze. You will find yourself between two locked doors and in front of two switches. The left switch operates the door leading back to the Crypt Maze entrance … you will need to use it after defeating Zarich if you don’t Rune out. The right switch opens the door to the final part of the maze, where you must complete four Word Puzzles. The answers to those are as follows:
1) Vampire
2) Werewolf
3) Ghost
4) Leyrvo
Aright! Just a bit more of exploring, and you will find the daeva that took you so much time and effort to reach – Zarich, whose attack is almost totally magical. Have Lars cast while Rhen and Elini just do the worst damage they can with their most powerful spells. Lars can cure whenever necessary. After a while Zarich will fall…
- Saving the Druid -
Now that you’ve defeated Zarich, you can collect the Soul Orb (just press spacebar while facing, and standing adjacent to it), and take it back to Rashnu in the Darkness Temple, through the eastern door of the Cathedral entrance area. He will thank you, and join your party as a guest. Once you take him back to Aveyond, you can choose a gift from his treasury. You get to choose between a bag of silver coins and sun block. … Wait. Sun block. Sun block?? Now, didn’t a really charming vampress just ask for that so she could venture out of the dead city of Ghed’ahre?
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The Druid of Agriculture [dr_agri]
- Getting the Druid’s Soul -
After getting the boat dealer a wife, you should definitely get the rowboat. It is slow, yeah, but well it gets you to the Western Isle and that’s all that matters.
On the Western Isle, it is best to go south to the Lowlands first. The monsters there are much easier than in the Highlands, and you can receive quests and treasures, as well as upgrade your equipment in Ylisfar (Oldwoods). The Sandstone Caves are in the Lowlands, as are the Blackroot Caves (accessible from Rootwell) and you can gain a lot of experience in them. The Mystery manor can be reached through the Sandstone Caverns, and, while you will need to do a quest here later, you can visit it now for easy levelling-up.
Also in the Lowlands are the village of Brumwich, where you can get more quests and buy items, and the Gentle Children’s School, where you need to take Theodore, the child you picked up in New Witchwood if you followed this walkthrough. (Hint: After leaving the school, go back in and talk to the Headmaster, then go talk to Theodore again. He will give you an item you’ll need later in the game.)
When you’re comfortable fighting the monsters in the Lowlands, it’s time to head into the Highlands. Stop by the building just inside the entrance and try to open the inside door. The man standing there will then tell you about the Peninsula Trade Route, and what is required to enter it. (This is your only way to walk to Sedona in version2.) To access the Route, you need a Merchant’s Card you can get after rescuing Armaiti, the Druid of Agriculture, who lives in the Green Rock Temple. Now, exit the building, and follow the path until you reach a signpost.
From the signpost, you can reach the Green Rock Temple by climbing the ladder and exploring then northwest. You can wait until you’ve received Armaiti’s soul by defeating Tawrich but if you want to go there now, here’s the way. Climb the ladder and then follow the path across two short bridges and up a ladder and into the cave just north of it. When you exit the cave, cross the short bridge just below and go west and then north. After climbing two ladders, you will be at the Green Rock Temple. Inside are the frozen body of Armaiti, and a magically shielded chest. Only Armaiti can open it, so you can go back out and explore if you like.
When you reach the signpost again, follow the path east until you see a bridge. Go down the steps just before the bridge and follow the path. When you reach the ‘lake’, head west through the second opening in the trees, and then north, and you will find the Militant Squirrels Cave. You can work on completing an optional quest you received in Brumwich, but remember where this cave is. It will be mandatory to return to it for two other quests later in the game. Now head back to the path and continue south and east along it, and you will come to Velgerd’s Cottage. Behind the house you can see a cave opening, but the gate leading to it is locked. Enter the cottage and talk to Velgerd, and he will tell you he will open the gate to the Blackbone Caves if you’ll get his Glass Eye back from his brother in the south. The daeva holding Armait’s soul is in this cave system
If you want to explore the Highlands now, feel free to do so. However, for brevity, let’s head back to the Lowlands to look for Velgerd’s Glass Eye.
Dorvan, Velderd’s evil brother, lives in the Mystery Manor, which you can only reach by going through the Sandstone Caves. To access those caves, head back to the Gentle Children’s School, but instead of going through the gate to the school, walk through the gate just a bit below and to the right of that gate. Down the steps and to the east, you’ll find the entrance to the Sandstone Caves. Inside, follow your left hand until you exit on a mesa just across a short bridge from the Mystery Manor. Enter the manor and defeat the cult members along your way. There are lots of doors here, so take your time – the cult members are easy to defeat and they give reasonable money for their difficulty as well. Eventually you will find Dorvan, who is a bit of an unpleasant chap. Challenge and defeat him and he will reluctantly give you Velgerd’s Glass Eye.
Now return to Velgerd’s Cottage in the Highlands, and give his magic eye back to him. He can now see to find the Key to the gate behind his house, and will allow you to enter the Blackbone Caves.
This place is really big, but it is fairly straightforward. Here is what I (hui) posted on one of the threads to guide a player to the daeva straightaway. However, make detours as often as you possibly can so that you will not miss out on any items. This path serves only to guide the players to the daeva in the most direct way.
(Copied from www.amaranthia.com, for the whole thread, please visit this page: http://www.amaranthia.com/modules/ipboard/...showtopic=8741)
“…from the first screen, move to the left and you will see a rock. go up straight and you will see two rocks. go past that, you should see one rock somewhere to your northwest. go there, then head up and follow the way. go past the door to go into the second screen.
from the second screen, go down all the way. you should see two rocks clumped together, with another sole rock nearby. head over to the third sole rock, and go down and then right. ignore the path marked by the two rocks towards the south. go up in the direction of the sole rock instead. from there, head all the way up, then right, then down. follow the path and you will see a door. go through that, and you will arrive at the third screen.
from the third screen, it is pretty straightforward. there are lotsa rocks blocking your way, so just go past all of them and you'll easily find yourself in the fourth screen with four holes and the daeva. there you are! tawrich, at last!”
For actual battle with the daeva, Tawrich – fight sneaky. Unless you’re incredibly strong, it’s going to be easier to kill the daeva if he’s not hurling spells at you. If you have spells that make him sick, or silence him, use them. If not, then just keep on trying. (You might need to level up more, though).
- Saving the Druid -
Once you’ve got Armaiti’s soul, take it back to Green Rock Temple and restore it. In gratitude, he will give you the Merchant Card which will grant you assess to the Peninsula Trade Route. Return him to the Sun Shrine in Aveyond. You choice of gifts is this: either a climbing guide, which enables you to climb ropes after having read it (which means you can get the Cloak of Undying Loyalty), or a cooking kit, which means that after you loot monsters, you receive meat. The climbing guide is probably better, because you can’t get the Cloak any other way, but you can always buy food or rest somewhere. Anyway, for people who bother to train up, chances are, by the time you reach a new area, you will be powerful enough to not need to buy food or restorative items…
The Druid of Wisdom [dr_wis]
- Getting the Druid’s Soul -
Now, I’m sure you have triggered the side-quest to reconcile the Mountain King and Snow Queen, right? (If you haven’t, you need to make your way back to Thornkeep.) You need to capture a fairy and have probably been looking for a bottle to do so, correct? The bottle will be sold in the Junk Shop in Sedona, but you have to complete certain side-quests before the shipment carrying it will arrive. So, let’s head to the lovely city of Sedona now.
Now that you have the Merchant Card from the Green Rock Temple you can use the Peninsula Trade Route to get to Sedona. When you try to enter the inside door now, the ‘guard’ will take your card and unlock the door. Enter the door and you will be in a short tunnel which opens into the Peninsula, where Sedona, Dirkon, and the Thieves Caves are.
Enter the first northern opening in the woods and you’ll see and talk about a Nightingale in a tree in the middle of the clearing. Remember this location … it will become very important a little later in the game.
Now, continue west, and you’ll come to a signpost:: North – North port (Skudder is there … you can buy it in Sedona); West – the wealthy town of Sedona; South – the poor town of Dirkon.
You can enter Sedona right away if you like, but to save a bit of time, you might want to step into the Thieves’ Caves first. (You will see the entrance to the cave on your way to Dirkon.) Reach the thieves hideout, and you will realize that the thieves are not speaking to you. Never mind. You can go visit Dirkon now, and trigger a side-quest if you like. (Hint: There is one Elixir in the cave next to Dirkon.)
Now head back to Sedona … there’s a lot to see and do there. You can even buy a manor, if you like! Take your time with the exploration, and when you’re all done, head to the castle and speak to the King. You will trigger a side-quest if you have already visited the thieves hideout. Galahad, a paladin, will now ask to join your party. Allow him to do so, and head back down to the thieves hideout.
Once there, strike a deal with the thieves and do what they want. If you explored the town thoroughly, you know where to find the statue they require. Once you get give it to the thieves and you will get the information you need. Take the information to the King, and then you might want to talk to the peole in Lord Gavin’s Manor.
Now go to the Items (junk) shop, and the Bottle will be available … finally! With bottle in hand, return to the Memory Caverns and capture one of the fairies. (You can also trigger the Tiny side-quest now. tiniponi - Tiny quest isn't triggered for me yet, and I've done everything in WT. I'll post back when it is triggered.)
Take the Fairy-in-a-Bottle to the Mountain King north of Thornkeep (well, what do you know … my wife was right!), and then deliver the Snow Flower to his wife, the Snow Queen. She will rush off to rejoin him, dropping a Key on her throne. Hmmm … she doesn’t need that key now, so ‘borrow’ it. You need it to open the locked blue door in the Ice Caverns, which is where the daeva Indra is holding the soul of Daena, the Druid of Wisdom.
Explore the Ice Caverns thoroughly, and you will even find one of Rhen’s Swords of Power (Silence)! After a while and with little difficulty, you will find Indra, the daeva who has stolen Daena’s soul. Have Rhen cast offensive spells, and Te’ijal attack Indra physically (assuming you have already gotten an Elven Rapier for her from Ylisfar). Lars or Dameon can heal or cast status effect spells, and Elini can summon demons. Indra is pretty tough, as are the Silvens and Ice Slimes in the caves, so make sure you make the effort to level up if you’re having any difficulty with them.
- Saving the Druid -
Restore Daena’s soul to her, and return her to Aveyond. She offers you the choice between 6 Diamonds or Dizzy Doll. The Dizzy Doll works the same way the Sleep Flute does, except that it inflicts the Dizzy status onto your enemies. Depending on which you are more interested in you can make your choice, as neither are plot-related items.
The Druid of Strength [dr_str]
- Getting the Druid’s Soul –
It’s time to head to the Southern Isle now, on your faithful ship, the Skudder. Stop at the northern Southern Isle dock, and look in the cave just east of it … WOW … a DRAGON! ‘Look’ at it and a conversation will take place about it.
Now you can head on to Veld, the only city on the island. It is in the far northeast part of he Southern Isle. Be sure to visit Veldt and buy amazingly better equipment than you’ve been able to buy before. It will come in very handy in the Demon Caverns. There is also a trainer in one of the houses where you can gain 400XP for 500gp. It is a slow way to train, and requires a lot of money, but you can do that if you prefer not to have to fight the Southern Isle monsters to level up more. (The monsters in the Demon Caves are decidedly tougher than the Hyenas, Scorpions, etc, of the Southern Isle wilderness.)
Also, be sure to visit the Queen who will talk about her husband and the Fancy Lamp beside her. Hmmm … I wonder if that lamp has any significance.
The Curator of the Veldt Museum will give you a quest to bring her the Belt of Hippolyte, lost in the Demon Caves (If you do so, she will give you a Dragon Orb for Lars’ Staff … VERY nice.)
When you‘re rested and feel prepared, it’s time to start your search for Eithera, the Druid of Strength, and Saurva, the daeva holding her soul.
Eithera, lives in the Stronghold Temple in the Demon Caverns south of Veldt. (They aren’t called the demon caves for nothing, so watch out!) Make sure you buy and equip fire amulets, as these help a lot. From the southern dock of the Southern Isle go north-east to a large lake with a signpost below it, and then go south from there. (From Veldt, follow the river south until you find the signpost.)
Once you are in the Caves, go through the opening to the north-west, and follow the road. You will enter a fortress-looking area. Search thoroughly, and you will find the Sword of Might (for Rhen), the Fire Axe (for Galahad), the Shield of Madness, and the Belt of Hippolyte in various chests.
Continue exploring until you find a Genie Lamp. Rub the Lamp and talk to the Genie, and he will tell you a demon has moved into his Lamp (I wonder who that might be? ) and will ask you to find him another home. When you’ve explored and fought to your heart’s content (or if you just want to get out of those caves and away from those monsters pronto), head back to Veldt.
When you enter the Castle this time, you will see the Queen’s husband standing beside her. Talk to the Queen again (pay attention to the conversation … part of it is funny), then fight Ugart, her husband. When you’ve defeated him, you will have their respect. Talk to the Queen yet again, and she will give you the Nightingale Quest. (Yahoo … you’re finally on your way to the first step of obtaining the Dragon you saw earlier.)
‘Look’ at the Fancy Lamp beside the Queen after talking with her.
Don’t forget to take the Belt of Hippolyte to the Museum Curator, if you want that Dragon Orb for Lars.) Be sure to rest and stock up on restorative items before entering the Lamp. When you feel you’re ready to tackle it, rub the Genie Lamp in your inventory, and you will enter Lamp Land, which Saurva has possessed.
Save at the Save Crystal (hint: in MORE than one saveslot just inside Lamp Land. The glowing star on the ground is your only way out of Lamp Land once you enter it, Saurva is a long way from the entrance. Be prepared for some really tough fights.
When you finally find Saurva, this strategy may help: If you have Te’ijal and Pirate John, have them attack physically, and let Rhen and whoever else you have use their worst spells. If you have Dameon, let him use a shield spell, because otherwise the daeva can easily take the weaker party members out in one blow.
- Saving the Druid -
With the Soul Orb in hand, head back through the long maze of Lamp Land to the portal , and exit. You will be back wherever you were when you entered the Lamp. (This is a handy way to level up whenever you like.)
now, head back to the Demon Caverns, and this time go though the northern exit from the entrance chamber. This leads to the Stronghold Temple, where Eithera’s frozen body is. Restore her soul and take her to the Sun Shrine in Aveyond. She will give you a choice between a Mithril Rapier and a Red Demon Summon spell. The Mithril Rapier is a very strong weapon for Pirate John (but of course the elven rapier is the best one), while the Red Demon Summon is a summon spell for Elini that allows her to attack the entire enemy party with a low Mana usage. Depending on your preferences with party members you can make your own choice…
2006-09-04 03:54:39
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answer #4
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answered by judy 1
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