Avencast sorcerer's apprentice codes. Passage of the game Avencast

It so happened that in the crowd of greedy people, envious people and egoists, there are no, no, and there is at least one righteous person. Here, for example, evil parents decided to get rid of their newborn offspring, leaving the child to the mercy of fate near a forest stream. Hungry wolves would definitely try the baby on the tooth, if not for the old hermit, who noticed a suspicious ball of diapers in time.

As befits a fairy-tale old man, grandfather turned out to be not only a harmless good-natured man, but also a self-taught wizard who had become adept at his craft. When the boy grew up, the old man undertook to teach him the wisdom of witchcraft. And, much to his surprise, he discovered phenomenal abilities in the child, and most importantly, a keen interest in sorcery. A few years later, the gray-haired sage realizes that he himself is no longer able to satisfy the curiosity of his pupil, and sends the young man to a magical academy.

There will be a holiday at school today!

"Student" and did not have time to look back, as it was time for the final exams. To obtain a certificate, the future sorcerer must pass a test in a gloomy dungeon, packed full of dangerous creatures. And when the hero successfully copes with the task (not without the help of the player), an unpleasant thing happens: the gates to hell swing open and the academy is flooded with horned, winged and hoofed guests. Let's figure it out - not in the same company to hold a graduation party!

The ingenuous storyline is presented in a suitably modest screensaver, stylized as a pastel drawing - simply, but expressively. On the one hand, such a production deliberately deprives us of the chance to play the role of a warrior, archer or other non-magical character. However, with sorcerers in Avencast not everything is as simple as it might seem at first. The whole snag is in the trivial division of magic into "black" and "white". Or rather - on the "magic of blood" and "magic of the soul." If the first category contains mainly melee spells, then the second successfully replaces bows, crossbows and other "artillery". In addition, there is also a third, neutral branch with spells to call all sorts of otherworldly allies. For example, a golem of strong constitution, which will help out more than once in difficult times. The player is free to decide on his own how to develop the hero - almost at the very beginning of the adventure, he will choose a crystal that determines the specialization. As for the infernal recruits, adherents of both orientations can apply for their help.

With all this, pumping deviates somewhat from the usual scheme. At first glance, everything is as usual: we chop up enemies, increase the level and, finally, scatter the freshly received characteristic points into four parameters (health, mana and magic of two varieties). With survivability, everything is already clear, but the rest of the indicators require explanation. The fact is that the supply of astral energy and the strength of each magical branch depend on different parameters. Remember that balance is the key to success. Do not forget about learning new spells, because they cost the same conventional units as for "ordinary" parameters. Moreover, repeatedly increase the level of "sang", as in the same Diablo, will not work - you can only learn the next skill, a higher rank.

The feats of arms of the blockade sorcerers

Alas, the virtual world of Avencast is very limited in size - for a good half of the game we do not even leave the walls of the magical academy. And if you happen to get out "to freedom", then willy-nilly you are surprised at the size of these places. Let's take at least a magical forest - a room, it is a room in Africa, even if it is a big one. But the locations look neat, and some even caress the eye. Here the rays of light fall through the window, there - the smoke swirls ... Lepota.

Despite the small size of the world, you still won’t be able to complete the game in one sitting. The main obstacle to this is the monsters that landed in the academy. With their thick skin and aggressiveness, they more than compensate for the small size of the game universe. At first, meeting with enemies is still torture, since there are no good weapons or powerful spells at hand. On the other hand, pesky interventionists are ready to scratch, bite or slash the gaping magician with a saber every moment. It becomes difficult to play already at the average level of difficulty - there are only three of them. Particularly impatient gamers can go into a stupor from the very beginning, so practice perseverance. It is worth noting the uniformity of enemies - a couple of types of extras, plus rare bunches of "elites" for decency.

Bosses are no kinder than their cocky "little brothers". These thugs are able to "sweep" anyone thanks to their fantastic strength and armor. It would seem that nowhere is easier: run around in circles and occasionally shoot fireballs - you see, you can do it in half an hour. That’s how it is, but it’s painfully long and dreary - I want to jump right up close and warm the adversary with a staff once or twice. And the enemy is just waiting for the puny magician to shorten the distance in order to immediately succumb to him with his paws and launch him after some kind of magical projectile. It is easy to guess that the strength of our action is much less than the response. Often such an exchange of pleasantries is fatal for the hero, so you have to be careful. In addition, you cannot save in several story battles, so please be patient. This is where regeneration comes in handy. Both mana and health are restored quickly - at first you even forget about the healing elixirs accumulated in your inventory.

However, during the battles, there is a feeling of complete “toylikeness” of what is happening: a blow with a staff feels like a light slap, an explosion of a fiery clot is like a hit by a ping-pong ball. The reason for this is not only sluggish animation, but also a mediocre sound. There is no crackle of breaking bones, no screams of horror - only strange pops and grunts. The musical accompaniment is also inconspicuous - after the game it is already difficult to remember the melodies. However, while wandering through the dungeons, the minute-by-minute change of the “peaceful” theme to the “combat” one when monsters appear manages to tire. But the dialogues are voiced very well, and the amount of text in them is comparable to a small book.

It's nice that the equipment worn is visible not only in the inventory, but also on the hero himself. However, this does not add to his attractiveness - the model of the sorcerer (and the rest of the characters, even more so), obviously, has undergone a merciless cut. But you can always look at what is happening from a greater height and contemplate the “Pinocchio” in a relatively decent reduced form. Most likely, this is exactly what will have to be done - the close-up camera invariably “looks” at the hero’s feet, which cannot be called convenient.

The controls in Avencast are very non-standard for an RPG, albeit with Action admixtures. The banal point'n'click was replaced by another, but also well-known scheme - we move with the WASD keys, and look around with the mouse. The similarity with the militants does not end there - at times it seems that the academy trains not magicians at all, but real special forces. How do you like the ability of the sorcerer to roll by double pressing the "arrow"? But not without a spoonful of fish oil. The main problem is this: you can only drag spells from one button to another in the settings. In the heat of battle, you have to grit your teeth and poke at the previously assigned keys. You can easily miss - the hero has a lot of skills. There is also an alternative way to cast spells, which consists in quickly pressing a certain sequence of keys. However, this is not always convenient - if there are a lot of enemies around, you should not even try. You still won't be able to.

Spiritualism session in full swing.

The old as the world “run there, bring that” wanders from game to game, like the soul of a sick old man into a young and cheerful “shell” according to the Hindu tradition. In its next incarnation, the "bearded" procedure has acquired puzzles (often quite complex) and mini-games. So, at the very beginning, a certain lady asks to return the lost imp to her. The stray imp hid in the back room and shied away from everyone - try it, catch it. Well, we close the paths to retreat with trolleys and treacherously drive the hymenopteran skunk into a cage - let him think about his behavior.

Avencast came out as a smooth, tuned and taut game. There were some annoying flaws, but they are not able to completely spoil the impression. Of course, you can complain about the high complexity, inconvenient controls at first, and other little things. But isn't that why we play, to fight and, if possible, not to give up?

Foreword

I would like to tell you about a young magician whom I found on the banks of the river when he was still a baby. The child grew, and his strength grew with him. Therefore, when my ward reached adulthood, I sent him to study at the Avencast magic academy, not knowing that I would never see him again.

Three seals

From afar, someone's angry voice was heard - someone was calling me. I yawned and was about to turn over when I realized that I was not in the hostel. An explosion and acrid smoke creeping into the nose made one emerge from the sweet embrace of sleep and look around in surprise in search of its source - this was the "fun" alchemy teacher Kivarius. Bowing my head humbly, I tried to pretend to be guilty, but this old man was not so easy to fool, so I had to listen to his long lecture about my shortcomings and go to the curator Malvaren. I feel… umm, that almost the same lecture is waiting for me in his office, which did not improve my mood. I would like the distance from the alchemy room to Master Malvaren to be much longer, but, alas, nothing could be done to make the hopes come true. Now I understand what the expression "heavy at heart" means.

Tip: Don't forget to collect things from the dead, as well as using F to check each room to find things that you can use or take.

When the door creaked shut behind me, Malvaren got up from his chair and frowned menacingly - well, I hit everything. The master stomped around for a bit, then sighed heavily and said that since I was no longer interested in theory, I should do practice in order to prepare for the final exam in the Soul Crystal Caves. I listened with bated breath to his task: to obtain seals from teachers Horatio, Archibald and Della Guster. Well, what will it be more fun than wiping your pants on a bench in the audience, listening to monotonous lectures and memorizing the formulas of new spells - go ahead in search of adventure, at least entertainment.
First of all, following the advice of Malvaren, I went to see Master Horace at the Arena, which I was very glad about - I like to fight. It is impossible to compare with anything the feeling when fragments of ice scatter in different directions, then a fiery lash appears in the hand, crackling through the air next to the enemy. Ah... I hope someday I will become a great magician - an archmage - and my name will be remembered for centuries. Shaking my head, I tuned in to a good warm-up and turned out to be right: four battles awaited me, and one bonus one, for which Horace gave me good bracers. When I left the Arena, I saw an agitated student and decided to ask him about the reason for his bad mood - suddenly I will help. Instead of thanking me for my sympathy, he began to call me names that were not flattering. Of course, I’m not vindictive, but I’m evil and I have a good memory - it’s necessary to answer kindness so rudely. My "naive" heart begged for vengeance, and I could not refuse him - such a noble one. The duel took place in the Arena, and I won it, which was doubly pleasant, since this student was stupid enough to bet five gold on my loss. He did not agree to part with them so easily, so he had to practice magic on him again, so that, in the end, he agreed to finally surrender.

Note: Ten gold can be requested, but if more than twenty, the student will call the master.

Screenshots

I decided to postpone the meeting with Dell Guster until later - I don’t like history, for some reason it puts me to sleep, and besides, there are very few of those who received a seal from the teacher the first time. Master Archibald was much kinder, and the confession of one "gouging", like me, that he received a seal for bringing documents forgotten in another audience to the master, made me believe in a miracle. Probably, at that moment, my happy Star, because the teacher, instead of boring lectures, gave the task to pacify two Nujao trees, which did not allow him to calmly study crystals. Noticing me, Hubertus asked me to bring him a bag that he forgot in the garden. For soothing fertilizer, the teacher advised to turn to Kalios, an inventor who lived in the North Tower in the southeast. There, a rather unexpected reception awaited me - the owner himself ran around the small room, the laboratory of Kalios, and asked to deal with the fire gnomes. They seemed harmless and funny to me compared to other monsters, but not to the inventor. The only thing that affected them was ice, and it's good that in the next room, the key to which Kalios gave me, I found an artifact that releases an ice stream. I had to tinker with these "kids" for a long time - they scattered in different directions, seeing a magic stick aimed at them. Kalios thanked eightdisknet for their help and asked for one more favor: to help him with his research. The cauldrons had to be cooled as soon as they turned orange, because if they turned red, fire gnomes would burst out of them again.

Note: Make it so that you can see your character from above, then almost all boilers will fall into your field of vision, which will help to cool them in time.

Screenshots and footage from the walkthrough of the game Avencast Sorcerer's Apprentice - Avencast Rise of the Mage:

Screenshots

Taking fertilizer, I hurried to the garden, where I used it to calm the trees. I also had to destroy all their branches, but this is nothing - the most important thing is that the second seal will soon be on my account sheet. Before going to Master Archibald, I ran to the entrance to the cave of Soul Crystals and took the bag with crystals forgotten by Hubertus, and also shot at the targets at speed.
By handing over the crystals, I received a reward from this forgetful guy, and by reporting to the teacher, I earned a seal.

Note: If you agree to listen to Archibald's lecture on crystals, you will receive a reward from him.

Before going to the master Dell Guster, he decided to wander around the Academy and almost at the entrance to the garden he met Dolchina, obsessed with her demon. This time the conversation again did not avoid this topic. It turns out that her imp escaped and is now in a room opposite Kalios' laboratory. Eh, I admit my weakness - I like to feel like a hero in front of the grateful looks of observers, especially females, so my legs themselves carried me in the direction of the North Tower. The room in which the demon was hiding consisted of three smaller rooms: in the central one, lined with tables, there was a cage - this monster had to be driven into it. Why does Dolchina treat him so tenderly? In the room on the left, there was just the culprit of the girl's tears - he tried to merge with the wall, but he did not succeed. With the cart, I blocked his path on one side and drove him to the other. Once in the central room, I drove it into the right corner and with the second cart closed the passage to the third room, and moved the latter to the far corner so that it would come close to the table next to the cage, after which I drove the demon into a trap along the resulting corridor. The next person to play the role of savior was Severin, whom he found in front of Malvaren's office. He confessed to secretly training in summoning demons. Now the archive is filled with demons that he cannot kill. Well, the goal was clear to me, and I prepared to fulfill it with the dignity of a real magician. Too bad the fight wasn't as impressive as I wanted it to be. Sighing a little over his unfortunate fate, he hastened to get out of this dungeon - I do not like rats and spiders. As they say, remember ..., here it is: right in front of me, as from under the ground, many rats appeared. I had to use the staff - it was a pity to waste energy on them. In the end, I managed to get to the exit, where Severin was waiting with a reward. My heart felt so warm and pleasant that I smiled. The smile didn't disappear even when he left the room.
Finally, I got to the auditorium where they taught history, but my thoughts were interrupted by a rustle from the reading room. I slowly walked to the door and looked inside - there was no one there. Mhm, strange. The rustle was repeated again, and then a voice was heard, which asked to come to the globe. Cast? Here? But, alas, everything was much simpler - the teacher Georgius created an invisibility potion and drank it, forgetting to prepare an antidote before that, which would neutralize the effect of the first one. He asked to go to Kivarius for an antidote, without saying who needed it. The most important thing I did not even have to tell - the alchemist, in the end, he understood everything. I didn't feel like going to Master Dell Guster, so I went to Gorlin.

Note: Gorlin is the only merchant throughout the game. Complete the task of the dwarf is a must - the scroll that he gives will be needed at the end of the game.

He also needed my help: he needed to get the book "The Capture, Maintenance and Care of the Black Sparkling Tiger" from the library. I had to, running away from our crazy librarian, climb all the shelves until I found her. In gratitude, the dwarf gave me a scroll that allows me to summon his doppelgänger for trading.
Having no longer met anyone I knew and realizing that there was no place to put off visiting the historian any longer, I boldly stepped into his audience. I should not have been so frightened - he, like Archibald, asked me to fulfill one assignment: to restore calm in the crypt of the Academy. I have a feeling it will be hot.
I, as always, was right. Having pressed the lever so that the platform began to move, he followed and along the road, into a room with two statues, he met a ghost who told that the founder of the Academy, Tertius, was the source of evil. Here's the news, so the news - wow, the old man made a noise, but nothing will help to calm down. Pressing the lever again, I went on, stopping only in front of the door leading to Tertius's "bedchamber" and that because someone had stolen the lever. I was faced with the choice of where to go - to the right or to the left. Like a real man, I went to the left and did not regret it. I had to use strength, dexterity and brains. The way to the first burial was blocked by water, which I froze with the help of an artifact received from Kalios - I found a book and bracers there. The path to the second is a broken bridge. Here I had to take risks. Calling myself the last words, I went to the side of the bridge, and a grate immediately appeared under my feet - hurray, alive !!! From the fear he experienced, his heart beat painfully in his chest when he moved the coffin lid to the side in order to “borrow” artifacts from the deceased master. Having received what I wanted, I hurried to the third burial - the passage to it was closed by a wall of fire. Remembering the words of the ghost that there was a potion of invulnerability to fire in his coffin, he quickly ran through the wall. The fire spread to my shoulders and hair - it was very painful, the pain burned through my consciousness. I barely managed to reach the target and drink the potion. It became easier, the burns healed, the pain disappeared, only the clothes were completely ruined.
There were also three burials in the northeast. The key to one was in the found book - it told about the love of Pagan and Uldreth - it was necessary to enter the name of the one who killed the girl. It turned out to be Pagan himself. In the next tomb, there were no traps, everything was quiet, but in the other, the entire floor was lined with slabs with letters. No, of course, I'm not a fool, but while I guessed where to step, I was struck by lightning a couple of times - that's what led to the desire to practice magic.

Note: You must step on the letters in the same order as in the name of the master (MARUGAR) buried here, and at the end - MAGICUS.

Then everything was quiet, except for a few zombies, who, by the way, found the lever I needed. Everyone now needs to run to the platform, which he did. Sighing a couple of times to calm the treacherous trembling in my knees, I inserted the lever and pressed it. The platform moved, the door opened, and Tertius himself appeared before me. He wasn't as strong as he thought. But the zombies running around him prevented him from being dealt with quickly. Wow - I did it! For what I did, I need not only a seal, but also a medal. Now, so that Tertius would not rise again, it was necessary to burn his bones - for this I put Tertius on the platform and stopped between the statues, then pressed the lever behind them. Fire escaped from the jaws of stone monsters and ignited the relics, soon only ashes remained from them. After talking with the ghost, he went for the seal to Dell Guster.
After speaking with the historian, I went to Master Malvaren and he allowed me to pass the final test - to find my own Soul Stone.

Avencast Walkthrough
Exam

It was quiet, dark and… scary here. No, of course, after the skeletons, zombies - it was flowers, but the fear did not disappear. It’s a pity I don’t have something intoxicating for courage, so I’ll have to fight fear myself. Once again, I was faced with a choice: left or right. I decided to diversify my life and went to the right, that is, to the southeast. The green crystals gave an ominous atmosphere to the cave I found myself in. And again there was such a feeling that I was in danger. Just at that moment, a huge carcass fell on top of me - the uterus of a spider. Ahhh... Why didn't anyone warn me about it? Running from the spider in circles, I thought about how to get rid of it, but nothing good came to mind. Until he flew the same head into the wall - it helped. He immediately remembered the spell "Wave", which did not please the uterus of the spider, which immediately died of a heart attack.
Taking a web and a blue crystal from her, he went to explore the caves in the southwest. There I came across other spiders, but compared to their mother, they barely reached the level of babies. Having searched the corpses of treasure seekers, I found another crystal, and firewood next to the chests. Well, the good doesn’t disappear, does it? Why do the dead need all these things when they can still help the living? My conscience did not torment me, I was tormented by the question of where to go - I decided to head east, where I discovered a broken bridge. So the boards and a skein of cobwebs came in handy for me. On the other side, I met a girl who was robbed by "explorers". In gratitude, she gave me a strange lever. I have no idea what to do with it, although there is still an unexplored area in the northwest. That's right there I found a grave that could be opened with a lever. Everything can go straight. On the bridge, I met a "cute" crab the size of a cow, no magic worked on it. The only way to destroy him was just connected with the two crystals found, which had to be inserted into special containers, or something else, then lure him to them and press the lever - hooray, another victory for me!
And again the caves - how did they get me. I wanted to sit down and not go anywhere, but instead I went to the southwest, where I found the corpse of a magician and a strange crab with bright red eyes. After destroying it, he read the diary of a "loser" who wanted to revive dead creatures with his own Soul Crystal. Eh, obviously he disliked theory and craved practice as much as I did, and this is what it led to. It was worth thinking about. I used the found Crystal in the northwest to revive another crab and clear the passage to the treasure chest. And finally, in the north-east, I found my stone and went to the Guardian, who put me in front of a choice: Magic of Souls or Magic of Blood. The difference between the two was that Blood Magic adepts drew strength from hatred and anger (they focus on melee spells), while Soul Magic adepts took power from themselves (focused on ranged spells). I did not want to be dependent on the mood, so I chose Soul Magic.
A narrow corridor led me to the next caves, but already ennobled, and they led me to two cells. Two elementals languished in them: water and fire. Behind the cells was a room filled with many pipes, strange generators were also located there. Hmm… I read about it somewhere. Exactly! If I remember correctly, first you should release the fire elemental, drive it into the room with pipes, turn on the ice generator and turn the extreme lever from the valve. Fire will come out of the pipes and melt the “clot of ice”. The same should be done with the elemental of ice, only you need to use a fire generator.
I took the Soul Crystals, inserted them into the niches in front of the closed door, then took them and inserted them in the center of the room, along with my Crystal, turned on both generators and turned the levers in the middle. My Crystal was filled with power and glowed brighter. Exam passed, hooray! Now I will be initiated into magicians.

Walkthrough Avencast Sorcerer's Apprentice
Academy after the demon invasion

I expected festivities, and instead met only destruction and a gloomy silence that made my heart clench in fear. What happened here? Where is everyone? Why is no one meeting me? It began to rain, it seemed that nature was angry with people for their atrocities. What should I do? This is a joke? No, no one can joke like that. To my right there was a growl, a whistle, and many pairs of eyes flashed in the darkness. I ran, realizing who visited the Academy - death in the face of many demons. A light shone ahead, and several human figures stepped out of it - salvation!
Master Theodosius, who led the group of surviving adepts, explained to me that the attack happened by accident and they miraculously managed to escape, and then thanks to the archmage Megantolis, who is now in a trance due to the wound received in the battle with the demons. The only way for us all to survive is to send a signal to the other Academies.
I was chosen to be the savior! No, I like to seem like a noble person, a brave man, but just to seem! Now I am offered to become a real suicide, because going out alone against dozens of monsters is suicide, but nothing can be changed, because it is unlikely to succeed in living for several months with the supply of provisions that we have. Gritting my teeth, I went out into the corridor from the protected room and immediately found myself under fire from demons - I barely managed to survive.
I took the staff of the killed monster to the master and found out that the Academy was attacked by the demons of Morgath. It didn't make it any easier for me. Before I go looking for a friend of Theodosius Stellarius, who may have the key to the Planetarium, I decided to run around.
First of all, of course, I visited the eastern guest rooms, where I found the corpse of an adept with a note and a key to the cage, which I had already seen somewhere, but where? Yes, I remembered in the oriental living rooms.
Now you should go to the rooms of the adherents of Blood Magic, where it seems that Stellarius should be.
I feel that after everything that happened, I can be awarded the title of demon slayer - so many of them died at my hands. Here, too, we had to fight our way to Stallarius' room, but, alas, the master was dead. It's good that the key and the book about the structure of the Planetarium were still in his chest. Since I took everything I wanted, I decided to wander around. In the northeast, I found adepts who miraculously survived in this chaos. After escorting them to a safe place, I returned back, because I was interested in a chest in the south, which, no matter how hard I tried, I could not open. Maybe the clue is the sculptures in the same room? Just three of them were missing some parts of the body: the head, arm and leg, which I found in the northwest, southwest and southeast. It is worth admitting that the treasures were not worth such efforts.
Taking the cage out of his backpack again, he immediately remembered Gorlin - he likes such things. Yes, you need to buy new things. I was right - Gorlin paid me good money for the cage, and besides, he gave me the task: to get into the Fairy country through the pond in the western guest rooms and steal chimakcha from there. I wonder what kind of strange animal? Well, I'll think about that later.
In the western guest rooms a "warm" welcome awaited me - there were heaps of demons. There is nothing to be done, once I took the task, it must be done. I found a pond in a small garden, threw a coin there, as Gorlin said, and got into the world of Fairies. There, on a hillock, he took a berry, which is a favorite delicacy of chimachka, and went to the tree, where these animals frolicked. He put the cage on the ground, put the berry and waited: one of the chimakchu immediately jumped inside - everything is ready. To be honest, it was unpleasant to feel like a hunter, especially if the victim was such a cute creature. On the way back, in the center of the garden, I found Dolchina's demon - I must, if necessary, give it to her.
Gorlin paid me for chimakcha, but did not want to tell me why he needed it - hardly just to admire. Well, that's his business, and I have to go to the Planetarium.
Chaos also reigned on the upper floors, although if we all gathered together, we could destroy the demons, but the magicians are unlikely to decide to leave a safe place, so I will have to act alone. After destroying all the monsters, I got to the big telescope. Judging by the book, it must be aimed at a blue star, which he did. An equally blue beam escaped from the emitter and pierced the wall. Using a lever, I aimed it at the yellow window, then ran back, went into the room near the control room, and turned the mirror so that the beam hit the yellow window again. In the control room itself, I directed it to the generator. It remains only to pull the lever.

avencast

When I came back, I witnessed how the archmage came out of a trance. He told me that the magicians were experimenting with creating a portal that could transfer to other worlds. The result of their work is visible on the face - the Academy was filled with demons that escaped from the ill-fated "door". Megantolis barely managed to put up a defense that held back the flow of demons and break through to the door to get out of the laboratory, but he was seriously injured. The only way to destroy the portal is to charge an artifact of great power, which is stored in Kivarius's bedroom in the building for adepts of Soul Magic. Having quickly reached the place marked on the map, he took the artifact and ran to the top floor to the Planetarium. In the control room, I redirected the beam to the window, ran to the recharging room, where I turned it on the generator. When the artifact began to charge, some green demon burst into the room with the telescope. He quickly ran to the car and moved it from its place. Reptile! Oh, and I thought I killed them all. So I want to relax at least a little, otherwise it seems that someone else is driving forward, wanting to see how long I can last.
The Demon Herdsman was protected by a magical shield and seemed immune to spells. It's good that I read a book about the Planetarium earlier - the red star is used to destroy magical defenses. Quickly running up to the telescope, he aimed it at the red star and waited for the moment when the emitter would pierce the demon, after which he attacked. My trick was a success: the lifeless body of the monster lay on the floor, representing an unpleasant picture. Having stopped “admiring” the corpse, I recharged the artifact and returned back to Theodosius, where I reported to Megantolis about everything that had happened to me. He thanked me for my help and asked for one more favor - to destroy the portal in the secret laboratory. I have no choice but to agree. The archmage gave me a scroll with a spell and said that the entrance is in a warehouse and is hidden by an illusion. I was about to leave when my old friend Severin jumped up to me and asked me to help find his friend Kalios. Pohmykav, snorting and finally frowning, I agreed. Having reached the room of Kalios, he found him in the form of a statue, and on the floor there was a scroll with an unfinished spell. I returned for help to Severin. He quickly completed the spell, and it helped bring Kalios back to life. Having finished with good deeds, I headed to the warehouse. I read a spell in front of the wall and it disappeared.
As soon as I entered the secret laboratory, the Dark Leader hid in the room with the portal and closed the entrance with a protective field. After destroying all the dark creatures in the area, I began to look for a way to open the door, but nothing worked. What to do? Having trampled on the spot, he went south and ended up in a room in which the demon Kurkuaaz was locked. He offered a deal: I free him, and he helps me remove the protective field. Alas, I had to agree, although the cats scratched at my soul, but what to do - there was no other choice. Kurkuaaz advised me to talk to a mad mage locked in one of the prison cells in the northeast. I agreed - the magician gave me the key to the room in the northwest - but before going to the locked door, I went to the alchemy room, located next to Kurkuaaz. There he made three bombs to destroy the walls in the room with three generators - for some reason it seemed that I would need them. Having done everything he wanted, he went to a strange room, the walls of which were hung with paintings. Eh, I haven’t been to the gallery for a long time, but I should have, otherwise I’m gradually turning into some kind of barbarian. Surprisingly, when I touched the pictures in a certain order, my body was pulled into the past!

Note: The portrait of the magician, the trial of him, he is in the cell, in the decks, and his body is drawn into the canvas.

Walkthrough

An overgrown thin man was standing next to me. You could tell from his face that he was just as surprised to see me here as I was. All the colors of the surrounding world seemed to have faded, but the room was still recognizable - a prison where a madman was hiding. The stranger's name was Giron. He said that Tertius accused him of various atrocities just because he wants to suck out his magical energy. Listening to him, I understood that this story would be followed by a plea for help, which, alas, I could not refuse, because Giron is the only one who is able to send me back to the present. The magician asked me to destroy the suction device, and its creator should have helped me in this. A memory of a room with generators immediately flashed into my mind - I can give a hand to cut off that they are that machine. Quickly making my way through the labyrinth with robots, I got to the generators and changed the codes in the terminals - I barely managed to hide so as not to catch the eye of Tercius and his guards. The idea was a success: Giron survived, but Tertius died. It was strange to realize that I myself was responsible for his death. In order to go back, I still had to kill the executioner, which I did. As a sign of gratitude, Giron gave me a book in which all the codes for the generators were written.
Once in our time, I breathed in the air and smiled - it was nice to realize that I was still alive and could enjoy life. Well, stop relaxing, you need to go to the magician, I had an idea how to help him remember the spell, which is so necessary to free the demon.
I led the madman to the generators, changed the codes and turned on the device - hooray, it helped!

Note: The light on the left should be green, on the right should be red, and in the middle enter the partial suction code.

With a quick step, I got to the demon, replaced the damaged one with a new crystal and cast a spell. Surprisingly, he fulfilled his part of the contract: he removed the protective field from the door.
Was the dark leader not as strong as he thought, or did I just get stronger? Probably the second.
Finally, a portal appeared in front of me. With a light soul, I activated the artifact, but it did not destroy the portal, but the protective field that prevented the penetration of monsters into our world. I was numb, not knowing what to do, what happened. Everything must be different. There was an ominous laugh behind me, I turned around and saw Megantolis. So he set it all up, but for what? Why? It felt like the ground had opened up under my feet. Archmage traitor? How can this be?
I stood for a long time and looked at the portal in which Megantolis disappeared, and then ran to Theodosius, hoping that everything was all right with him.
He barely had time to come to the rescue and destroy the tailed monster so similar to Kurkuaaz. Theodosius thanked me for my help and asked me to recharge the protective sphere. Running to the Planetarium and back, I told Theodosius about everything Megantolis had told me. After the conversation, I decided to jump into the portal behind Megantolis and take revenge on him for everything he had done.
Dolchin, finally, remembered her demon, and it’s good, otherwise I was tired of running around with him in a backpack.
In a secret laboratory, Theodosius found the body of Kivarius and revived him. The ghost told us that Megantolis was to blame for everything that happened, that he tried to stop him, but nothing happened, because the dark god Morgath took over the traitor's heart. Hmmm, the meaning of all that was said was that I should in no way believe the archmage.

Avencast walkthrough
Kyranian Wastes

Everything that happened after I was in the Kyranian Wastes was a blur. I only remember how I activated a portal in the outer fortifications of the Kyranian fortress in order to get into the inner chambers, then how I helped Psion, who called me a Kyranian, to repair another portal, and then this carousel of events suddenly stopped, and the voice of Gorlin entered my consciousness. He told me that Megantholis and I were brothers, that we were Kyranians and that our parents died fighting Morgath. Gorlin gave me to a hermit, and his brother to the Academy. Megantolis is my brother? How did it happen that he became evil? Why? I so dreamed of a brother and here he is. How evil fate has laughed at me, what else is in store for me? No, that's enough - Megantolis is a traitor and the fact that he is my brother does not change anything ... should not change. I had to fight my way to my parents' rooms, where I met my brother. He invited me to join him in order to destroy Morgath, take his heart for myself and become the rulers of the world. Hope that he would repent crumbled to dust. I'm sorry brother...
I killed him, now it remains to destroy Morgath so that he does not kill anyone else. Enough death, pain, it's time to end everything once and for all. I did not want anyone else to experience what I have, for which I will do my best. On the way, in one of the rooms, I found notes about the plans of the Kyranians. They consisted in the fact that the Warrior, put up against the god, before the battle must drink a potion that will separate his body from the soul, so that the souls of the rest of the Kyranians merge with him and make him like a god. But what will happen to me after I kill Morgath? Can I get back into my body? What if not? Shaking my head, I decided to think about it later, but for now I jumped into the portal in the northeast, which led to the young fortifications, and from there into the wasteland, where I met several people bending over a deathly pale old man. A magician's apprentice has asked me to help rid his master of a curse. It’s good that on the way I dropped into an alchemy room in the northeast and found a book there on the treatment of seriously ill patients: it was necessary to mix crystal clear water with quartz, and then smear the forehead of the unfortunate with the resulting drug.
In gratitude for saving me, they gave me bracers and wished me luck in the fight against Morgath.
Back at the Kyranian dormitory, I ran to the portal to the north. He led me to a closed room. Suddenly the light went out and Kurkuaaz appeared in front of me. His evil laugh made even the hamstrings on my legs shake, but I tried to maintain a heroic air. He said I couldn't get out of here again, and then he disappeared. Trying not to panic, I called Gorlin's double and asked for help - I hope the dwarf at least sometimes checks the messages left for him. Gorlin appeared a few minutes later. In gratitude for the rescue, he asked to help him get into the museum. Well, it's not difficult for me - I agreed.
In the museum, I met the ghost of a thief who once stole the diamond, and the Kyranians cursed him for it. He asked me to put the diamond back. Well, I'm on my way. Having made his way to the place where Gorlin wanted to go, he saw him running around the pedestal from the crazy chimakchu. When I saved him, he quickly jumped to the pedestal and was about to grab the magic wand, but I got ahead of him and began the interrogation with passion. Gorlin resisted a little, and then admitted that he used to live in the land of the Fairies, but the queen kicked him out. Then Gorlin was picked up by the Kyranians. When he traveled around the fortress, he came across a magic wand, but he failed to steal it because of the black tiger. He, just like now, ran from him around the pedestal, until my father entered the museum and saved him. Gorlin hoped that the queen would forgive him if she brought the wand. After thinking, I decided to give the magic item to the dwarf, but only in exchange for information on how to get to the Council Hall, where Morgath was locked up.
The dwarf led me to the palace and said goodbye, wishing me good luck. Inside it, I went first to the art gallery, after laying out the snake in the correct order on the terminal, and found a book that told me how to get into the council chamber: I had to put the password of Kar'Url and Edr'Ul on the boards near the snakes located along sides of a closed door. Having reached the right place, I did everything as described there and, finally, got into the corridor leading to the Council Hall. Its floor was paved with slabs, on which various drawings were engraved. It took me a long time to get through it, but I succeeded.

Note:
The plates must be stepped on in the order indicated in the table.

As soon as I went down, the exit was covered with stones. His heart stopped in fear, and then beat again - there were no more ways to escape. Now, either I will emerge victorious from the fight with God or die. Green tentacles crawled out from under my feet - I barely had time to jump away so as not to be pierced by them. Using all the spells I learned, I managed to destroy them and make Morgath appear from the hole in the floor. Now I realized that without the help of the Kyranians, I couldn't do it, so I took out the Severance Potion and drank it. The body became so light that it seemed that I would take off a little more, or maybe it was my soul that left it? There was no pain, there was nothing that surprised and a little frightened - I did not want to die, but no magician, even the strongest, could bring everything back. Morgath snarled, lifting his head, no muzzle, up. Poisonous splashes flew from him in different directions, and acrid green smoke came out of his nostrils. Fear disappeared, a strange calmness flooded in - I must win, because I have nothing more to lose, except for myself ...

Thus ended the story of the last Kyranian. How do I know this? Gorlin told me about this before leaving for the Fairyland. The name of my student, as he wanted, was remembered for centuries - a monument to him still stands in the Avencast garden.

To be continued...

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1 Class Awakening

AVENCAST starts with a story in Layered Water Pastel. After a short ‘embarrassing’ dialog, Xivarious send you to your mentor Malvaren. Pick up the manual from the table next to you and your Staff before leaving the room. Malvaren requires you to collect 3 seals. (Received Parchment of 3 seals, Map of Seminar Rooms)

Horatio's Seal Quest

Killing the 1st and 2nd sets of mob gains you (100 exp). You will have to kill the 3rd and 4th
sets of monsters gains you (120 exp) and Horatio's Seal. The 5th set will gain you 100 exp and Horatio's Bracers Def+4, M.Armor+4, Blood+2, HP+4)

Subquest – Beating up the bully

Rufus who stands near Horatio at the Arena will challenge you to duel for 5 guilders given to
the winner. Winning 1st round earns you 5 exp and a Bread Roll (restores 400 HP). You will
get 5 guilders if you accept a rematch. Winning again earns you 5 exp and 5 more guilders. If
you extort him for 10 guilders, he will call Horatio and get away with it.

Subquest - Severin's Imp Outbreak

Kill all the imps in the library and clear the rats and spiders in the corridors and rooms. Quest reward: 20 Guilders.

Subquest – Georgius gone Invisible

His room is located opposite Della Gusta's History Lecture Hall. Go to the Spinning Globe to
get the quest. Go to Xivarious to get the Visibility Potion in the Alchemy Hall. Quest rewards: 40 Guilders and 80 Exp.

Subquest - Dolcina's Pink Imp Run Away

She stand near some red sofas at the Center Courtyard"s left side. Go to south-east School wing near Kelios' Lab. In the right room of this block you will see many tables, a cage and 2 more smaller rooms. Pulling all the levers in all 3 rooms, will make a route for the imp to the cage.Chase it to its cage and shut it.Dolcina will reward you (150 exp, Dolcina's Cord of Quick Wit – M.Armor+1, Soul+5, Max.Mana+10, M.Regen+1)

Subquest – Steal book for Gorlin the Merchant

Gorlin is located north section of the Center Courtyard. He wants you to get a book: "The Black
Sparkling Tiger" from the library. Go to the Library at the south-west wing of the Great
halls. Avoid the librarian while searching the book in all the shelves (It is located
randomly). Give it to Gorlin, you will gain 100 experience, Gorlin's Magic Trading Scroll and Gorlin Rainbow Ring Def+1 M.Armor+1 Max.M+5 HP+3 Speed+1%.

Subquest – Hubertus" Lost Bag of Crystals

Hubertus is one of the student in Archibald's Class. Find his Crystals bag in the Garden, near the entrance to Crystal Cave. Hubertus reward: a Sparkling Crystal (100 Guilders price) and 50 exp.

Subquest - Swiftlina's Big Boast

Swiftlina is near a Lily Pond in the Garden. She will challenge you to a speed ranged targeting. Shoot all the moving targets within 10 seconds, you"ll earn 10 guilders. She then challenges you to do it in 5 seconds for another 10 guilders.

Archibald's Seal

Talk to Archibald in his Class room South West of the Academy. He instructs you to get a potion for Kalios to tame the 2 trees. Go to Kelios's Lab and he will ask you to pick up the Ice Spray in the near storage room. Return to the lab and use the Spray on the Fire Dwarfs. Killing them all you gain 50 exp and the Fertilizer.

Taking on the 2nd quest (Pot Cooling quest) requires you to use the Ice Spray on the pots to prevent them from eruption. It "s possible, just takes lots of patience and calm. You'll just need to keep cooling the pots with the ice spray for approximately 2-3 minutes. After lots of cursing and swearing, you"ll gain 100 exp for the trouble . (the game's most annoying mini-quest!)

Go to the Garden with the Fertilizer. Avoid killing the Killer Branches and use the Fertilizer on
both Trees by pressing 'E' near them. Then kill all the remaining Killer Branches. Return to Archibald to get the seal. You"ll gain 150 exp.

Della Gustera's Seal (The Crypt)

He is in his Class Room, North West of the Academy. He wants you to restore peace in the Academy's Crypt, located at the Garden's right side.

Upon entering the Crypt, you will find a Stone Platform and a lever. Pull the lever to move the
platform. Proceed to the next room. Kill every monster you find in the Crypt. Talk to Istaros ghost to get Clues on his "Treasure". Pull the northern Lever to move the Platform forward. Proceed to the left room. At the south of this room you will find a wall plate that says "Here Lies Dagrius. He died trying to walk through a wall." Pass through this wall and you'll find the FIRE RESIST potion . Go back to the Center Courtyard and enter the North West Gate.

You can "t pass the ILLUSION BRIDGE, walk into the chasm to cross it. Here you will find the History Book of Uldret and Pagain . (Clue for the Candle Stand) Use the FIRE RESIST potion to pass the Fire Wall. Rush in, grab everything in the Grave and run out. Use the ICE SPRAY to freeze the water blocking the path to a room. Return to Center Courtyard after killing everything and scavenging. You gain 100 exp for crossing each hurdle.

Clear the mobs and scavenge everything in the room on the right. Proceed through the northeast Gate. Here you will find a Candle stand. Enter the 2nd Code you see in the History Book of Uldret and Pagain. (kinda looked like "qP", " ^ ", "rb", " ^ ", "J", and "/ ") You gain 100 exp for breaking the code.

In the room with the floor alphabet, step on the tiles spelling "M A R U G A R M A G I C U S" (100 exp.) Walk the reverse way when leaving the room to avoid the Lightning trap.

In one room at the Wall Plate saying "Here Lies Marcus, the Hidden One", walk through the wall to get items.

One Skeleton has the Missing Lever here. At the end of the corridor there is a locked gate, open it with the lever nearby. Return to the center courtyard, clear the newly spawned Skeletons. Use the Missing Lever at the Lever Switch. (160 exp) Pull it to move the Platform to the last room.

Here you will find Taertius – Your First Mob Boss. Kill him (80 exp) and all the others. Access their Coffins for goodies ( Taertius Spaulders Def.+8 M.Armor.+6 Blood+2 Soul+2 Max.M+4 HP+3). Pick up his Dead Carcass and place it on the Stone Platform. Move to platform by pulling the respective Levers to the place where you see 2 Dragon Statues. When the platform arrives, Pull the lever behind the Dragon Statue to Cremate Tertius. (500 exp)

Della Gusta in the Academy Seminar Rooms will give you your final Seal.
Return to your Mentor Malvaren for the Final Trial in the Crystal Cave.

You will be brought to the Cave entrance. Inside it you "ll see a Lightning Barrier. It will Kill everything that passes through it, including you. If you find killing the monsters too tedious, you can always lure them to the lightning barrier.

At the map "s left side you"ll find a green area with dead bandits around it. Pick up the Old Wooden Planks (Quest Item) and the Crystal (Quest Item) from the Dead Bandit.

At the map"s right side you"ll come across a round opening on the right side of the map. Here you "ll fight a Mini Boss: The SPIDER QUEEN. Her Poison is very lethal, so keep you distance. Spawn a Minion and only attack her when she is distracted. Then leave the cave area to recharge mana or restore Hit Points. Repeat until she's dead. There is a chance she might heal herself so don't worry. Probably a Bug or not, I take it as one of her skills. She will drop the Spider Queen Staff (Dmg +36, Poison +20/s, Recoil 20) and Spider Gland (Quest item).

At the Cave's Center you will come across a Broken Bridge. Use the Spider Gland and Old Wooden Planks on it to get across. You will find Shandra, who will give you a GOLDEN LEVER and 250 exp. Now you can use the GOLDEN LEVER to open the LOCKED COFFIN at the North West side of the Cave. There are equipment inside (random stats?).

At the Cave's Northern part, you will come across a pair of Lightning Barriers and a GIANT CRYSTAL CRAB. Firstly, place the missing Crystals into both Barrier Generators. Then go to the place where the Crab emerges from the fuming ground. Press ' E' at the POTS on the right side to spill the OIL onto the fuming ground, then you could set it on fire with a ranged soul magic. The Crab will emerge again and won't burrow anymore, and will chase you. Quickly run pass the LIGHTNING BARRIER and turn it ON. The Great Giant Crab will be fried. You get a Crab Mask (Def+26, M.Armor+12,Blood+4, HP+8). Proceed North to next map.

Deep in the Crystal Cave

The cave "s left side have many Crystal Golems. They have very high attack and defense power. Always send out a Minion as you proceed. Nuke them as your minion distracts them. At the Top right of this cave you will find your SOUL STONE . You can access the fenced area at the center left through the North West side of the Cave. Here you will see a Wrecked Gate with a dead Crab under it. Use the Red Crystal to revive it. The gate will crumble to pieces. Kill the Crab and proceed. The treasure box will give you a Sash and a decent pair of Boots .

Proceed to the center top of the cave. You will meet a scary Golem – He Anrail. Luckily we don't
need to fight him. choose, left exit= pursue Soul Magic, or right exit= pursue Blood Magic.

Kill the Scorpions along the way. You will see a Lever behind a Stone Dragon. Pulling it will
reveal a hidden Treasure room. Take the Goodies and proceed.

You will soon come across 2 Elementals locked behind bars. Lure the Ice Elemental to the
Norther Chamber and Lock in it. Go to the left Pipes set at the top of the room. Turn the Crank
Wheel and set the levers to this manner: @ / / \ (@ = Crank Wheel) The Heat will Kill the
Ice Element. Pick up the Ice Flower Crystal.

Now Lure the Fire Elemental into the same chamber and Lock in it. Go to the right Pipes set at the top of the room, turn the Crank Wheel and set the levers to \ / / @, killing the Fire Elemental. Pick up the Fire Pearl.

At the Right Chamber of this room, place both Elemental Crystals on the Stands. The door will open. Pick up the crystals and enter the room. At the Center you will see a stand with 3 slots. Place your Soul Stone, the Ice Flower and the Fire Pearl on it. Turn on Both Crank Wheels and set the levers in this order. @ / \ / / \ / @ . Return to the chamber and collect your Magic Embedded Soul Stone. Upon taking it the New Chapter will begin.
– END OF CHAPTER –

Kill all the Golems you find in this maze. There are some Poorly Erected Barriers which will
crumble with a simple hit. Break all of them. Make your way to the Top of the Maze. There you will have to Defeat the Giant Crystal Golem. The Spider Queen's Poison Staff works
excellently here. Upon Killing the Golem the New Chapter will begin.
– END OF CHAPTER –

2. The Fall of Avencast

You return to Avencast but the place is no longer the same. Monsters have over-run Avencast. In the magic barricaded room, Theodosius asks you to find an item from a monster for him. Kill the monsters outside and return to Theodosius with the Demon Battle Staff (100 exp). Then proceed to the planetarium to send a SOS message.

You will need to get the Key to the Planetarium from Stellarius. Proceed to the Blood Mage Wing. At the Center Bottom of the Wing is a room with 5 Statues, 3 of which have missing limbs. Use the Marbles Limbs on them to Open the Lock Chest. Marble hand (Top Left room in the Blood Mage Wing). Marble Leg (Bottom Left Room in the Blood Mage Wing). Marble Head (Center Left Room in the Blood Mage Wing).

At the Top right of the Wing, Murius and his 2 friends are hiding in a room. He would like to go to the Stronghold with you. Tell him that you will take him later. Leave the room and close the door. The open the door again to start a new dialog and agree to take them now. They will follow you. Then run pass the door and close it before they pass it, locking them in. This will protect them from being killed by the Newly Spawned Possessed Mages right outside the corridor. Go to the corridor and clear the infestation. Then return to the room and release Murius and his friend. They will be safe from running into Monsters along the Exodus to safety. Escort them back to the Stronghold through the route you came from. Your will get a total of 300 exp (100 exp for each surviving Adept.). Pick up the Planetarium Key and the Planetarium Instruction Manual in a Wooden Chest in Stellarius’ room. (100 exp).

Proceed to the Planetarium Here, there are 4 Mirror rooms and a Telescope on a Turntable in the Center Room. After Killing all the monsters, Go the Telescope and use it. Press on the switches to move the Telescope in the desired direction. Move it till you see a Bright Blue Star in a Blue Nebula. Center the Crosshair on the Blue Star. A Blue beam of light will appear at the base of the platform. Pull the levers next to the chair to rotate the beam. Pull the lever again to stop the rotation. Point the beam to the South Mirror and keep it there. Then go to the south Mirror Tower and move the Mirror till it points to the Glass Mirror to on the left. Now, go to the Left Mirror Tower and use the mirror to point the Blue Beam to the center of the L shaped Generator. Then go to the Generator and press 'E' to send the message. (200 exp). Now Return to Theodosius in the Stronghold.
-END OF CHAPTER-

Subquest - Agitatius's Lost Staff

To activate this quest, you need to find a Letter to Agitatius From Scorpius. Open and read that
letter. Then talk to Agitatius. He will ask you to look for Icarius in the Library at the Soul Mage
Wing. You will find a stone status there. Press 'E' at the statue and a hidden door will open.
Talk to Icarius in the Hidden Room and he will return the stolen staff. Return to Agitatius and
you will get 250 exp for returning the staff.

3. Source of the Demons

Meganteolis wakes up and Tells a story. After that, he wants you to find an item called Destructorus. Go through the Soul Mage Wing and Locate the Destructorus in a room South of Soul Mage Wing. Return to Meganteolis. (200 exp.) He ask you to recharge it at the Planetarium. Go there and adjust the mirror in the Left Mirror room to point the Blue Beam to the North Tower. Go to the North Tower and use the mirror to reflect the Blue Beam to the Generator Core room with a Charge Unit (looks like a Peeled Orange) and close it. Pull the lever next to it to initiate the Charging Process.

Half way through the Charging Process, a Huge Ghoulish monster resets the Telescope. Return to the Telescope Room to kill it. INDRAGUL has a Invincibility Shield which can only be removed by with a Blue or Red Beam. Run to the Telescope, Target either the Blue or the Red Star. Let the Beam Rotate around the room and start attacking Indragul once the Shield is removed. After Killing Indragul, take the Key from his ashes. Re-align the Telescope to the Blue Star for the Blue Beam and channel it through the South Mirror. Return to the North Tower to Continue Charging the Destructorus. Take the Charged Destructorus from the Charge Unit (200 exp.)

Meganteolis will give you a Disenchanting Spell Scroll (100 exp.) Go into the Small Meeting Room of the Archmages. At the back there are some Statues in the middle. Stand at the Bottom Wall and Use the Disenchantment Spell Scroll from Inventory. (Press "I", click on "Quest Item" Tab, then Double Click on Scroll.) The wall will vanish. Enter the Secret Wing. You will find a bunch of tough sword wielding monsters. In this area there are: a Locked Room, The Sealed Necromantic, A Mushroom Bomb Lab, and KulKurazz Torture Room.

In one of the Rooms, you will find a Restrained KulKurazz. He will ask to form a Pack. Accept it (No other option.) He will give you the magic word ‘Syrah’ to communicate with Crazy Anitalis.

There's a Labyrinth to the right of this map. At its end you'll find a prison where Crazy Anitalis is. He won't listen to you if you don't say "Syrah". At the bottom of the Labyrinth, Kill the RAGAs and the Dark Leader. Take the ENERGY CRYSTAL (quest item) from him.

Talk to Anitalis. Say ‘Syrah’, he’ll give you a key to the locked room. Use it to open the Locked Door. Inside this Room will find 5 Pictures on the wall depicting the progress of a story. Press 'E' at the pictures to Activate the sequence in this order: (1 - Portrait of a Man, 2 - Man in Court, 3 - Man in Cell, 4 - Man in Chains, 5 - Man Sucked into a Frame.) and you will be teleported to the Avencast Past where you will meet Gyron.

Here Gyron will be executed by the Evil Taertius by extracting his mental powers. Talk to Chaired in the next cell to get the Passwords for the Necromantic Chamber. (50 exp.) Go there. You will need to pass those Pesky LASAs. You can either dodge them, or Kill them sniping or Sneaking up behind them and Smack it. 30 exp each. Once you reach the Necromantic chamber, go to Southern Docking Station for Suction and swap the Codes (h L N -> p ^ @ ^) to:

And Click Activate.

Then go to the Northern Docking Station for Supply and Swap the codes (p ^ @ ^ -> h L N) to:

and press Activate.

In a cut scene Tertius will die. Kill the remaining Guards. (500 exp.) Return to the Prison and Kill the TORTURE MASTER. Follow Gyron to his cell and he will send you to the Present. (500 exp and Avencast Robe of Honor) Make 3 Mushroom Bombs in the Lab with the Explosive Fungus Machine. Place 1 each of Crystalline Dragon Fire, Dried Sulfurous, and Voldarian Morel (ingredients in lab), then Activate to Make the Mushroom Bomb.

Go to get Anitalis and bring him to the Necromantic Chamber. Use the Mushroom Bombs on the Walls to the North, South and West to Open the way to the Docking Stations. Now enter (p ^ @ ^) for the Northern Docking Station and (h L N) for the Southern Docking Station and (P J N h /) for the Suction Force Control. Active all of them and then active the main control at the center of the Necromantic. If you did everything right, Anitalis will finally regain his sanity and will give you a Demon Liberation Spell and 500 exp.

Now proceed to the Torture Room where KulKurazz is Restrained, replace the Ruined Energy Crystal with the Energy Crystal you found earlier. (200 exp). While at the KulKurazz Restraining Barrier, press 'I' and press the quest item tab and Click on the Demon Liberation Spell Scroll to release KulKurazz. He will open the Door for you. Kill HARRASSYS. (375 exp, and Ornulf of Elthenor's Staff). Now enter the room of the Portal of Dimensions. Run directly into the Portal.
-End of Chapter-

Subquest – Revive Kelios

Pancratius will give you this quest. Go the to Summoning Master's Quarters located North of
the Great Halls. At the Northern Right side of this Hall, you will find Kelios Petrified and a
Hastily Written Note on the floor next to him. Take the not and return to Pancratius. He will give you a scroll with the Unpetrifying Spell and 50 exp. Return to Kelios and use the Counter
Spell on him. (100 exp.)

Subquest – Golden Cage for Gorlin

You will have to get the Key from Quallus' Room in the Eastern Guest Wing which is accessed
through the South East Exit of the Great Halls. Once you got the Key, return to the Eastern
Lounge and Pick up the cage. Return to Gorlin. You get 150 exp and A boots of Equilibrium
from Gorlin.

Subquest – Chimakoos for Gorlin

Gorlin wants you to Catch some Chimakoos in the Fairy land. If you accept the quest, he will
give you the Golden Cage and a Small Fairies Coin. Now proceed to the Western Guest Wing
through the South West Exit of the Great Central Halls. Go to the Guest Wing Garden and toll
the coin into the Pool to Open the Portal to Fairy Land. In it avoid the Plants and run to pick up a
fruit at the North West of the Fairy Field. Then Go to North East and place the Fruit and the
Golden Cage on the Floor. Wait for the Chimakoos to enter the cage, then pick up the Cage and
Return to the Portal. Return to Gorlin and he will give you Adept's Robe Of Mana and 200 exp.

Subquest - Dolcina's Imp Run Away again

Dolcina will ask you to capture her Imp. You can find it at the same place where the Fairy Land
Portal is located at the center of the Garden. Hit it till it Falls down unconscious. Pick up the
Imp and return to Dolcina. She will give you Adept's Cap of Mana and 100 exp.

4. Meganteolis' Betrayal

You return to the Stronghold just in time to battle FRAAZZZ. Killing him will grant you 450 exp. The
Protection Sphere failed and Theodosius asks you to recharge it at the Planetarium just like you did for the Destructorus. Return to the Stronghold with the Recharged Protection Artifact and place it back on the stand. Theodosius want to go with you to see the Portal. Return to the Secret Wing (via small Meeting Room). A cut scene will commence.
-END OF CHAPTER-

5. Kyranian Wastelands

Enter the Portal of Dimension and will arrive at a strange floating large piece of Alien Land known as Kyranian Wasteland. Make your way to the End of this Crescent piece of land. There you will meet Gaian in front of the Kyranian Stronghold.

Fight you way through to the North and around South. You will soon come to a Kyranian Teleport
Machine to the Gardhun Vault of Kings (see [website] & [website] below) and the entrance to the Kyranian Fortress. Use the front entrance to Gardhun Vault of Kings (after activation) to enter Interior Fortification of the Main Gate. Again Fight you way through while avoiding those traps. At the Northern West side, you will come across a PSION who will help you to activate the portal. He will give you the Key to the Generator Rooms. Proceed to Generator Room Portal which is located behind the Locked Door on the Northern East side to retrieve the Energy Cells. Use the Key to open the door and use the Portal inside to get to the Generator Rooms. Run pass the Gatling Energy Traps, and pass the Laser Grid when they turns of intermittently till you get to the other side. There's a Lever there, and pulling it turns-off the Laser Barriers. As for the Fire Wall Waves, well, its just like crossing a busy Highway. Have fun!!! Once you get to the last room, Kill the defending Evil Poisons and retrieve the Kyranian Energy Cell. And Return to PSION. Give PSION the Energy cell and he will active the Teleport unit. (800 exp) Proceed into the Teleport to reach the Kyranian Quarters.

Upon Arriving at Kyranian Quarters, you will see Gorlin who will tell you a family story and leaves.

In one of the rooms at the Right side of the Kyranian Quarters you will find a room with 2
COGWHEELs on, or near, a table (you may have to use [F] key to see them). Take these
COGWHEELs, and the Key in a Small Stone Chest nearby. Then use the key to open the locked door there. Inside this room you will see a White Sphinx Statue holding 2 cups, and a White Chest nearby. Place the Cogwheels and the pins correctly and click on the Crank to open the Chest. Inside you will find 2 Eye of Sphinx. Place the Eyes on the Sphinx's cups. You will have to battle Continues Spawns of Killer Flies for 1 minute. You will need to Spawn a Crystal Golem as a Tank, and you will need at least 10 – 20 mana potion to keep spamming your Area of ​​Effect magic to Kill the Flies. You will need to respawn your Crystal Golem every 10 seconds. After this Test of Endurance, the Sphinx will Self Destruct and you can take the Tar El Ak's Sash (the Best Sash so far) from the Rubble. Proceed to explore the Quarters. Eventually you will come across Meganteolis.
-END OF CHAPTER-

Subquest - Purifying Gaian's Spring

Gaian wants you to purify his Spring. Enter the Kyranian Fortress using your Amulet. And
Pick up the Crystal Chalice Inside the Fortress of Dimension – Main Gate, go the center and
pick up the Crystal Chalice from the Small Stone Chest and find it with water from the Magic
Spring next to it. There's a lever which will activate a PORTAL. Pull it to activate the Portal.
Take the Crystal Chalice of Elemental Water to the Gaian's Corrupted Spring and purify it there
with the Elemental Water. Talk to Gaian and he will give you 300 exp and Gaian's Miracle
Potion
(Max.Mana+20 and Max.HP+25).

Special Area * Gardhun - Vault of Kings

The PORTAL you activated is found near Gaian on a large Stone Column. Enter it and you will
reach Gardhun – Vault of Kings. Make your way to the end of the Corridor. Beware of the
Super Tough Wolgath. At the end of this Spiral Corridor, you will find a Precious Coffin with
some great equipment in them. Enter the Portal Nearby to return to Kyranian Wasteland.
Return to the Fortress Main Gate.

6. The Last Kyranian's Legacy

Fight POSSESSED MEGANTEOLIS and defeat him. (900exp , Meganteolis Staff) Soon you will
come across your Late Parent's Chambers. Pick up the Kyranian Key and the Elixir of Transcendence from the Small Stone Chest next to the Holographic Unit. And use the key to the next room. Proceed with caution. Kill all the Monsters and go to the room on the right and you will see a Teleport Unit. Use it to get to the Defensive Fortification Side Gate. You will be rudely greeted upon arriving but you're no Jelly, so kill them all and proceed. Make your way to the South of the Fortress and you will eventually reach a small part of the Kyranian Wastelands. There you will find Pajaou and this 3 other Madavas companions.

See [website] below

Now return to the Kyranian Quarters and make your way to the North. The last room here you will
find a Teleport Unit. Use it to move to the Kyranian Security Gate. When you arrive, you will find that
KULKURAZZZ arrived and sealed both Teleport Units, and leaves you stranded. Have no fear, Gorlin to the rescue. Simply summon his Doppleganger and shout his name for help. Then step away for the Doppleganger to leave. Gorlin will arrive in a short while to unlock the Teleport for you and wants you to bring him to the Kyranian Museum. You'll have to agree.

At the Museum, you will come across Enrael.

See [website] below

Proceed into the Museum pass Gorlin. Kill all the monsters along the way till you've gone a circle,
you will then find that Gorlin is in a room being chase by Mutated Chimakoos. Kill the Chimakoos.
Gorlin will tell you his sad story.
-END OF CHAPTER-

Subquest - Remedy to the Black Scourge

Pajaou will ask you to find the remedy for Anjaou's BLACK SCOURGE Curse. Search the
Map for the Kyranian Crystals which is located in a small stone chest on the left side of this
land. Enter the Fortress again and go to the Lab which is located on the North East side. use
the Crystal Chalice you still have with you and scoop up some Elemental water from the
Fountain in the Concourse south of this fortress. When you find the Lab, get the instructions
from the Manual on the stand and then use the Mixer. (300 exp , Kyranian Remedy) Return to
Pajaou and give him the remedy. Anjaou will recover and will give you Anjaou's Ring and 400
exp.

Subquest - Redemption of a Thief

Enrael wants you to help liberate him from his Punishment. Take the Royal Diamond from him
and place it back on the Display Case in the Museum just south of the Museum Door. (250 exp)

7. Finale: Destruction of the Crystalline Heart

Gorlin will Open the locked door and leaves. (600 exp) Proceed North to enter the Kyranian Palace and Sanctuary.

On the left side of the Sanctuary you will come across a room that requires you to recognize a Piece of Art in order to Open the door. Arrange the Art in the order from Left to right starting with the Snake head pointing to the left.

When you have completed the Jigsaw Puzzle and press activate, the door will open. Kill all the
PSIONs in here and take the Key to the Chamber of Sphere Horns and the Sphere Horn Stone Tablets. Return to the center hall of the Palace. Gorlin will bid you farewell. You the key to open the Locked Doors and enter both the Sphere Horn Chambers and enter the respective codes to activate the Ky'Ral (Bird, Snake, Labyrinth, Mushroom) and Erend'Ur (Bag, Mushroom, Butterfly, Man) Horns. The codes are found on the Stone Tablets. (100 exp + 600 exp).

The Way to the north will Open leading to the Large Meeting Halls of the Kyranians. Proceed North. Along the way at the Large Meeting Halls, you will come across Symbolic Platforms much like the ones you saw at the Academy's Crypt leading to Marugar's Coffin. Step on the symbols according to the Symbols on the elevated sides in the order starting Left and then right and left and right from bottom up. I'll list the order here. (Butterfly, Man, FloppyDisc, Labyrinth, Snake, Mushroom, Snail, SquareHead, Bird, FloppyDisc, Witch, EagleLabyrinth, Bag, Bird). Do it slowly, as just a single miss will kill you.

Upon successfully crossing the platform, you will enter the Great Meeting Hall. Now is the time to use up every unused Skill Points and Stock up on Health and Mana Potions. You should be Level 38 by now if you did every quest and killed all the monsters there are to kill. You will get non-stop action till the End of the Game.

Go down into the arena, summon your Crystal Golem, and Kill all the Tentacles. Then Kill
MORGATH. Then Destroy the Crystal Heart.

The strategic use of potions will help you Defeat the Morgath.

Good Luck and Play the game again even if you completed it. Then tell all your friends to play it too. Cheers to Clockstone for a wonderful piece of work and we look forward to more game titles coming our way !!!
ENDGAME