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AVEYOND: THE DARKTHROP PROPHECY STRATEGY GUIDE DEMO

THIS IS THE DEMO FOR THE STRATEGY GUIDE

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Table of Contents

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Chapter 1. Story
Aveyond adventure games take place in the world of Aia where unconventional heroes explore diverse lands completing quests. In the fourth installment of the Orbs of Magic series, Mel has gone into hiding after she discovers she can use magic. To make matters worse, wicked creatures called Darklings keep popping up, convinced that Mel is the prophesied one who will build a dark empire for them. Edward, the ousted heir to the throne of Thais, who is also Mels best friend, eventually finds her hiding in the village of Harakauna. To her dismay, hes brought along two professors from a school of magic called Shadwood Academy. After seeing Mels potential, the professors refuse to leave without her. Mel agrees to go with them, but only if Edward accompanies her. Edward is dismayed, but agrees to put the dispute for his throne aside, and train with Mel in the far away Arishta Isles, where Shadwood Academy is located.

The rest of Chapter 1 & Chapter 2 are in the full strategy guide.

Chapter 3. Walkthrough
1. Journey to Shadwood Academy
Mel wakes up in the cottage she shares with Yvette in Harakauna. Yvette asks her to find flies for a birthday recipe. (Today is the mayors birthday again.) Go west to the Blueleaf Forest and gather flies. (See Maps in Chapter 5 for locations) Collect treasure and fight for loot before getting the fly in the southwest clearing. Collect the final fly in the southwest clearing. Two darklings appear, calling Mel Mistress of the Dark. Humored by her refusal to go with them, they seize her. Just then, Edward and two strangers come to the rescue and destroy the darklings. The strangers are Professors of magic at Shadwood Academy in the empire of Veldarah. Tipped off by Edward, they recognize Mel possesses the gift of magic and insist she train at the school. Mel refuses to go without Edward. The Empress promised to assist Edward in retrieving his throne for delivering a magic wielder of great power to serve the empire; he therefore must go as well.

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2. Life at Shadwood Academy


Mel, Edward, and the professors arrive in Veldarah. The professors give Mel and Edward tokens and tell the two younglings to enroll in Shadwood Academy. Go through Veldarah and head northwest to Shadwood Academy. Talk to the Head Master. Edward leaves to find the fighters quarters and the Head Master tells Mel to check in with Professor Yavara. Go east to the Magic Wielders quarters and talk to Professor Yavara. Go north to room 231, open the treasure chest in Mels room, and put on the Student Robe. Then, report back to Professor Yavara. Go to the professors in the Hall of magic. Enroll in two classes plus Introduction to Magic. The choices are: Storm Magic, Healing Magic and Dark Magic. Diversification is recommended; one offensive and one defensive class. Note: Later in the game, Mel almost always has the company of a healer. After Mel has signed up for classes, return to Professor Yavara. The professor tells you to read the house rules in the cafeteria. Go to the cafeteria and read or re-read the house rules. Return to Professor Yavara and let her know that you understand the house rules. Go to your room and get some rest. The next day, attend your Introduction to Magic class. After the class is over, go to your room to rest. The story skips ahead three months. Mel has learned to control her magic and almost has enough credits to leave Veldarah. To gain her final credits, she must perform a good deed. Talk to Professor Yavara and agree to exterminate the nest of magic wisps at a local inn. Go to the inn in Veldarah and talk to the innkeeper. Agree to help him with his wisp infestation. Go upstairs in the inn and fight the wisps. Note: You must use magic to defeat the wisps.

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For this battle, defeat the two wisps roaming the hallways. Check their corpses for loot. If you find Covey Balm, give it to Mel to top up her MP for the next battle. When fighting the hive, you may fare better using magic against the wisps and leave the hive for last. You can use Mels Steal skill to try and get more Covey Balm from the hive if her MP is getting low. When all wisps have been defeated, attack the hive. When the wisps and hive are defeated, talk to the inn keeper and collect 52 gold coins. Note: Sleep at the inn to restore all health and mana before going back to the school. Return to Shadwood Academy. The school is in flames. Edward comes out to meet Mel and tells her the school is under attack by monsters. Edward joins Mel and the two enter the school to help with the fight. Fight a lone monster that is wandering around the atrium in Shadwood Academy. Fight a lone monster that is guarding the entrance to the Magic Wielders quarters. When this fight is over, all of the monsters have been defeated. The professors tell the students to go to their rooms. Go to Mels room. Along the way, Mel discovers that someone has scrawled Darkthrop Prophecy on the wall outside her room. Go back to the atrium and warn the professors that the monsters are after Mel. The professors refuse to listen. Go to the fighters quarters and warn Edward. Edward also refuses to listen. Return to Mels room. A note is in the doorway. Pick up the note and read it. The note says that a professor in the school believes that Mel was the target of the attack and that she should talk to the guard at the entrance of Veldarah in the morning for additional instructions. Go to bed. The next day, the school has been cleaned up and things are relatively back to normal. Leave the school and go to the entrance of Veldarah. Talk to the guard. He gives you a note and permission to leave. The note says that you must go to a cabin west of Almirk Jungle. Travel west through the jungle and bring along some Marsh Tea. The snakes here are poisonous. Leave the jungle, enter the word map, and then head north to the hunters cabin. Enter the hunters cabin. Unfortunately, Gyendal, an evil wizard, who has long wanted to force Mel to fulfill the Darkthrop Prophecy and use her as a pawn, is waiting. He seizes Mel, and tells

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her she must go with him to a place called Underfall. She refuses to go with him, so he brings forth Stella, Mels dear friend. If Mel doesnt go willingly, he will kill Stella. Mel agrees to go with Gyendal and Stella is freed. Stella flees the cabin. Gyendal teleports Mel to a cathedral in Underfall. To his surprise, the Disciples of Darkness announce that the girl must visit the Demon Realm to experience her rebirth. Mel is sent to a waiting chamber as Gyendals creatures prepare a portal to the Demon Realm. While Mel is alone in her chamber, a darkling named Yemite appears and says she is Mels personal servant. Mel tells Yemite to find Edward and bring him to her. Yemite teleports away to find him.

3. Leave the Eastern Isle


To this point, the story has followed Mel. It now shifts to Stella. Stella runs through the halls of Shadwood Academy, looking for Edward. She finds him in the fighters quarters. The two of them decide they must find two people who know Gyendal well: his sister Teijal and her husband Galahad. Teijal and Galahad are residing in Sedona, a city on the Western Isle, and only a ship can take Edward and Stella to the city. Note: Now that Mel is no longer in the party, you cant sleep in her bed for free. You can, however, sleep in Edwards. Go into the Almirk Jungle and avoid large groups of snakes until you have serpent amulets. Gather as much gold as you can until you can afford the Wizards Staff for Stella. You can purchase this staff in Veldarah from the Junk Dealer. Note: Save your mandrake for a while. With this staff equipped, fight easy monsters until Stella gains a level through fighting. She will have the opportunity to learn one of two spells. Choose Blessing if you want to destroy snakes quickly. Note: If you wait this skill will be given to you later in the game . When you have enough gold, return to Veldarah and purchase a sword called Shard from the Junk Dealer. Then, return to Almirk Jungle and use the Sword Servicing Station to upgrade Shards attack. Continue to gather gold and purchase a shovel from the Junk Dealer back in Veldarah. Travel south through Almirk Jungle, use the exit in the southwest to enter the world map, then head south to Bluebeards Cove. When you enter the cove, you learn that Captain Bluebeard is dead. The sailors cant agree on who should get the ship. A judge arrives to make the determination, but says he cannot make a decision until Bluebeards Will is found.

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Go into Bluebeards house and read the note on the bed. It says: The key to me secrets is buried three paces east of the most southern palm. Go outside and dig three paces to the right of the most southern freestanding palm. In the hole, you discover a key.

Go to the locked shed and use the key on the door. Enter the shed and follow these steps: o Push the jar to the east of the door twice. o Go north as far as you can and push the jar. o Go east as far as you can and push the jar south. o Go east to the wall and push the jar to the north. o Walk west and push the jar eight times. o Walk north as far as you can and push the jar. o Go west as far as you can and push the jar south. o In front of the desk, push the jar west.

Take the will from the desk and bring it to the judge. The judge grants Bluebeards ship to Bluebeards brother Edward. Bluebeards brother arrives accepts the ship and retreats into Bluebeards shack. The judge and sailors leave. Go into Bluebeards shack and pay Bluebeards brother 150 gold coins for the ship. Go to the world map and click on the ship. Sail to the Western Isle and use the dock to leave the ship.

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This is 25% of the walkthrough See the rest of walkthrough in the full strategy guide.

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Chapter 4. Maps

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See the rest of monster maps in the full strategy guide.

Chapter 5. Data Tables


This chapter contains only a few tables, and most of these are a partial list. To see all tables that are full, youll need to read the full-version of the strategy guide. Weapons
Staves
Name Training Staff Wizard's Staff Orb Staff (0 Flames) Orb Staff (1 Flames) Orb Staff (2 Flames) Orb Staff (3 Flames) Blackthorn Staff Wizard's Staff Imperial Staff Whisper Staff Icicle Staff Gyhad's Eye Void Staff Druid Staff Priestess Staff Athena Web Weaver Location Shadwood School Veldarah Shadow Aveyond Demon Plains Demon Plains Demon Plains Default Veldarah Sedona Thieves Caves Dire Woods Thornkeep Well Underfall Riven Forest Mysten Fat Mt Orion Caves Dreamland Price 10 34 0 0 0 0 15 34 80 120 180 405 757 1135 3100 4650 6975 Attack 5 7 12 17 24 35 5 7 10 14 20 28 40 56 82 120 160 light darkness ice Element/State

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Items
Food
Name
Cheese Bread Fresh Blood Haunch Fresh Milk Fresh Milk Venison Pumpkin Pie Star Peach Venison Stew

Description
Small chunk of goat cheese Fresh loaf of bread A bottle that says "Fresh Blood" Roasted haunch of meat Carafe of fresh milk Carafe of fresh milk (from Shadow Aveyond) Roasted venison Warm pumpkin pie Juicy peach with healing qualities A warm bowl of meaty stew

Health
15 35 35 50 70 150 200 300 300 450

Price
5 15 20 25 30 10 100 25 300

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Medicine
Name Covey Balm Auquifolium Auquifolium Extora Myrica Infusion Elixir Tinctura Hypericum Cassia Leaf Description Balm that recovers some mana for one hero (50 Mana) Potion that recovers some mana for one hero (200 Mana) Potion that recovers all mana for one hero (100% Mana) Potion that recovers all mana for all heroes (100% Mana) Recovers health and removes sickness for one hero Potion that recovers 100% health and mana for all heroes (100% Mana and Health) Leaf that revives a fallen hero (Removes Death) Plant that permanently increases strength for one hero (+5 Strength) Mugwort Veldarah Junk Shop Sedona Junk Shop Underfall Junk Shop Clearwater Junk Shop Plant that increases the mana capacity for one hero (10 Mana) Veldarah Junk Shop Mandrake Sedona Junk Shop Underfall Junk Shop Clearwater Junk Shop Increases entire party's level. Level Egg Veldarah Junk Shop Underfall Junk Shop Clearwater Junk Shop Marsh Tea Witcheye Root Skin Cream Snap Dragon Egg Shrieking Egg Beast Repellent Quicksilver Tea that cures poisons (Poison, Toxic Poison, Plague, Weevils) Root that removes curses. Lotion that heals skin that is as hard as stone. Removes the sleep and paralysis state. Removes the silence state so that a friend can cast spells. Salve that repels beasts for a short period of time. A liquid that makes you walk faster for 5 minutes. Price 20 120 500 700 350 1000 25 50 110 350 400 70 160 400 450 100 300 300 5 35 30 30 15 100 100

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Quest Items
Name Flies Shovel Token Student Robe Caramel Apple Birthday Invitation Birthday Present Cupcake Description Flies collected for Yvette. There are 5 of them and if you eat one, you will recover 50% of your health. For digging holes. One is at the Veldarah Junk Store and another at Morberts Slime Farm in Sheian Lyr. A token to enroll in Shadwood Academy. A uniform worn by students at Shadwood Academy. An apple dipped in caramel. From Ingrids lunch bag. An invitation to Jennas birthday party. A birthday present. I can contain a kitten, knife or candy. A birthday cupcake with a cherry on top. Location Blueleaf Forest Veldarah, Sheian Lyr Blueleaf Forest Veldarah Veldarah Veldarah Veldarah Veldarah

THE REST OF THE QUEST ITEMS ARE IN THE FULL STRATEGY GUIDE

Shop Contents and Cost of Inns


Veldarah Inn costs 30 gold Bread Cheese Marsh Tea Cassia Leaf Covey Balm Quicksilver Quake Scroll Serpent Amulet Boar Hide Armor Wizard Robe Harakauna Thais Bamboo Shield Soldiers Helm Wooden Clogs Wizard Staff Long Sword Level Egg Mugwort Mandrake Shard Shovel Sedona Inn costs 60 gold Bread Cheese Cassia Leaf Covey Balm Sunlight Scroll Rose Robe Imperial Armor Imperial Shield Imperial Helm Imperial Boots Level Egg Mugwort

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Cheese

Tin Ring Colored Diamond Ring

Mandrake Lucky Charm

Monsters
Blueleaf Forest
Name Experience Health Strength Attack PDEF MDEF Resistance Weakness Inflicts Loot Snapdragon 4 2 2 2 4 4 NONE NONE NONE 1 Gold or 1 Bread Wolf Man 8 5 4 3 3 4 NONE NONE NONE 2 gold coins

Almirk Jungle
Swamp Snake 13 8 4 4 4 4 Poison, Toxic Poison, Plague Wind Poison Bite 4 or 8 Gold Red Frog 30 12 6 6 5 6 NONE Darkness None 12 or 16 Gold

The rest of the tables for monsters, equipment, and items are in the full-version of the strategy guide.

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Chapter 6. Goodie Caves


Hidden away are secret caches of abundant treasure; caves filled with gold, weapons, armor and spells. These will help you finish the game faster and more easily, but the game will be less challenging. Stand at the spot marked facing the designated direction, and press the space bar or click. If Nox has already obtained Disease from one chest, the other will be empty. If Stella learns spells from the goodie cave, the old women in Riven Forest, Dire Woods and Mt. Orion will not be there to give her those spells. If Edward uses the Shard goodie, the remaining sword servicing stations will not affect his weapon.

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Almirk Jungle Level Goodie


Stand facing down. 1 Tinctura Hypericum Use the lever to gain the desired level, then take Tinctura Hypericum to fill everyones health and mana or save it for later and sleep at an inn or in your bed. If you use this goodie to level Stella up to 99 (the highest level), she will no longer gain levels as she battles, and thus will not learn additional spells as she equips new weapons. The only way for her to get new spells is to use the Weapon Goodie.

The rest of the goodie caves are in the full-version of the strategy guide.

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