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KTC

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Everything posted by KTC

  1. KTC

    Hi! Again!

    Nice to see ya again too!
  2. Wow it's been a while. Hi! I'm KTC. I was around a long (long) time ago, like Ahriman prophecy v1.5 ago lol. I'm actually surprised I remembered my password. Just dropping in randomly. Place looks a lot different from what I remembered.
  3. Hiya! I'm not used to the new look either lol. Kinda miss the old warmer colors. No downloadable upgrades yet since I'm still working on it and just showing WIP cuz I'm quite excited at this major milestone. Still lots and lots of bugs to stamp through as well as programing an additional ~25 items/spells.
  4. I’m slowly combining everything I did to the game over the years into one neat package rather than scattered about on my harddrives in various states. Wish I kept better documentation over what I did exactly cuz half my notes look like they were written by a madman. Open to suggestions though do note the Never Happening section at the bottom. Done so far: Fixed Fairy Fury Join all guilds Changed save button to something else (my preference since I keep hitting save when I don’t mean to) Way to reset invisible barriers since one of the most common bugs Reset Guilds All 8 goodies compiled into the game Exp bar In game maps + player location on maps - 2/10/2020 ————- Currently working on: Easier to use skill/item system. Currently system is quite clunky. I’m thinking about shortcuts using 0-9 but it would take extensive reworking since the code is very very complicated. Letting you swap characters on command rather then let it auto swap. See above. —————- Next up: Air Balloon (I wanna fly again) Repeatable Coliseum fights ——————- Distant maybes if I can figure out the coding: Customizable Coliseum fights. Would be fun I think. Programming is going to be absolute murder though. Monster repellents: I wanna be able to run amok without monsters ruining my day lol. Have some ideas but haven’t tested them out yet whether feasible or not. Difficulty settings: Basic increase/decrease monster hp/atk is more or less easy to do. Changing player related stats however is incredibly painful. Letting you have all party members in your group though still only letting you have 4 attacking members. Much easier said than done. ———— Never Happening: Anything graphics related: I like the old graphics. Replacing the combat system with something else entirely: No. Remaking in newer rpgmakers: No. ————— Random note: there is something incredibly funny about coming back to rpg2k3 and AP and feel the code somehow became easier to read in the years apart. Like, half the stuff in the distant maybe would have been hard no years back.
  5. Update: So I was successfully able to get attacking spells and items to work from tool bar. Those are essentially done and functional. Healing items is a bit more problematic due to the lack of buttons and I've been wrestling with this issue cuz ideally I like it to be spacebar to confirm healing, but space bar is also the action key and I really don't want to edit every single map with monsters to account for that. I might end up caving and use shift key to be confirmatory button or bite the bullet and edit every map. Level 1 Tab is reserved for Shortcuts which has proved more....difficult than I anticipated so I'm leaving that last while I wrestle with healing items. I'm also debating what to do with revival items like cassia leaves and myrica infusion since the current system doesn't allow toggling of dead party members. I may/may not take those off the toolbar and leave those for the main menu journal if I can't figure out an elegant way to choose who to revive. Feedback is welcome. Here's some video demonstrating the new toolbar. If you noticed the levels skipped a few levels while going through the bars: It's because I've programmed it to skip to the next level if you do not have the spells/items on that bar. That way you never end up on an empty bar.
  6. In my excitement of finally figuring out how to get shortcuts/quick keys to work (and I am friends now with CommonEvents. I'm not sure why younger me was so scared of them. They are glorious.), I also pondered on an interesting scheme that would make battle infinitely more user friendly....but also be a completely and extremely painful to program (I can see why Amanda stuck to this scheme cuz the amount of programming = oooooohhh boy. But I am that level of excited right now). Battle Menu is going to automatically be open in combat zones Shift: Switches between Item/Skill Bars, Shortcut Bar, Toggle Hero/Save/Battle Menu Toggle/Map Buttons Bar. 0-9: which spell/skill to use. ESC: Menu unless facing monster in which case it does nothing. Space: Attack with normal/spell/skill. It's not possible to have the spell be used instantly once selected since the game wouldn't know which enemy is being targeted. That's why you have to hit space again after choosing a spell in the original game. Doable? Surprisingly yes, yes it is. I know the basic programming of how to do each of those individually and have done small rudimentary testings confirming each of them. Tedious to program? You have no idea. I would have to program an additional 10 buttons with each button being about ~100 variables give or take 20, revamp the whole item/skillbar AGAIN which involves roughly 200 variables give or take 50, and it's probably going to make the whole game even more unstable due to how much extra is going on. I also am not sure if my attention span is wide enough to finish because it's an incredibly daunting process. Well, if I disappear again for a long while, this is probably why though I will release what I have if that happens.
  7. Shortcuts and switching at will are officially happening! Figured out a nice neat roundabout method so I don't mess with Amanda's original code too much but still be able to do stuff to it. Now debating which buttons do which. I'm thinking: 1-9 = shortcut spells/items 0 = Save Shift = Toggle Hero. rpg2k3 can use the symbols / * - + ., but the problem is that they only work if you enter using the numpad so I don't think it would be convenient to use them. Also I'm gonna include healing items in shortcuts cuz why not. I don't wanna keep going into the menu to heal when I GOT BUTTONS TO WORK and I'm gonna exploit the heck out of it Common Events and I are friends again.
  8. Thanks! In exploring the code I found that it's actually quite easy to stop the toggling heroes automatically, however it also requires literally changing every single monster on every single map so into the todo list I guess. Common Events are my friends and enemies.
  9. In game maps! I wanted to be able to display maps+where player is on the map because I get lost quite frequently as a player, especially if I have to go through Witchwood Swamp frequently or other locations. I've figured out how to manipulate the number keys so I think the shortcut/quick keys might actually be possible which I would love to do since scrolling through 7 levels of skillbars (via all guilds)+1 itembar is a little more tedious than usual. Between 0-9 and shift keys, that's quite a bit of buttons to work with to make the combat more streamline. I might also try to get rid of the need to close out the battle menu and press enter again in order to use the spell, and have it as soon as you hit whatever spell/item does it automatically though I'll definitely need to analyze the code more.
  10. Woot, in game maps are basically done, all 142 of them. Still need to test them to make sure the maps are tracking player coordinates well but in theory should be all good. Gonna record how I did it in case I lose my precious spreadsheet: 1. Get Original game map size. Calling X/Y coors as: Size X, SizeY. 2. Screenshot game map in rpg2k3 exactly down to the very pixel. Calling X/Y coors as: UnmodX,UnmodY. 3. Shrink the UnmodX,UnmodY to fit a maximum of 320x240 size while maintaining proportions. Calling X/Y coors as: Call this image ModX,ModY. New coordinates: CoorX = ModX/SizeX CoorY = ModY/SizeY Since rpg2k3 does not do decimals and we need far more precision than single digit whole numbers: Variable PX=Player X coordinates Variable PY=Player Y coordinates If CoorX =/= whole number: 1. PX*(CoorX*100) 2. PX/100 If CoorY =/= whole number: 1. PY*(CoorY*100) 2. PY/100 This would be it for maps that are 20x15, but for other size maps: AddX = (320-ModX)/2 AddY = (240-ModY)/2 Finally: FinalX = PX+AddX FinalY = PY+AddY Maps should be set at 100% zoom and 160,120 coordinates, the center of the screen. Player tracking coordinates on map = FinalX,FinalY.
  11. It's okay if I double post? I'm updating with info I found while scrounging around the code with fresh rusty eyes. *bursts laughing for 30 minutes* Okay, so you know how fairy fury wasn't in the 2.xx game and everyone including me thought it would be hella hard to put back in the game? On closer inspection, it's due to a TYPO. Yes that's right, the most powerful spell in the game was nixed because of ONE. SINGLE. DARN. TYPO. ONE NUMBER! A variable was set to 9 instead of 8! THAT'S IT! I'm crying. 😂
  12. Since I'm on a rpg2k3 editing phase (haven't used it that much for the past few years) Some pro/con background between my edits and the goodies here: The difference between the way I do goodies and the goodies here is I make direct edits to the game's files. The goodies here are savefiles so the game itself is unchanged. The good thing about this system is that you don't have to worry about messing the game out with a bad install. The bad thing is if you overwrote the savefile, you needed to install it again. The good thing about my goodies are once you install them, you don't need to install it again. The bad thing is that if you mess up, you can wreck your game. Worst case scenario is you reinstalling the game. Things I plan to release eventually: -Compiling all the original 8 goodies into one file - done and released -Add an Exp Bar and/or EXP bauble that will tell you what your exp is and how much more you need to level up - done and released -An all guild's goodie Things I might do if I can figure it out: -Add the Air balloon from APv1 back in. Sounds fun to fly all over the world again heh. Things I won't do: -Add new characters or items. They're both very difficult to do. -Add overpower gear. -Anything with revamping the battle system or graphic overhauls. Absolutely not. So, what are your suggestions for me to do?
  13. *browses old notes and code remnants* Apparently past me was working on an in-game map system, air balloon, join all guilds, and making the coliseum fights repeatable. Wow was past me ambitious. Current me is relearning rpg2k3 but I apparently still remember how to make simple cheats aka gimme 100k gold, best weapons, and exp lol. Not sure if I’ll get any of that done this time around since I feel like a noob again.
  14. KTC

    Hi! Again!

    Thanks, I remember you too. Yeah, things are good over here.
  15. KTC

    Hi! Again!

    Hi ya! Long time no see!
  16. I guess this is open for business again. *dusts off rpg2k3* wow, what do all these buttons do again XD
  17. Been meaning to post this for a while but never got around to it till now: If you have bugs like above, or just want to change you're guild, please attach your save file, which looks like Savexx.lsd, here. For example your first save would be Save01.lsd. You can use various upload websites like megafire.com/megaupload.com to upload your save file here. Also put in a detailed description on exactly what you want me to fix. It does me no good if you ask for a fix without telling me what exactly you want fixed. I can probably get it fixed 24-48 hours after I see it. Be warned that I am human and have a resemblance of a life so there might be delays. Common fixable bugs/glitches/etc: -Having alicia and dark priest still hanging around thial mountain. -Invisible barrier blocking your way. -Saving right before a battle you lost and end up in a battle loop. -Boat transport you to location you can't get out of. NOTE: I canNOT fix the 'randomly crashing everywhere' bug, however what I can do is attempt to teleport you to a location away from the crash zone. NO GUARANTEES THIS WORKS. I work mainly with APv2.1 and APv1.0. NO GAEA FALLEN, GRIMM'S HATCHERY, OR YUMMY DRINK FACTORY. If you have a 'stuck' problem not listed, feel free to post it here anyway and describe the problem in detail.
  18. KTC

    Ahriman's Prophecy 1 saved game

    If you have 3 saves, they should named as: Save01.lsd Save02.lsd Save03.lsd etc. So to delete 1-2, delete Save01 and 02.
  19. KTC

    Aveyond ships

    Fav? Teijal x Rhen I somehow wrote a lot of fanfic about them lol (And it somehow got 100K views so I'M NOT ALONE in my crack ship love XD)
  20. KTC

    Modding Aveyond?

    Legally? I don't believe so since the original files are encrypted and you'll have to decrypt and decompile the whole thing in order to mess with it in rpgmaker.
  21. There were 3 versions of AP. AP v1 was the very first version as seen in Kingsfield's link. AP v2 was a revamped version with new mechanics, textures, etc. but than there was a bit of a scuffle between the creator of those textures and amaranth. AP v2.1 is the current one where Amaranth replaced all the offending textures with free textures. So if the one on your CD isn't v1 or 2.1, than it's probably 2.0.
  22. Updated link to Kingfield's guides. Both now in a zip folder.
  23. Masterguide Answers is in here. Monster Guide Wondering about a monster? It's stats are here. Chest/Vat Guide What ARE in those crazy locked chests and sealed vats? Best Stuff! Guide Best stuff for each character plus their max stats. Level/Stats Guide Ever wondered what your character stats are at level 75? Shop Inventory Guide What the shops sell and the stats for those items. Endings of Ahriman Prophecy The Endings. Maps Maps for the game. Characters Levels Guide (for monsters) What level should you be at for each area of AP? Guides by Kingsfield: Equipment Guide+Strategy Guide. AP V1.0 download via Kingsfield: Click (if you have any more links: please add them here ) 2/7/2020 Edit: Fixed link to Kingfield's guides. Kingfield's Guides.zip
  24. Here's maps to help you get around. Just click the links. These are not meant to list every single item in the game, just important locations and quest items. Elden Thail Mountain Pass Thais City AnimalVille Candar Candar City Tar Verdon desert Dragon Caves 1 Dragon Caves 2 Dragon Caves 3 Dragon Town Water Caves 1 Water Caves 2 Underworld 1 UnderWorld 2 and Teleportation Maze Underworld 3 Fairia Dream World Venwood WitchWood Blank World Map
  25. From Kingsfield's webby. Though I'm pretty sure this was written by Maren originally. ----- Please note that this post contains *SPOILERS*. *Farmer Gubbins/Bessy the Cow (Directions):* 1. Leave Elden Village to the east and bear northeast. Climb the stairs in the cliff wall. 2. Head northwest. When you see the road, follow it east. You'll end up on a large farm. 3. To get to Bessy the cow, leave the farm to the west. Bear northeast, and enter the first path to the east. There's Bessy, munching on some herbs in the southern part of the clearing. *Avrail (Directions):* 1. Leave Elden Village to the east and bear northeast. Climb the stairs in the cliff wall. 2. Head northwest until you reach the river, then follow the river as closely as possible. 3. When you can no longer see the river, head south, then west. You'll cross a bridge to the southwest. 4. Bear southeast and enter the cave near the lake. *Ferry in Elden:* To get the ferry to arrive, you must 1. Visit Avrail to be named and inform your grandma of the result. 2. Recruit Devin into the party. 3. Say goodbye to grandma (with Devin). *Whiskey Jack (Directions):* In Elden Village, walk to the world-renowned writer's house. Go left past the warehouse. There is a nearly-invisible path leading through the trees to the southwest. Make your way through the trees and find Whiskey Jack passed out in a patch of blue flowers. *Tucker's Fishing Pole/Wild Dog Cave (Directions):* _To find Tucker:_ 1. From Devenshire, follow the road northwest. Cross the bridge into western Devenshire. 2. In western Devenshire, head immediately southwest, leaving the road. Climb the steps to the northwest, then bear southwest. 3. Cross the bridge to the west, then bear northwest. Climb down the steps to the south, then cross the bridge to the south. 4. Continue south and turn east when you see the house. Talk to Tucker, sitting by the bucket of fish. _To find the fishing pole:_ 1. From Tucker's house, make your way back to the road. 2. Follow the road north until you see a patch of blue flowers north of the road. Leave the road and bear northeast, climbing the steps to the north. 3. Head northwest and cross the bridge to the north. Go east, then bear northeast. Cross into Eastern Devenshire. 4. Bear east, then head northeast. Enter the cave to the left of the waterfall. Prepare to fight bats and the wild dog! *Rescuing the Princess (Directions):* 1. From Thais Forest, enter the Thial Mountains. 2. Go east and enter the doorway to the south. 3. Go west and climb the ladder. Climb the next ladder to the northwest. Go east, crossing the bridge over the waterfall. Cross onto the other side of the cliffs. 4. Go southeast and climb down the ladder to the south. Climb down the ladder to the southeast. Head east. When you approach Zorom and Alicia, battle will begin automatically, so save first. *Meeting Jack:* To meet Jack, you must 1. Save the princess. 2. Take a nap in your apartment (you will have a dream). 3. Read a wanted poster on the wall of one of the buildings in Thais. 4. Talk to Devin at the Collegium of War and Magick. When you walk down the alley between the shops, Jack will run past and rob you. Follow him to the alley behind the warehouses (near the gate to Upper Thais). 'To recruit Jack, select 'Go to the authorities.' If you accept Jack's offer, he will become a playable character. 'To turn Jack in, select 'Go to the authorities.' Reject Jack's offer and go talk to the constable standing near the gate to the castle. You will receive 200 gp and lose Jack as a playable character. *Meeting Frederick:* To meet Frederick and recruit him into your party, you must 1. Talk to Master Gaston and the 'talking toad' in the circus in the Bleached Tooth Desert southwest of Candar. 2. Acquire a canoe. 3. Use the canoe to sail upriver to Animalville, up some stairs in a clearing on the left bank of the river in Thais Forest. 4. Talk to Frederick in the school, the easternmost building on the platform sidewalk. He's the large lizard wearing a cape, in the desk at the back left of the 101 classroom. You should now help Frederick save his brother. *Guild Locations:* Wicked Witch: the top floor of the school in Witchwood Priestess: in the western room on the top floor in the temple in Mysten Far Earth Mage: in the easternmost house in the dwarf village in the Dwarf Mines Dragon Lord: in the house to the left of the statues in the dragon village in the Tar Vedron volcano Enchantress: in the cave at the top of the stairs in Faiara *Ella Quest:* 1. Talk to Prince Edward in the castle in Candar. 2. Talk to Ella in the first house to the northwest when you enter Candar City. 3. Talk to Alicia in the atrium of the castle in Thais. 4. Deliver Alicia's note to the seamstress who lives in the attic of the Grunwhich Vineyards house. 5. Leave the house and grounds, then return to the attic. 6. Deliver the dress to Ella. Now Ella will marry Edward, and Alicia will become a playable character (after you get the Death Relic). Remember to visit Edward later; he'll give you some treasure in appreciation. *The Teleport Maze (Directions):* From start to finish: left, lower left (check in the room for a Myrica Infusion), right, upper left (you're back at the beginning), left, lower right, upper right, lower left From finish to start (after receiving the Death Relic): upper left, lower left, upper left *Avhren/Getting the Death Relic (Directions):* 1. Go to Dyuti Shrine, to the southeast of Candar. Read the note in the hand of the dead priestess. 2. Go to the Southern Peninsula, southeast of Witchwood. Climb the steps to the northwest and head east to Seafall Shrine. 3. Talk to the priestesses, then go downstairs. Talk to the skeleton, then talk to the ghost. 4. Go to Devenshire. Enter the house with the metal door on the eastern side of the village. Talk to the man, Herbert. 5. Return to Seafall Shrine and talk to Stella. She'll give you her Death Certificate. Use it to pass by the skeleton. 6. From the ladder, go west, then through the doorway to the north. Go around the corners, bearing north, then head east at the top of the room. At the end of the hall, go down the path farthest east. Go down the stairs. 7. You're in the teleport maze. Take the stars left, lower right, upper right, lower left. Go down the stairs. 8. From the ladder, go east, then all the way south. Go west, then north, then west. Enter the doorway; you'll be in a long hall. As soon as you step forward, the sequence with Avhren (including battle) will begin, so save first. Note: This is the most direct route to Avhren; however, you will find quite a bit of treasure if you explore. *Relic Locations:* Death Relic: In the underworld under Seafall Shrine, guarded by Avhren, a vampiress. Passion Relic: In an ice cave up a river, guarded by Sereina, a princess. Earth Relic: In the lowest level of the Dwarf Mines, guarded by Golem, an earth golem. Fire Relic: In the dragon village in the Tar Vedron lava caves, guarded by Lehvus, the Dragon King. Water Relic: In a water cave on the elven continent, guarded by Secubus, a succubus. Dreams Relic: In the Dream World in the Fairy Forest, guarded by the Dreamer, a spirit. *Getting a Shovel:* 1. Get the Death Relic. 2. Go to the brothel in Thais (the house next to the crates on the first row in Lower Thais). Talk to Rita, the madam and ask about business. She'll tell you her best girl ran away. 3. Leave the brothel and start toward Upper Thais. You'll hear a scream; follow it to the steps leading to the shops. 4. You should see three men surrounding a woman. Talk to one of the brutes, and battle will begin. 5. After you win the battle, talk to Ninia, the prostitute. 6. Return to the brothel and talk to Rita. Pay Ninia's debt. 7. Talk to Ninia again, and she'll give you the shovel as a reward. *The Glassen Key (Merit Quests and Demerit Quests):* You need 5 merit points in order to qualify to get the Glassen Key from its pedestal. To tell how many points you have, see the messages below. 0 points: One so selfish as be you shall never touch this key so true 1 point: Though unselfish you are, this key is still far 2 points: Though unselfish you are, this key is not far 3 points: Your merit is good, yet for thy key it not stood 4 points: Saintly you are; pure of heart is not far 5 points: Your heart is pure; take this key and endure To acquire 5 merit points, you must help various NPCs throughout the game. Not all quests award you with a merit point; the following list includes all those which do. *Delivering Georgia's letter *Turning Jack in to the authorities *Rescuing Frederick's brother *Talking to Lyla after getting rid of the bees *Proving the maid's innocence *Returning Grisilda's broom *Taking the skeleton home *Killing the hunter in Animalville *Reuniting the lost lovers (the lonely old man) *Helping the beggar in Venwood *Completing the werewolf quest *Saving the fairy children The following actions will make you lose merit points: *Killing Jack -1 point *Recruiting Jack into the party -1 *Killing the mayor of Animalville -1 point *Cutting Gavril's hair -1 point *Marrying Talia or Alicia/The Wedding Presents:* Devin can marry either Talia or Alicia, but he must show preference for only one girl to do so. 1. Buy one girl a drink in the pub in Thais (both girls in party). 2. Buy one girl a bouquet from the flower seller in Candar (both girls in party). 3. Receive a blessing from Sereina after obtaining the Passion Relic (both girls in party). 4. Receive a love hex from Darryl after reading the note on his desk (Alicia in party to marry her, just Talia to marry her). If you marry Talia, you will receive a Tornado Ring from her grandma. If you marry Alicia, you will receive 5 diamonds and 8 rubies from the Queen Alisandra of Thais. *Frederick's Transformations:* Frederick can learn five transformations from accomplishing various quests and talking to certain NPCs. Chicken: He has already learned this spell at the school in Animalville. Bee: Get rid of the bees in the orchard in Candar Kingdom. Slime: Talk to a slime in the Monster Caves behind Mysten Far. Lion: Talk to the unicorn girl at the circus in the Bleached Tooth Desert. Dragon: Obtain the Fire Relic. Unicorn: Defeat the Nightmare. *Getting the Moldy Cheese/The Password to the Dwarf Mines:* To get the moldy cheese, you must 1. Obtain the Death Relic. 2. Talk to the dwarf guarding the entrance to the Dwarf Mines. To get the password, you must 1. Get the moldy cheese from the hermit's cave in Wyrmwood Pass. 2. Give the cheese to the minidwarf in the Happy Boar restaurant in Candar (he looks like a lawn gnome sitting at the table farthest northwest). *Getting the Pirate Ship:* 1. Get the Death Relic. 2. Talk to Pirate Haddock south of the Mule Express in Candar Kingdom. 3. Go to the house east of Seafall Shrine on the Southern Peninsula; pick an application up from the desk. 4. Give the application to Pirate Haddock. 5. Go back to the house and talk to Pirate Haddock. He will offer to sell you his ship for 10,000 gp. Pay him, and follow the path to the right of the house out to a dock on the world map. There's your ship! *The Winged Sandals; Treasure in the Swamp (Directions):* There's a lot of treasure to be found in the swamp by those who risk getting lost. All told, you can find 2 Auquifolium, 1 Juneberries, 5 Rubies, a Poison Ring, a Charm Necklace, an Unholy Shield, a Serpent Dagger, and a pair of Winged Sandals. You'll need the shovel for the graves and Jack for the barrels. _Winged Sandals, Unholy Shield:_ The winged sandals are in an isolated grave in the northeastern part of Witchwood. From the entrance to Candar, follow the road until you pass between two bushes and cross a short bridge to the west. From the bridge, bear northwest. Go west on the path north of the barrel, then turn south when you see two bushes together. Dig up the grave to get the Unholy Shield. From the grave, bear northwest, passing the tree on its northern side. When you see a cluster of bushes to the left, turn northwest. Dig up the grave to the right of a bush to find the Winged Sandals. _Rubies, Serpent Dagger:_ These items can be found in a large graveyard in the southeastern part of Witchwood. From the village, follow the road south. Take the southwest fork in the road and continue southwest. At the next fork, go southwest, then west over the long bridge. Cross the small bridge, then head immediately north to the large graveyard. _Poison Ring:_ This item can be found in a barrel in the southeastern part of Witchwood. From the village, follow the road south. Take the southeast fork in the road, then cross the long bridge to the southeast of the tree. Bear southwest, then slice open the barrel to the left of the tree. _Juneberries:_ This item can be found in a barrel near the center of the swamp, southwest of the village. From the village, follow the road south. When you pass between the tree and the bush, head immediately south. Cross the long bridge southwest of the bush. After you cross the bridge, head northwest. Slice open the barrel next to the bush. _Auquifolium:_ One of these items can be found in a barrel west of the village. From the village, follow the road south. When the road turns east, you need to go west away from the road. Bear northwest, then bear northeast when you can go no further (do not take any of the narrow paths). Eventually, you'll see a barrel to the right of a tree. Slice it open for one of the Auquifolium. _Auquifolium and Charm Necklace:_ These items can be found in barrels in the northeastern part of Witchwood. From the entrance to Candar, follow the road. You'll cross a bridge to the south, then one to the west. Leave the road and bear northeast. Eventually you'll reach a barrel; slice it open to get one of the Auquifolium. Return to the road and continue south. When you cross a bridge to the south, turn east and leave the road. Go east in as straight a line as possible; you'll reach a barrel amid a cluster of bushes. Slice it open to get the Charm Necklace. *Lord Tevad's Murder/Proving the Maid's Innocence:* There are a lot of things you can do to gather clues for this quest, but only two are absolutely essential: ask the Shadow Man in the pub in Thais about his recent customers and read the note on the desk upstairs in Tevad's bedroom. Then you can give the constable sufficient evidence for his investigation. *Taking the Skeleton Home/Getting the Skeleton's Treasure:* You can find the skeleton in the southeastern part of the Bleached Tooth Desert, to the southwest of Candar. Once you have the ship, take him home to Tar Vedron. He lives in the house with an open door in the northeast part of the city. To get the skeleton's treasure, go to the oasis immediately to the south after you enter Tar Vedron Desert from the world map. Dig at the base of the southeasternmost palm tree. *Salamander Armor/Hermit Cave (Directions):* 1. From the road in Tar Vedron Desert, head south to the right of the steps leading into the oasis. 2. Bear south, then climb the steps to the northwest. Head immediately west and cross the bridge. 3. Bear northwest for a really long time until you see some steps to the west leading to an oasis. Climb down them, then cross the bridge to the southwest. Bear north and enter the cave north of the pools of water. The hermit lady will offer to buy your salamander skins for 50 gp each. After you sell her 12 skins, talk to her again, and she'll offer you a Salamander Armor. You can buy as many as you want, but you will only get one at a time, no matter how many skins you sell because the skin number resets. Therefore, the pattern is sell 12 skins, buy 1 armor, sell 12 skins, buy 1 armor, and so on. *Fire Relic (Directions):* 1. From the road in Tar Vedron Desert, head south to the right of the steps leading into the oasis. 2. Bear south, then climb the steps to the northwest. Head immediately west and cross the bridge. 3. Head southwest, then bear west until you see some steps leading up. Climb them, then bear west. Enter the cave between the two stone columns. 4. Climb down the three sets of stairs, heading south. Follow the path as it curves around, then leave the room to the east. 5. Head east and climb the stairs up to the first platform. Cross the bridge to the east, then climb the stairs up to the next platform. Bear northwest and cross the bridge. Leave this room through the opening to the left of the stalagmite. 6. Take the western fork, then bear north. Cross the bridge to the east, then bear northeast. Continue on this path until you leave the room to the east. 7. Climb the second (the center) mountain until you see a shiny metal bridge to the east. Cross it, then cross the next bridge to the east to enter the dragon village. 8. In the dragon village, cross the bridge to the northeast and enter the cave between the two statues. Talk to the dragon king, Lehvus. Leave his cave and cross the bridge to the south. Enter the cave on the left and talk to the dragon historian. Return to the dragon king's cave and battle Lehvus for the Fire Relic. Note: There is quite a bit of treasure in these caves, but this is the most direct route to Lehvus. If you want to explore, be sure to search all skeletons for treasure. *Hunter in Animalville:* To trigger the quest with the Hunter, you must 1. Obtain the Fire Relic. 2. Read the sign on the wall outside the inn in Animalville. 3. Talk to the mayor of Animalville. *Water Relic (Directions):* 1. On the world map, sail to the northern side of the elven continent. Sail southward down the river and press the action key to enter the cave at its end. 2. Go north, then skirt the platform to the northwest. Bear northwest, then climb the platform. Head northeast and cross the rope bridge to the north. Descend the platform to the east, then head east. Climb the platform to the southeast, then cross the bridge to the east. Descend the platform to the south. Skirt the platform, bearing north and east. Go southwest between the platforms and climb down the stairs to the south. Climb the stairs, then climb the platform to the north. Climb down the stairs to the northeast. Climb down the stairs to the south. 3. From the cave entrance, head northeast, noting the stalagmites to the north. Cross the bridge and bear south, leaving the room to the south. 4. Read the blue stone block, then pull the lever. Leave the cave. 5. Return to the place where the stalagmites were. They have now retracted into the ground, so head north. Kill the naga, then get the trident. Leave the room. 6. Return to the room with the block and stick the trident into it. This will summon Secubus, the Water Relic boss. 7. When she asks you for a sacrifice, you can choose Jack or any other party member. If you choose Jack, you won't have to fight her for the relic, but she'll eat him and you'll lose him as a playable character. If you choose anyone else, Devin will stop the sacrifice and you'll have to fight. Note: There's quite a bit of treasure in these caves, but this is the most direct path to Secubus. *Werewolf Quest:* After you have the Fire and Water relics, go to Venwood, the elven village. Talk to everyone in town and read all notes. Then head to the castle. Talk to everyone and read all notes there. Return to town; night will fall. *Avoid the werewolf; do not let him touch you under any circumstances, because you cannot win a battle with him.* Enter the house in the northeast of the town. Talk to the elf on the far left and accept the quest. Leave the house and go to the library, the building directly to the south. Enter and pick up the blue book lying on the floor in a pool of moonlight. Return to the house and give the book to Tailor. Accept the next part of the quest. Leave the house and pursue the werewolf. When you get close, press the action key. He'll transform, and you'll end up in the elven castle. *Meeting the Dreamer:* To meet the Dreamer, you must: 1. Talk to the Fairy Queen in the cave left of the waterfall in Faiara, the fairy village. 2. Save the fairy children from the Harpy Queen in a clearing in the north-central part of the Fairy Forest. 3. Return to Faiara and talk to the Fairy Queen again. She'll give you permission to talk to the Dreamer. 4. Enter the cave right of the waterfall northeast of the road to Faiara. 5. Talk to the fairy guardian to the left of the statue, who will transport you to the Dream World. Note: Once you are transported to the Dream Forest, you won't be able to leave without completing your quest there, so save first. Make sure you are at full health and mana, and take lots of healing items with you. It is also recommended that Jack and Frederick are in your party, because there are several locked chests and Frederick can learn his most powerful form here. *Thor and Anedem; Treasure in the Dream Forest (Directions):* There's a lot of treasure to be found in the Dream Forest by those who risk getting lost. All told, you can find Thor (Devin's ultimate weapon), Anedem (a magical helmet for Talia), a Tivanna Robe, a Holy Pendant, and a Star Amulet. You'll need Jack to open the locked chests. _Thor and Anedem:_ From the Dreamer, go south, then west on the more northern path. Cross the river and turn immediately north. You're in a cul-de-sac. Walk into the trees on the northeastern edge, one step south of the blue boulder. Thor is in the chest in this room. Leave the room and exit the cul-de-sac. Bear southwest and go south on the path farthest west. Anedem is in the chest at the end of this path. _Star Amulet and Tivanna Robe:_ From Anedem, head north. Take the next path to the south and continue bearing south. When you reach the large grove of trees, head southeast and cross the river to the south. Continue east and turn north at the fork. Walk directly into the trees north of the faint lighter blue path. The amulet and robe are in the chests in this room. _Holy Pendant:_ From the entrance to the amulet/robe room, head northwest. Turn to the northeast and follow the curve of the path around to the southwest. Cross the river and open the chest. *The Nightmare (Directions):* 1. From the entrance of the Enchanted Forest, go west on the more northern path. Bear southwest. 2. After you cross the river, turn immediately to the south. Continue bearing south. 3. You'll end up in a large grove of trees. Bear southeast. Cross the river on its southern side and continue east. 4. Bear south and skirt this room to the south, bearing west. When you pass the western lake, turn northeast and take the faint lighter blue path into the trees. 5. Walk directly into the trees to the east of the path, and you will go to the room where the Nightmare is hiding. (Please note: the nightmare is the dark purplish unicorn.) Note: This is the only boss battle in which you can walk away to heal during battle. Take advantage of this by running a few steps away, but do not leave the room. *After You Have All 6 Relics:* These are the remaining quests in the game after you obtain all six of the relics. *Take the relics to Gevolda. *Obtain the magic mirror from the treasure hunter. *Allow Gevolda and the guildmasters to form the relics into Agea. *Find Zorom's castle and defeat him. Thanks to everyone who made the first Masterguide possible, especially Lord_Tomahawk. Unfortunately, the original information was lost in a snafu at Amaranth Productions' web server. I have tried to recreate the Masterguide as completely as possible, but of course I had to rewrite it and could not include the names of the original contributors. If you write a walkthrough for a quest which isn't included above, please PM me, and I'll add it to the Masterguide. Thanks! ;D
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