Game Forums Home. Aveyond 1 Build C. Right now it is Build B. I understand that Build C allows for mouse control and fixes some of the travel mode glitches. Lizziesweden Squid 69 Posts.

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Aveyond 1 Rhen's Quest is the first part in Aveyond series. Expanding on the success of its predecessor- introducing part- Ahriman's Prophecy , it offers a wealth of quests, characters and endings, and has been hailed as "funny, innovative and wildly imaginative".

At some point, they had a child together. The prophecies claimed that the girl would someday slay a great demon and save the kingdom of Thais from evil. Shortly after her birth, Ahriman returned--apparently from his death. His demons terrorized Thais, killed Queen Alicia, and destroyed much of the surrounding area. Tailor Darzon, a young but trusted general of Thais, offered to take the child to a safe place and raise her away from the danger.

With the help of Talia Maurva , the druid of Dreams, Tailor fled the kingdom with the child and escaped across the ocean to the Western Isles. Tailor settled in the small mountain village of Clearwater, where he and his wife raised the princess as their own daughter. They lived peacefully together for sixteen years, and the princess--named Rhen--was never told about her true identity. Rhen is playing in a field when she sees a strange, glowing butterfly. As she reaches out for it, she is transported to a different land.

There, she finds an injured priestess. Rhen and the strange woman are transported back to Clearwater , where the priestess is taken care of by Rhen's Pa. After taking the village herbalist, Dyonna, to see Talia, Rhen's Ma instructs her to gather five marionbells. In the village center, Rhen meets Danny, who is the son of the baker.

Rhen blushes to talk to him. After collecting the flowers, Rhen returns to her Ma, who then tells her to go to bed, as the next day is the festival. During the festival, Rhen encounters a friend of hers who invites her to go chase Billy Harper's sheep. She follows him into a cave passage and finds herself alone.

Partway through the passage, Rhen encounters a slave trader who captures her and sells her as a slave in Ghalarah. As a slave, Rhen is mistreated and abused by Lars and his mother. She is often instructed to do menial labor and the like.

One morning, when she wakes up, she is instructed by Lar's mother to kill the spiders in the attic. She is also told to retrieve Lars' clothes from the seamtress.

He will wear these clothes when the emissionaries from the Shadwood Academy come. Lars, ever the bully, spends the morning of his departure pushing around the slave children. Rhen, angered by Lars' attitude, accidentally unleashes some astonishing magic on him. The emissaries from Shadwood Academy happen to be in town at the time and witness the exchange. The emissary Lorad senses in her a powerful gift for the magic of Sword Singing, and much to Lars' dismay, Rhen is freed from slavery and sent to Shadwood Academy as well to train as a novice Sword Singer.

After passing into apprenticeship, Rhen finds the old Priestess Ring that she was given by Talia in a junk shop in Veldarah. When Rhen touches the ring, the Priestess Talia is magically summoned. Talia will not tell Rhen where she is or how she can return home, but asks Rhen to meet her in the Empress' palace without explanation. In the palace, Rhen meets Lars, who is there to visit his cousin, the Empress. Rhen finds Talia and the Empress and the two of them converse mysteriously about things that Rhen doesn't understand.

The Oracle makes a brief appearance; upon examining Rhen, the Oracle declares that the girl is indeed the chosen one who will vanquish the demon Ahriman once and for all. Talia tells Rhen that she must gather all the Druids from their far-flung temples and bring them to the Sun Temple in Aveyond. Lars, who was eavesdropping on the conversation, at once volunteers to accompany Rhen on her noble quest.

The Empress agrees. Rhen and Lars prepare to leave Veldarah. Talia requests that they go with her to Aveyond. They agree and travel Northward until they find a ferry that will take them to the Northern Isle. The Northern Isle is cold, and perpetual snowfall and earth tremors wrack the land. Rhen and Lars trek through the snowstorms until they find a little village inhabited by dwarves. Some of the inhabitants are worried about the strange weather.

They say the Snow Queen and the Mountain King are fighting, and it is causing harm to the people of the Northern Isle. Rhen's party use their minimal student skills to fight off the intimidating oxen and wolves that inhabit the North. They barely pass through the snowy lands and finally reach the legendary Aveyond, which is a strange oasis of green grass and teacups. Rhen and Lars pass by wild gryphons and malignant bees and venture up to the Sun Temple. There they find the Oracle, who tells them that the Sun Druid is away and will return shortly.

She explains that the Sword of Shadows holds the power to entrap the souls of demons, but warns that should the blade ever break, the demons would be free again. Strangely, Talia declines to remain in the Sun Temple after all, and continues to travel with Rhen and Lars on their journey. Rhen and Lars have the run of the Eastern Isle, but only for as long as their magical abilities will protect them.

The party returns to the Eastern Isle and explores the South. They find a boat dealer on the east coast who ironically refuses to sell his boat, but pines for a wife.

Further south, the party enters Lookout Point at the height of a mountain range, where they find a strange woman standing alone on a mountaintop. She warns Rhen and Lars that the Wildwoods are unsafe for children. The party crosses rocky peaks and rickety bridges, and has to defend themselves from crows.

The fighting experience lends to their skill-building. Finally the party enters the forests and finds an inn, where they may rest. The patrons of the Wildwoods Tavern talk of a magical hind who lives in a cave to the south, luring in adventurers--who never return. Lars is convinced that he and Rhen must defeat the Hind in order to impress the headmaster at Shadwood and graduate from the Academy. The party explores the Wildwoods and finds a hermit living in a cabin.

Talia and the Hermit converse, and it is revealed that the hermit is actually Devin Pendragon, king of Thais. Talia leaves Rhen's party in order to take Devin to Aveyond. R hen and Lars find the Hind's lair. The Hind plays a magic harp, which enraptures any listener. Rhen and Lars turn the Hind to stone and take the harp as proof.

Rhen and her party travel to Land's End, south of the Wildwoods. They find the temple of Vohu Manah, the Druid of Music, uninhabited. In order to rescue the druid, they must travel through the Mount Orion cave system, but the caves are only accessible via boat. The party can find a pomegranate seed and an old lady tending an enchanted garden.

Rhen grows a pomegranate and offers it at the altar beside the river at Mount Orion, and the boat floats towards her, allowing her to pass.

Rhen travels through Mount Orion, fighting many beasts both inside and outside of the caves, and eventually reaches the daeva, Nanghaithya, who has stolen Vohu Manah's soul. After defeating Nanghaithya, Rhen collects Vohu Manah's soul and returns it to the temple.

Grateful, Vohu Manah gives Rhen two rewards back at the Sun Temple in Aveyond: a choice of either a sleep flute or a pile of emeralds, and a skull. The druid Dameon has returned to the Sun Temple, as well, and offers to join Rhen's party. The party uses the skull acquired from Vohu Manah to open the path to Halloween Hills. Rhen and her companions visit the towns of New Witchwood and Ghed'ahre, inhabited by witches and vampires, respectively.

In New Witchwood, they meet a witch who gives the party a shovel, a witch who wants to get married, and a witch who wants to send her son away to school. Rhen introduces Griselda, the witch who wants a husband, to the boat dealer, who will then sell the party his boat. In Ghed'ahre, Rhen meets Te'ijal, a vampiress who wants to explore the world but cannot go out in the sunlight.

The Darkness Temple, home to the druid Rashnu, is beside the cathedral in Ghed'ahre, as well. Rhen plays the organ in the cathedral to reveal a hidden passage underneath the cathedral. The party traverses an enormous maze full of puzzles and riddles in order to find and defeat the daeva Zarich and rescue Rashnu's soul. Rashnu offers Rhen a choice of reward between a pile of coins and a bottle of sun block, which can be given to Te'ijal.

A grateful Te'ijal, if given sunblock, will join Rhen's party. Rhen uses her new rowboat, sold to her by the recently wed boat dealer, to travel to the Western Isle.

The passage to Sedona, a major city on the Western Isle, is only accessible by land via the Peninsula Trade Route, and Rhen cannot yet travel to Sedona by boat. They also locate the cottage of Velgerd. The gate in his yard blocks the way to the cave system in which Tawrich, the daeva that stole Armaiti's soul, is hiding.

Velgerd opens the gate for Rhen only after she has obtained his glass eye, which was stolen from him by his brother, Dorvan. Dorvan lives in the Mystery Manor in the Lowlands, and he only relinquishes the glass eye after a battle with Rhen and her companions. The party returns the eye to Velgerd and travels through the caves behind his house to defeat Tawrich. Once Armaiti's soul is restored, she gives them a Merchant's Pass for the Peninsula Trade Route and a choice between a climbing guide and a cooking kit.

Clearwater, Rhen's old hometown, is also in the Highlands. When Rhen returns home, she finds that little has changed; however, when she speaks with her parents, they reveal to her that they are not her parents by birth.

Rhen learns that she is the heir to the throne of Thais and destined to save the world from Ahriman. She is reluctant to accept her fate, and does not immediately agree to become queen once she has defeated Ahriman.


Aveyond 1 - Walkthrough

Check out our strategy guide and walkthrough for Aveyond. That way you will not only enjoy the game and its story but also will get to find everything you missed the first time when you played it. While replaying you will know that what would happen if you talk to someone which can trigger some unexpected events, so you may like to finish the other uests before you proceed. This way you can explore all the probable possibilities in the game as rpg games offer a lot of diversions and endings. I will not mention places which are easy to locate! The journal is very helpful as it reminds you of what needs to be done next. Cross the bridge and keep walking till you reach a ladder.


Aveyond 1 Rhen's Quest

By kurtisnet , February 14, in Aveyond 1: Rhen's Quest. Some of you might remember me from the old forum. I wrote a walkthrough on Aveyond 1 build B in and have come back last week to realise that the link to download that walkthrough is dead. A few searches on my computer later, and I have recovered the original walkthrough created 8 years ago. Fast forward few more days and here I am again with a fully revised walkthrough now version 1. Flat design all the rage these days! No more gradients and screaming all caps words.

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